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Author SHA1 Message Date
3raven 1c5e5a94fd Actualiser mods/PLAYER/mcl_music/locale/mcl_music.fr.tr 2023-11-17 19:28:35 +00:00
3raven b90e980fdf Actualiser mods/ITEMS/mcl_beds/locale/mcl_beds.fr.tr 2023-11-17 19:26:25 +00:00
3raven 76855de5d6 Actualiser mods/ITEMS/REDSTONE/mesecons_button/locale/mesecons_button.fr.tr 2023-11-17 19:25:23 +00:00
3raven 5482ee3c96 Actualiser mods/ENTITIES/mobs_mc/locale/mobs_mc.fr.tr 2023-11-17 19:22:21 +00:00
3raven 54ad49fe10 misplaced file 2023-11-17 19:20:39 +00:00
3raven 501acefab3 misplaced file 2023-11-17 19:19:47 +00:00
3raven d54202976c Merge pull request 'Fix minor README's imperfections (#4001)' (#1) from MineClone2/MineClone2:master into master
Reviewed-on: #1
2023-11-12 17:58:52 +00:00
Aliaksei Urbanski 32ef89aca3 Fix minor README's imperfections (#4001)
I've prepared some minor changes for `README`s.

Reviewed-on: MineClone2/MineClone2#4001
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Aliaksei Urbanski <aliaksei.urbanski@gmail.com>
Co-committed-by: Aliaksei Urbanski <aliaksei.urbanski@gmail.com>
2023-11-11 21:01:45 +00:00
3raven 0b979e4c64 Update translation 2023-11-09 18:31:05 +00:00
3raven c32cccb6d0 Actualiser mods/ENTITIES/mobs_mc/locale/mobs_mc.fr.tr 2023-11-09 17:30:52 +00:00
3raven e9d9f880d0 Update translation 2023-11-09 17:23:54 +00:00
3raven ec183f23f5 Update translation 2023-11-09 15:58:56 +00:00
3raven 13196dd0d8 Add translation 2023-11-09 15:57:32 +00:00
3raven 1740f9e88e Add missing chain 2023-11-09 15:47:48 +00:00
3raven 74da1b5baa Add translation 2023-11-09 15:41:51 +00:00
3raven 3d5f62640c Update translation 2023-11-09 15:39:19 +00:00
3raven e0af2fba71 Update translation 2023-11-09 15:36:43 +00:00
3raven 0b76146c39 Update translation 2023-11-09 15:28:13 +00:00
3raven efa3df7f87 Fix typo 2023-11-09 15:25:17 +00:00
3raven 47ed21e71d Fix typo and update translation 2023-11-09 15:24:50 +00:00
3raven d2b39c90cd Update translation 2023-11-09 15:20:26 +00:00
3raven 54d7a8f539 Update translation 2023-11-09 15:06:16 +00:00
3raven c7fc123b7e Update translation 2023-11-09 15:04:09 +00:00
3raven 0b5d157856 Update translation 2023-11-09 14:59:47 +00:00
3raven 30a9a42a70 Add translation 2023-11-09 14:54:13 +00:00
3raven b1b2690144 Update translation 2023-11-09 14:50:33 +00:00
3raven b59a230ba1 Update translation 2023-11-09 14:47:36 +00:00
3raven d07229d2ea Update translation 2023-11-09 14:43:58 +00:00
3raven 07aab02429 Update translation 2023-11-09 14:40:18 +00:00
3raven 085d19ca23 Update translation 2023-11-09 14:36:08 +00:00
3raven 0d73bc9a7b Update Translation 2023-11-09 14:28:20 +00:00
3raven d80a3562f3 Update translation 2023-11-09 14:17:46 +00:00
the-real-herowl accb8742dd Merge pull request 'Make golem go home. Fixes #3288' (#3929) from golem_nav into master
Reviewed-on: MineClone2/MineClone2#3929
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2023-11-06 22:31:43 +00:00
codiac 71282e196e Move mob nav hacks to Experimental 2023-11-06 22:46:04 +01:00
codiac 89c97690c8 Add a setting to enable mod nav hacks 2023-11-06 22:01:31 +01:00
codiac 06f9486e4d Do not go home if attacking 2023-11-06 21:59:40 +01:00
codiac ae5564e658 Make golem go home. Fixes #3288 2023-11-06 21:59:40 +01:00
the-real-herowl fdf823fff6 Merge pull request 'Update trapdoor climbable behavior' (#3938) from Dehydrate6684/MineClone2:trapdoor-ladder into master
Reviewed-on: MineClone2/MineClone2#3938
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2023-11-06 20:29:23 +00:00
Araca 52b65554d9 Do not output enchanted item if enchantment is impossible (#3998)
To Fix #3672 , I avoid displaying the output item if enchantment is not possible for various reason
* Level of added enchantment is below the one from input item
* Incompatible enchantment

Co-authored-by: Araca <>
Reviewed-on: MineClone2/MineClone2#3998
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Araca <araca.prod@gmail.com>
Co-committed-by: Araca <araca.prod@gmail.com>
2023-11-06 20:12:36 +00:00
the-real-herowl 5a069af072 Merge pull request 'Piston-breakable nodes don't fill up the push limit, items properly drop' (#3813) from seventeenthShulker/MineClone2:piston_digs_properly into master
Reviewed-on: MineClone2/MineClone2#3813
2023-11-06 19:50:31 +00:00
the-real-herowl 14f73a8c55 Merge pull request 'armor trim followup' (#3974) from trim_achievement into master
Reviewed-on: MineClone2/MineClone2#3974
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2023-11-06 19:37:56 +00:00
the-real-herowl dbab70ea38 Fixed the wayfinder 2023-11-06 20:22:46 +01:00
chmodsayshello 952a96b57d fix leggings trim textures 2023-11-05 20:35:13 +01:00
Dehydrate6684 e5a260b563
Added vines and skulk vines to ladder group 2023-11-05 14:10:58 +08:00
Dehydrate6684 9b2b8ee56e
Removed direction checks 2023-11-05 14:06:53 +08:00
seventeenthShulker 00cfca5947 Make carpet sticky again 2023-11-04 16:01:46 +00:00
seventeenthShulker c37da143da Add crying obsidian and lodestone to mvps_stoppers 2023-11-04 16:01:46 +00:00
seventeenthShulker 520fd773fb Fix random crash when piston breaks node with no player 2023-11-04 16:01:46 +00:00
seventeenthShulker 378df76e5f Prevent signs from being replaced by pushed/pulled blocks 2023-11-04 16:01:46 +00:00
seventeenthShulker 3e12b3c700 Check protection of certain nodes before push/pull
- The node directly in front of a piston (including air)

- The 'final' position of any connected nodes
2023-11-04 16:01:46 +00:00
seventeenthShulker 0637182697 Tallgrass and dead bush added to dig_by_piston 2023-11-04 16:01:46 +00:00
seventeenthShulker 0580b14310 Vertical pistons now save owner meta 2023-11-04 16:01:46 +00:00
seventeenthShulker 98cf3b7f7a Check node_replaceable after dig_by_piston
Allows tallgrass, nether vines etc to drop
2023-11-04 16:01:46 +00:00
seventeenthShulker e5829f719d All signs are mvps_stopper upon registration
All buttons are mvps_unsticky upon registration
Add some missing unmovable nodes
Bamboo trapdoor is now sticky
2023-11-04 16:01:46 +00:00
seventeenthShulker 089e3d46f1 Several more blocks comply with MC piston mechanics. 2023-11-04 16:01:46 +00:00
seventeenthShulker 5d8688dbeb Change tall flowers to `buildable_to = false` 2023-11-04 16:01:46 +00:00
seventeenthShulker 058684f17f Improve dig_node simulation and fix duplication 2023-11-04 16:01:46 +00:00
seventeenthShulker 918b8eee38 Fix unsticky defs for shulker_box_small names (some did not exist) 2023-11-04 16:01:46 +00:00
seventeenthShulker af206ed8b3 All bamboo plant tiles can be broken with pistons 2023-11-04 16:01:46 +00:00
seventeenthShulker f2eca64e42 Blocks with dig_by_piston no longer fill up the push limit
Fix for broken nodes (e.g. sugar cane) not updating and leaving floating bits

Short-term fix for minetest.dig_node not always working (checking for group dig_immediate = 3)
2023-11-04 16:01:46 +00:00
the-real-herowl 262100be24 Fixed stew/bowl duplication bug (#3995)
Fixed #3991, copied some code over from mcl_potions

Reviewed-on: MineClone2/MineClone2#3995
Co-authored-by: the-real-herowl <wiktor_t-i@proton.me>
Co-committed-by: the-real-herowl <wiktor_t-i@proton.me>
2023-11-03 22:39:21 +00:00
Eliy21 69dc013799 Prevent multiple chestboat drivers (#3992)
Fixes #3872

Reviewed-on: MineClone2/MineClone2#3992
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Eliy21 <eliy21@noreply.git.minetest.land>
Co-committed-by: Eliy21 <eliy21@noreply.git.minetest.land>
2023-11-03 22:09:49 +00:00
Michieal a425d359f5 WaterLoggedRootsKelpFix (#3994)
Fixes #3990

A very simple fix to Kelp and the current water logged nodes. It adds the group "waterlogged" to water logged items and then puts a check for the group in kelp growth. Made it as a group, because eventually there will be other waterlogged nodes.

Reviewed-on: MineClone2/MineClone2#3994
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Michieal <michieal@noreply.git.minetest.land>
Co-committed-by: Michieal <michieal@noreply.git.minetest.land>
2023-11-03 21:46:00 +00:00
Freedom 83d6e2a5d2 polar bear fix typo (#3846)
horrizonatal -> horizontal

Reviewed-on: MineClone2/MineClone2#3846
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Freeman <project@gnuhacker.org>
Co-committed-by: Freeman <project@gnuhacker.org>
2023-11-03 00:06:06 +00:00
FossFanatic ce403b9245 Rename Liquid Textures (#3758)
This pull request renames the textures of water and lava to more closely follow the MineClone 2 naming convention.

The code has also been changed to now reflect these new names.

Reviewed-on: MineClone2/MineClone2#3758
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
Co-committed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-11-02 23:47:26 +00:00
Eliy21 da911bd4d4 Turn non-player boat passenger sideways (#3986)
Some low hanging simple boat fixes.

Fixes #3259

Reviewed-on: MineClone2/MineClone2#3986
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Eliy21 <eliy21@noreply.git.minetest.land>
Co-committed-by: Eliy21 <eliy21@noreply.git.minetest.land>
2023-11-02 19:24:52 +00:00
the-real-herowl 8789411ab7 Merge pull request 'Add ability for shovels to turn grass paths into dirt on shift+right click' (#3932) from add-dirty-shovel-function into master
Reviewed-on: MineClone2/MineClone2#3932
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2023-11-02 19:03:47 +00:00
the-real-herowl 5b1deedaf0 Disabled grass path making when sneaking 2023-11-02 20:00:19 +01:00
SmokeyDope fa1d8dfc47 Adjust grass path long description to inform players of new way to turn paths back to dirt. 2023-11-02 17:34:01 +00:00
SmokeyDope d2a4a6d042 add group 'path_remove_possible' to grass paths 2023-11-02 17:34:01 +00:00
SmokeyDope 5e194b33bd Adjust make_grass_path function to let shovels turn grass paths back to dirt with shift+rightclick 2023-11-02 17:34:01 +00:00
Araca 35bb569ee1 make craft guide search use local language (#3984)
Fix #3909

It is now possible to search in the crafting guide using both item id ("name", usually related to the English name) and translated item description (containing the displayed in-game name).

Co-authored-by: Araca <>
Reviewed-on: MineClone2/MineClone2#3984
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: Araca <araca.prod@gmail.com>
Co-committed-by: Araca <araca.prod@gmail.com>
2023-10-31 10:00:58 +00:00
chmodsayshello 5be506830f make diamond tools upgradeable again 2023-10-25 18:04:32 +02:00
codiac 4fcd1ae541 Fix slime spawn crash (#3977)
Declare global variables before using them!

Fixes #3975

Reviewed-on: MineClone2/MineClone2#3977
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Co-authored-by: codiac <codiac@inbox.lv>
Co-committed-by: codiac <codiac@inbox.lv>
2023-10-23 05:32:18 +00:00
the-real-herowl f941817c39 Merge pull request 'Un-hardcode blast resistance and hardness of fences and walls' (#3943) from wood_fence_blast_resistance into master
Reviewed-on: MineClone2/MineClone2#3943
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2023-10-22 02:24:28 +00:00
seventeenthShulker bc3bde4cf8 Forgot about blackstone 2023-10-22 02:14:17 +00:00
seventeenthShulker 8099a4bd17 Walls use `source` parameter for default hardness and blast resistance
If no `source` given, fallbacks are 2 and 6 respectively
2023-10-22 02:14:17 +00:00
seventeenthShulker e2ed1ab4a6 Fix prismarine bricks and dark variant blast res.
Should be 6 like regular prismarine
2023-10-22 02:14:17 +00:00
seventeenthShulker e43a8e267d Un-hardcode blast resistance, hardness for walls,
now only based on their material
2023-10-22 02:14:17 +00:00
seventeenthShulker 570caf47eb All wood-type and nether-type fences now match material's blast resistance 2023-10-22 02:14:17 +00:00
the-real-herowl 59f3b53a51 Merge pull request 'Use MC 1.18+ light levels to control mob spawning' (#3946) from spawn_lighting into master
Reviewed-on: MineClone2/MineClone2#3946
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2023-10-22 01:35:00 +00:00
chmodsayshello ec7e99019e add trim advancements 2023-10-21 22:25:30 +02:00
Dehydrate6684 b320d008ca
Unhardcoded nil 2023-10-18 08:04:54 +08:00
the-real-herowl 3d7155c1b9 Merge pull request 'Raise player eye height to 1.6 blocks.' (#3967) from Dark/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3967
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-10-16 16:41:18 +00:00
chmodsayshello e3ab94809e Merge pull request 'Fixed a crash in minetest vector code that isn't propogated to lua.' (#3966) from fix_rotate_around_axis_crash into master
Reviewed-on: MineClone2/MineClone2#3966
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-10-16 12:21:56 +00:00
Dark a66be39d9b Raise player eye height to 1.6 blocks.
This is the same as in Minecraft. The previous value of 1.5 can feel very strange for those coming from that game.
2023-10-16 00:15:12 +00:00
ancientmarinerdev 3564f6ebde Fixed a crash in minetest vector code that isn't propogated to lua. Create util for ease of use. 2023-10-15 22:03:48 +01:00
chmodsayshello f99ae93bf6 Merge pull request 'fix crash when opening a chest that has an unknow node on it' (#3964) from pepebotella/MineClone2:chest-under-unknow into master
Reviewed-on: MineClone2/MineClone2#3964
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-10-15 19:21:10 +00:00
Freedom 8d440252a4 fix crash when opening a chest that has an unknow node on it
fix #3961
2023-10-13 21:07:00 +02:00
the-real-herowl d706833f21 Merge pull request 'Wither finishing & effect fixes' (#3957) from the-real-herowl/MineClone2:wither into master
Reviewed-on: MineClone2/MineClone2#3957
2023-10-11 20:46:24 +00:00
the-real-herowl c874e01cf9 Wither falling when no target found and small fixes 2023-10-11 00:54:31 +00:00
the-real-herowl 7ce82b9dcb Peaceful crash fixed 2023-10-11 00:54:31 +00:00
the-real-herowl 645072507f Wither melee attack and bug fixes 2023-10-11 00:54:31 +00:00
the-real-herowl 924a6c1c47 Settings-related fixes
-moved to the cleaner way of obtaining settings values
-disabled the anti-troll measures by default
-made the wither per-dimension limit dependent on the settings
-(anti-troll measures enabled required for wither counting and limit)
2023-10-11 00:54:31 +00:00
the-real-herowl 20b0f0748d Added some comments to the code 2023-10-11 00:54:31 +00:00
the-real-herowl d7c76e33d8 Tiny adjustments
- wither initial explosion radius moved from a magic value into a local variable
- wither initial explosion radius reduced
- wither attack_exception improved to better handle unlikely edge cases
2023-10-11 00:54:31 +00:00
the-real-herowl 966712f4ff Optimisation and cleanup
-optimised and cleaned up wither rose withering effect code
-removed unused code
2023-10-11 00:54:31 +00:00
the-real-herowl e4102e6124 Implemented wither defensive measures
Added block breaking when hit, or a safe_boom when hit and mobs_griefing
is disabled. Removed dubious anti-troll measures.
2023-10-11 00:54:31 +00:00
the-real-herowl 17c8f220e6 A few more wither fixes 2023-10-11 00:54:31 +00:00
the-real-herowl df17688b7d Great batch of improvements 2023-10-11 00:54:31 +00:00
the-real-herowl 729d8ec9e0 Another batch of wither adjustments 2023-10-11 00:54:31 +00:00
the-real-herowl c9dc12b081 Further wither adjustments 2023-10-11 00:54:31 +00:00
Nauta Turbidus a1b6819756 Withering effect and effect immunities
Added withering effect and immunities to effects.

Signed-off-by: Nauta Turbidus <88062389+nauta-turbidus@users.noreply.github.com>
2023-10-11 00:54:31 +00:00
the-real-herowl f1568483b3 Merge pull request 'Keep axolotls from attacking sheep' (#3963) from ThePython10110/MineClone2:axolotl-sheep into master
Reviewed-on: MineClone2/MineClone2#3963
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2023-10-11 00:50:12 +00:00
ThePython10110 d7fa24ebf8 Keep axolotls from attacking sheep 2023-10-10 23:50:46 +00:00
Dehydrate6684 23468cc2dd
Used vector.offset instead of add/subtract 2023-10-10 09:39:16 +08:00
Dehydrate6684 0c48a46f7c
Updated code based on reviews 2023-10-09 13:55:08 +08:00
chmodsayshello 712a6d6c66 Merge pull request 'add 1.20 armor trims' (#3784) from armor_trims into master
Reviewed-on: MineClone2/MineClone2#3784
Reviewed-by: AFCMS <afcm.contact@gmail.com>
2023-10-03 21:46:00 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 a620d24ec8 Fix a number of crashes involving unknown nodes, also fix fishbuckets on_place (#3914)
Fixes: #3913 #3915

~~You can reproduce the crash by placing a fish bucket on top snow above an unknown node.

I also noticed that the code always uses pointed_thing.above so I fixed that and also added a function to mcl_utils to figure out where a node should be placed (either above or below). Looks like the rest of the code could also use improvement but at least it does not crash now.~~

Cora fixed a bunch of related crashes in Mineclona so I am replacing my commit and cherry picking all her commits here.
https://codeberg.org/mineclonia/mineclonia/pulls/549

Here is the list of fixes from that PR:
- Crash when placing snow layer on unknown nodes
- Crash when snow layers on unknown nodes are flooded
- Crash when placing fishbucket on snow on top of unknown nodes
- Crash when placing chorus flower and stem on unknown
- Crash when placing mob spawners on unknown
- The fishbucket on place to actually replace buildable_to

Co-authored-by: cora <coradelamouche@gmx.ch>
Reviewed-on: MineClone2/MineClone2#3914
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
Co-committed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-09-29 18:47:07 +00:00
ancientmarinerdev 178b24886f Merge pull request 'mcl_oxidation: typo in README.' (#3910) from mdk/MineClone2:typo into master
Reviewed-on: MineClone2/MineClone2#3910
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-09-29 18:41:27 +00:00
ancientmarinerdev 8333281b4f Merge pull request 'Halved the creeper explosion timer reset radius' (#3808) from reduce-explosiontimer_reset_radius into master
Reviewed-on: MineClone2/MineClone2#3808
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-09-29 18:36:28 +00:00
Nicu 6d3e55ce12 Reduced the creeper explosion timer reset radius from 6 to 3
This gives the player just enough time to get out of the creeper's range, to reset their explosion timer and avoid unnecessary destruction.
2023-09-29 18:35:21 +00:00
ancientmarinerdev 2c2f5595f3 Merge pull request 'Add Setting to keep respawn location set if bed is destroyed.' (#3933) from Eliy21/MineClone2:no_bed_respawn_setting into master
Reviewed-on: MineClone2/MineClone2#3933
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-09-29 18:29:31 +00:00
chmodsayshello 8936313fb3 proper itemslot background
redo of 904cd78d3f ; caused some issues after cherry pick, same texture
2023-09-29 16:59:45 +02:00
ancientmarinerdev c51442704c Merge pull request 'mcl_skins: link to official mcl_custom_skins' (#3954) from skins into master
Reviewed-on: MineClone2/MineClone2#3954
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-09-28 19:43:24 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 2bd6678b08 mcl_skins: link to official mcl_custom_skins 2023-09-28 13:09:45 -05:00
Codiac e0c44244f9 Merge pull request 'Point mcl_custom_skins link to a working URL' (#3949) from Montandalar/MineClone2:fix_url_mcl_custom_skins into master
Reviewed-on: MineClone2/MineClone2#3949
Reviewed-by: Codiac <codiac@noreply.git.minetest.land>
2023-09-28 10:40:03 +00:00
Codiac 5b7352a23a Merge pull request 'Fix Server crash (Issue #3939)' (#3947) from Michieal/MineClone2_For_PRs:Bamboo_Fix_PointedThing into master
Reviewed-on: MineClone2/MineClone2#3947
Reviewed-by: Codiac <codiac@noreply.git.minetest.land>
2023-09-28 10:39:23 +00:00
Michieal e8c658658d Update Credits. 2023-09-26 18:59:51 +00:00
Michieal e9d994b74d Fix Campifires API to not crash the server.
Fixed the error in Campfires' On_RightClick() to not error out when called with a non-existent pointed_thing.
2023-09-26 18:57:17 +00:00
Michieal eafe6627d8 Extra checks placed in. 2023-09-26 18:35:12 +00:00
chmodsayshello 4046a68fbf Add trim snippet 2023-09-26 20:24:54 +02:00
Blockhead 882c3ef339 Point mcl_custom_skins link to a working URL 2023-09-25 19:55:36 +10:00
codiac 95db118361 Add rules for blaze, wither skeleton, silverfish 2023-09-22 09:09:35 +10:00
codiac d2d7887e0f Handle bat and slime light checks 2023-09-21 14:53:32 +10:00
Michieal b2ebcf5d4f Readme Change
Putting my name back into the credits in the mod.
2023-09-20 06:07:13 +00:00
Michieal f57220f784 Fix Server crash (Issue ##3939)
Fixes the error of pointed_thing being nil (null) by first checking to see if it exists, and if not, exit the on_place call back.
2023-09-20 05:57:49 +00:00
codiac 7577d37b38 Clarify MC version for lighting 2023-09-20 15:56:27 +10:00
codiac bf4c7e1913 Allow non monsters spawns too 2023-09-20 09:24:51 +10:00
codiac 11e3674926 Use MC 1.18 light levels to control mob spawning 2023-09-19 11:18:40 +10:00
Dehydrate6684 cc217d0089
Removed unnessary node definitions 2023-09-17 17:13:50 +08:00
Dehydrate6684 e6653b78ee
Added directional checks 2023-09-17 17:04:24 +08:00
Dehydrate6684 a960bf2e8e
Update trapdoor climbable behavior 2023-09-16 13:16:49 +08:00
Eliy21 2d9bffaa43 Update settingtypes.txt
Add the no bed respawn in settings
2023-09-11 19:42:04 +00:00
Eliy21 eb658a4996 Update mods/PLAYER/mcl_spawn/init.lua
Add if then condition for no bed/anchor respawn settings
2023-09-11 19:38:33 +00:00
ancientmarinerdev b4c693bb20 Merge pull request 'Campfire Updates' (#3769) from campfire_update into master
Reviewed-on: MineClone2/MineClone2#3769
2023-09-04 22:20:48 +00:00
ancientmarinerdev bd46428d65 Updated credits 2023-09-04 22:05:38 +00:00
ancientmarinerdev 9e53efbc3e Fix campfire smoke timing 2023-09-04 22:05:38 +00:00
ancientmarinerdev 6b36abfe91 Fix credits 2023-09-04 22:05:38 +00:00
ancientmarinerdev 49e7449d7f Implement feedback and add credit 2023-09-04 22:05:38 +00:00
ancientmarinerdev 1d28a8e4ac Convert campfire particle spawning from ABM to particle spawner 2023-09-04 22:05:38 +00:00
Wbjitscool c32e88e910 Add better smoke particles 2023-09-04 22:05:38 +00:00
thunder1035 969fa98f18 Update campfire model and textures 2023-09-04 22:05:38 +00:00
PrairieWind 107420c80f Offset smoke a bit 2023-09-04 22:05:38 +00:00
PrairieWind f9afc74077 Add changes to campfires from feedback 2023-09-04 22:05:38 +00:00
PrairieWind 21f0c7750b Throw experience points after food is cooked 2023-09-04 22:05:38 +00:00
PrairieWind 04b59b2190 Campfires are unaffected by pistons 2023-09-04 22:05:38 +00:00
PrairieWind 15bb4fa4bf Players don't take burn damage when they have fire resistance potion in use, or frost walker boots
Entities seem to not burn anymore, and I am not sure why.
2023-09-04 22:05:38 +00:00
PrairieWind 4c3e521779 Fix campfire drops to work correctly with creative and silk touch 2023-09-04 22:05:38 +00:00
DinoNuggies4665 4c59b189dd changed line 82 to vector.new(), and refactored setting food wield item (wield_image doesn't matter) 2023-09-04 22:05:38 +00:00
PrairieWind 23d6c3d17b Update campfire rightclick and smothering 2023-09-04 22:05:38 +00:00
DinoNuggies4665 61f489e71f Food entities don't turn back to mutton when leaving a re-joining now 2023-09-04 22:05:38 +00:00
DinoNuggies4665 4616b6c3ec The food is now oriented the right direction when on the cooking on the campfire, and food entities are removed when the campfire is destroyed, still doesn't drop items though 2023-09-04 22:05:38 +00:00
DinoNuggies4665 d92296712c Fixed crash when standing on campfire whilst food is cooking 2023-09-04 22:05:38 +00:00
DinoNuggies4665 5b212dd3fe Made food entities local to evcery campfire, and made one food entity that works for all foods 2023-09-04 22:05:38 +00:00
PrairieWind d3095fea57 Update ignition, smothering, and campfire inventory drops
Bonus fix for grass path creation sound traveling across the entire server
2023-09-04 22:05:38 +00:00
DinoNuggies4665 177196a8d2 modified: mods/ITEMS/mcl_campfires/api.lua
modified:   mods/ITEMS/mcl_fishing/init.lua
	modified:   mods/ITEMS/mcl_mobitems/init.lua
2023-09-04 22:05:38 +00:00
DinoNuggies4665 13d4841097 A couple of fixes 2023-09-04 22:05:38 +00:00
DinoNuggies4665 0b7cec419a Added visible items cooking on the fire 2023-09-04 22:05:38 +00:00
DinoNuggies4665 cef6c72a71 modified: mods/ITEMS/mcl_campfires/mod.conf 2023-09-04 22:05:38 +00:00
DinoNuggies4665 aca82fcafc modified: mods/ITEMS/mcl_campfires/api.lua
modified:   mods/ITEMS/mcl_mobitems/init.lua
2023-09-04 22:05:38 +00:00
DinoNuggies4665 a7fcd62999 Added visible items cooking on the fire 2023-09-04 22:05:38 +00:00
PrairieWind d489c954f5 Campfires make big smoke
Smells like carcenogens, yum
2023-09-04 22:05:38 +00:00
PrairieWind 8b0097df71 Make campfires cook items 2023-09-04 22:05:38 +00:00
ancientmarinerdev cb407666a4 Merge pull request 'Ensure creepers work by raycast line of sight' (#3905) from raycast_creeper_sight into master
Reviewed-on: MineClone2/MineClone2#3905
2023-09-03 22:14:41 +00:00
ancientmarinerdev 969a08b7be Clean up 2023-09-03 22:02:34 +00:00
ancientmarinerdev 1749712318 Change creepers line of sight check to raycast and do it from eyes to targets feet and head 2023-09-03 22:02:34 +00:00
ancientmarinerdev a648e53699 Merge pull request 'Import villager trade changes by Alessandra_Lozoya' (#3854) from Codiac/MineClone2:trades into master
Reviewed-on: MineClone2/MineClone2#3854
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-09-02 15:44:13 +00:00
Julien Palard 878480d010
mcl_oxidation: typo in README. 2023-09-02 15:18:30 +02:00
ancientmarinerdev b0208e622b Merge pull request 'Fix cherry chest boat inv texture' (#3865) from cherry_boat into master
Reviewed-on: MineClone2/MineClone2#3865
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-09-02 10:01:20 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 8c41fb53e3 Fix cherry chest boat inv texture 2023-09-02 10:00:31 +00:00
chmodsayshello 408c7f71da Merge pull request 'Update Russian translation' (#3896) from Nanashi_Mumei/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3896
Reviewed-by: rudzik8
2023-09-02 08:25:43 +00:00
Sab Pyrope 8b7a71f93e Update Russian translation. Fix 1. 2023-09-02 15:51:49 +08:00
Codiac 98e7cd6e8e Merge branch 'master' into trades 2023-09-02 04:15:42 +00:00
ancientmarinerdev 4853018bb0 Merge pull request 'Increase copper needed for blocks from 4 to 9' (#3887) from basxto/MineClonXX:copper into master
Reviewed-on: MineClone2/MineClone2#3887
2023-09-01 12:20:28 +00:00
ancientmarinerdev c6256295a7 Merge pull request 'fix barrel sound code for proper max hear distance' (#3900) from fix_barrel_sound_distance into master
Reviewed-on: MineClone2/MineClone2#3900
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-08-31 22:56:20 +00:00
SmokeyDope b911f99d23 fix barrel sound code for proper max hear distance 2023-08-31 22:55:21 +00:00
ancientmarinerdev 273165ce3b Merge pull request 'lower ruined portal structure spawn rate' (#3901) from lower_ruined_portal_generation_rate into master
Reviewed-on: MineClone2/MineClone2#3901
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-08-31 22:47:51 +00:00
SmokeyDope aa08a176fc lower ruined portal structure spawn rate 2023-08-31 22:47:02 +00:00
Van 7b764adbc0 Banners color editing (#3868)
### Changing banner colors
Reason: I think the current colors of the banners do not match the palette of the surrounding world.
Solution: Muting Banner Tones

### Testing
Check out the new colors on 12 color banners.

### Attachments
Changed banner colors/Current banner appearance

UPDATE: Adjusted colors, see the third attachment

UPDATE: Changed the color of the white flag. Fixed a bug with different colors of patterns and banners, increased the contrast of folds. The last four attachments display all.
Reviewed-on: MineClone2/MineClone2#3868
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
Co-authored-by: Van <vanicgame@yandex.ru>
Co-committed-by: Van <vanicgame@yandex.ru>
2023-08-31 22:27:08 +00:00
chmodsayshello 1502757732 Merge pull request 'Replace spaces in itemstrings with underscore' (#3895) from basxto/MineClonXX:fixspace into master
Reviewed-on: MineClone2/MineClone2#3895
Reviewed-by: AFCMS <afcm.contact@gmail.com>
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-08-31 17:08:18 +00:00
chmodsayshello 49bd28e109 add/remove comments 2023-08-31 18:16:34 +02:00
chmodsayshello 6c107ce990 fix for enchanted items 2023-08-31 17:59:46 +02:00
chmodsayshello 7c43c15fda update loottables 2023-08-31 17:17:38 +02:00
Sab Pyrope 5b4a79a26d Update russian translation 2023-08-31 14:16:42 +08:00
chmodsayshello 291cbaf434 move armor trim license info to LEGAL.md 2023-08-28 18:48:37 +02:00
chmodsayshello fb74689f3d resolve merge conflicts 2023-08-28 16:47:31 +02:00
chmodsayshello da024bb4b8 move mcl_armor_trims to mcl_armor 2023-08-28 15:09:48 +02:00
ancientmarinerdev 3c266f5cfd Merge pull request 'Enable enchanting on sheers & allow enchanted shears to shear.' (#3884) from Codiac/MineClone2:shears_fix into master
Reviewed-on: MineClone2/MineClone2#3884
Reviewed-by: AFCMS <afcm.contact@gmail.com>
2023-08-27 23:42:53 +00:00
ancientmarinerdev 5f0944062c Merge pull request 'Improve mob floating' (#3883) from Codiac/MineClone2:mob_float_fix into master
Reviewed-on: MineClone2/MineClone2#3883
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-08-27 23:30:16 +00:00
chmodsayshello 2f8bb9726b meta based: proof of concept 2023-08-27 21:44:43 +02:00
chmodsayshello 8176e7319f update 'armor trim credits' 2023-08-27 19:42:40 +02:00
AFCMS f008fa3323 Merge pull request 'Formspec Refactoring' (#2635) from AFCMS/MineClone2:formspec-v4 into master
Reviewed-on: MineClone2/MineClone2#2635
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-08-26 07:27:25 +00:00
AFCMS 2eabeb119a
Fix creative node placement 2023-08-23 21:48:49 +02:00
Sebastian Riedel 28d77a3e5b Replace spaces in itemstrings with underscore 2023-08-20 03:19:17 +02:00
AFCMS 149cb5d17c
Fix gramar mistakes 2023-08-19 18:30:03 +02:00
AFCMS 1b5b2e4dc7
Use new vectors in several places 2023-08-19 18:27:00 +02:00
AFCMS 560aead57f
Use `table.indexof` in `mcl_anvils` 2023-08-19 18:18:27 +02:00
AFCMS 438998de6a
Remove unused files 2023-08-19 18:06:34 +02:00
AFCMS 4f0620c7c1
Fix meshhand not updating correctly 2023-08-19 18:06:31 +02:00
AFCMS 4efb5bf8b9
Make creative inventory page buttons vertical 2023-08-19 18:01:32 +02:00
AFCMS 158ff8e860
Add commented basic scrollbar support to replace pages system 2023-08-19 18:01:32 +02:00
AFCMS e936cede03
Update meshhand 2023-08-19 18:01:32 +02:00
AFCMS df2ab1fd8c
Remove duplicated armor update code 2023-08-19 18:01:32 +02:00
AFCMS dc20267b4f
Update inventory when player visuals change 2023-08-19 18:01:32 +02:00
AFCMS 9d184e9897
Remove duplicated creative inventory code 2023-08-19 18:01:32 +02:00
AFCMS 3fe3153a40
Remove duplicated creative digging code 2023-08-19 18:01:32 +02:00
AFCMS bf28bab427
Remove duplicated creacode 2023-08-19 18:01:31 +02:00
AFCMS f7c251e7f2
Fix `mcl_grindstone` auto formating 2023-08-19 18:01:31 +02:00
AFCMS 1bdbdc365d
Fix `mcl_enchanting` auto formating 2023-08-19 18:01:31 +02:00
AFCMS a77930d4a1
Fix `mcl_chests` auto formating 2023-08-19 18:01:31 +02:00
AFCMS bb3771c0d2
Fix formating in `mcl_anvils` 2023-08-19 18:01:31 +02:00
AFCMS 40bc219a86
Fix `mcl_books` formating? 2023-08-19 18:01:31 +02:00
AFCMS 054dc22432
Use new vectors in `mcl_chests` 2023-08-19 18:01:31 +02:00
AFCMS 06e2022c6d
Fix `mcl_enchanting` formating 2023-08-19 18:01:30 +02:00
AFCMS 2cb9eca8e1
Use new vectors in `mcl_blast_furnace` 2023-08-19 18:01:30 +02:00
AFCMS ae632fe773
Fixes in `mcl_inventory`
- Fix (yet another) rebase conflict
- Remove unused code and annotations
- Fix annotations in `mcl_gamemode` to https://github.com/minetest-toolkit/minetest-lsp-api
2023-08-19 18:01:30 +02:00
AFCMS 4db0631133
`mcl_inventory` creative fixes
- Add many comments (I had a really hard time understanding the code)
- Add some more type annotations (https://github.com/minetest-toolkit/minetest-lsp-api)
- Rename non english variable
2023-08-19 18:01:30 +02:00
AFCMS 0e13190ea4
Fix reabse problem with `mcl_inventory` 2023-08-19 18:01:30 +02:00
AFCMS cd6dd4d851
Fix merge conflict (huge chests) 2023-08-19 18:01:30 +02:00
AFCMS 653f82198e
Apply MysticTempest fixes to enchanting table 2023-08-19 18:01:29 +02:00
AFCMS 3bbae86baf
Fix this stupid merge conflict 2023-08-19 18:01:29 +02:00
cora ee4f7d1b88
Fix rebase breaking creative digging 2023-08-19 18:01:29 +02:00
AFCMS 7cf91c79cb
Smithing Table 2023-08-19 18:01:29 +02:00
AFCMS c8620685c0
Move stack size button label lower 2023-08-19 18:01:29 +02:00
AFCMS 6a2ad4e618
Materialize the fact that bookshelves only store books 2023-08-19 18:01:29 +02:00
AFCMS 7d8a1e1e5f
Fix some merging stuff 2023-08-19 18:01:29 +02:00
AFCMS ecb4c82600
Anvil Formspec
- anvil formspec
- hammer icon
- use new vectors
- add some type annotations
- optimize textures (some of them by 95%)
2023-08-19 18:01:28 +02:00
AFCMS 9831f2c25b
Document `mcl_formspec` API 2023-08-19 18:01:28 +02:00
AFCMS 4055555ec1
Redo Creative Inventory 2023-08-19 18:01:28 +02:00
AFCMS 7c15fe6ac9
Furnaces formspec redo 2023-08-19 18:01:28 +02:00
AFCMS 5011e12209
mcl_inventory API documentation + fix 2023-08-19 18:01:28 +02:00
AFCMS f6804600ba
Grindstone menu 2023-08-19 18:01:28 +02:00
AFCMS bf57cf3aa3
Barrel formspec 2023-08-19 18:01:28 +02:00
AFCMS 093d55861c
Basic mcl_gamemode documentation 2023-08-19 18:01:27 +02:00
AFCMS 0da1822d26
Code style fixes in mcl_chests 2023-08-19 18:01:27 +02:00
AFCMS 0ae76776b1
Bookshelf menu redo 2023-08-19 18:01:27 +02:00
AFCMS e5ee0c4afc
Crafting table formspec redo 2023-08-19 18:01:27 +02:00
AFCMS 842363464d
Enchanting table formspec redo 2023-08-19 18:01:27 +02:00
AFCMS 37176976b6
Dropper + Dispenser inventory 2023-08-19 18:01:27 +02:00
AFCMS 1065eb4d8c
Hooper formspec 2023-08-19 18:01:26 +02:00
AFCMS 452cd26558
Reenable creative formspec armor update 2023-08-19 18:01:26 +02:00
AFCMS 9e83e531bd
Make function local 2023-08-19 18:01:26 +02:00
AFCMS 04a58ddd24
Disable test tab 2023-08-19 18:01:26 +02:00
AFCMS fbb51835b3
survival inventory tabs API + mcl_gamemode 2023-08-19 18:01:26 +02:00
AFCMS fb79465052
Fixes 2023-08-19 18:01:26 +02:00
AFCMS e093c69328
Remove the label size thing (too breaking change) 2023-08-19 18:01:26 +02:00
AFCMS c2032fe4de
Fix 2023-08-19 18:01:25 +02:00
AFCMS 691b93ac68
Modern Survival Inventory (9 slice images, formspec v6) 2023-08-19 18:01:25 +02:00
AFCMS 4ee6a67516
survival inventory 2023-08-19 18:01:25 +02:00
AFCMS 54b119cffa
some things 2023-08-19 18:01:25 +02:00
AFCMS 558df5e4bd
fix all chest formspecs 2023-08-19 18:01:25 +02:00
AFCMS cf01c0630c
chest + shulkerbox formspec 2023-08-19 18:01:25 +02:00
AFCMS f20fbfb95a
ender chest formspec v4 2023-08-19 18:01:25 +02:00
AFCMS 767c904258
create some files 2023-08-19 18:01:24 +02:00
AFCMS ac4db102b2
add basic temp function to get v4 itemslots 2023-08-19 18:01:24 +02:00
codiac 85c1c57e95 Fix formatting. Remove plain terracotta. 2023-08-19 11:36:04 +10:00
chmodsayshello 64bc57c6a4 replace trim textures with CC ones 2023-08-18 16:47:17 +02:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 d3fb221641 Merge pull request 'Fix meshhand with mcl_skins disabled' (#3864) from skins into master
Reviewed-on: MineClone2/MineClone2#3864
Reviewed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-08-16 13:12:52 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6756358307 Fix meshhand with mcl_skins disabled 2023-08-16 08:06:12 -05:00
cora dd96af15c4 Shears are not enchantable on enchanting table 2023-08-15 13:52:33 +10:00
ancientmarinerdev 6cdd679baf Merge pull request 'Fix attribution and typo' (#3886) from basxto/MineClonXX:basxto-attrfix-again into master
Reviewed-on: MineClone2/MineClone2#3886
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-08-14 12:04:08 +00:00
Sebastian Riedel 11d275a471 Increase copper needed for blocks from 4 to 9 2023-08-14 12:57:36 +02:00
Sebastian Riedel d7ea628270 Revert reversion of 822071c66b 2023-08-14 11:27:36 +02:00
codiac 0d16acdd42 Use a vector and fix the merge fail >_< 2023-08-14 10:48:27 +10:00
codiac 246a95f973 Fix typo 2023-08-14 10:39:31 +10:00
codiac 8c64fdfa5d Enable enchanting on sheers & allow enchanted shears to shear. 2023-08-13 14:02:15 +10:00
codiac 034382c883 Fix float check :( 2023-08-13 12:14:52 +10:00
cora 898a183ccd Prevent floating mobs from drowning all the time
Less dieing for mobs in deep water.
2023-08-13 12:12:03 +10:00
codiac 6ae597c97f This changes mob floating so they stay inside the top water node instead of
standing on it. The head of the mod should still be above water.

Changes drowning so that mobs will not drown in one block of water. They will
drown in 2 or more blocks of water.

Does not appear to affect them getting out of deep water :( But they do seem to
die somewhat faster when they stay in deep water.
2023-08-12 14:01:26 +10:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 e3bdedb4d5 Merge pull request 'Markdown fix' (#3879) from markdownfix into master
Reviewed-on: MineClone2/MineClone2#3879
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-08-10 16:46:23 +00:00
Mikita Wiśniewski f884de5f87 Fix a link and a typo in LEGAL.md 2023-08-09 12:06:50 +07:00
Mikita Wiśniewski a609639585 Add spaces after #, make the commands monospaced 2023-08-09 12:02:04 +07:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 aa3b3421d5 Merge pull request 'Allow villager to claim filled cauldrons.' (#3856) from Codiac/MineClone2:cauldron_job_site_fix into master
Reviewed-on: MineClone2/MineClone2#3856
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-08-05 16:44:27 +00:00
codiac 4f2cb955b8 Use minetest.get_item_group for more flexibility 2023-08-05 15:09:53 +10:00
codiac a3bbb3694c Allow villager to claim filled cauldrons.
Fixes #3733
2023-08-05 15:09:53 +10:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b911da121e Merge pull request 'Fixed typo in mcl_damage' (#3858) from mcl_cached_reason-fix into master
Reviewed-on: MineClone2/MineClone2#3858
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-08-01 21:08:11 +00:00
Nicu a99daf4294 Fixed typo in mcl_damage
Fixed typo that invalidated the cached reason for damage
2023-08-01 15:53:17 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 f9eb31ed46 Merge pull request 'Remove mcl_base_textures mod' (#3855) from mcl_base_textures into master
Reviewed-on: MineClone2/MineClone2#3855
Reviewed-by: AFCMS <afcm.contact@gmail.com>
Reviewed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-07-31 12:52:15 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 80b21759d9 Remove mcl_base_textures mod 2023-07-26 09:56:13 -05:00
codiac 2cf5183638 Import villager trade changes by Alessandra_Lozoya 2023-07-25 13:44:28 +10:00
Wbjitscool 86b5648442 updates the warped, crimson and mangrove trapdoor side textures (#3844)
updates the side textures for the warped, crimson and mangrove trapdoors.

Reviewed-on: MineClone2/MineClone2#3844
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: Wbjitscool <wilsonjonathan131@gmail.com>
Co-committed-by: Wbjitscool <wilsonjonathan131@gmail.com>
2023-07-22 20:50:07 +00:00
ADLON dd3969ff56 Russian translation (#3842)
Add in Russian translations.

Reviewed-on: MineClone2/MineClone2#3842
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: ADLON <hgkacin303@proinko.com>
Co-committed-by: ADLON <hgkacin303@proinko.com>
2023-07-22 20:17:33 +00:00
ancientmarinerdev 80ac4aa930 Merge pull request 'Fix syntax errors in Brazilian Portuguese' (#3824) from isaacdennis/MineClone2:fix-pt-br into master
Reviewed-on: MineClone2/MineClone2#3824
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-07-22 20:05:21 +00:00
ancientmarinerdev 13fc47751d Merge pull request 'Multishot angular spread is constant, no matter the player's orientation' (#3833) from seventeenthShulker/MineClone2:relative_multishot into master
Reviewed-on: MineClone2/MineClone2#3833
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-07-22 20:01:31 +00:00
ancientmarinerdev 2ff98f0d27 Merge pull request 'Stop consuming bamboo item when placement is invalid' (#3829) from seventeenthShulker/MineClone2:bamboo_disappearing into master
Reviewed-on: MineClone2/MineClone2#3829
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-07-22 19:31:08 +00:00
ancientmarinerdev bfde7445df Merge pull request 'Update documentation and links' (#3847) from update_docs into master
Reviewed-on: MineClone2/MineClone2#3847
2023-07-20 21:40:16 +00:00
ancientmarinerdev 8cc0b1a85f Fix links for fosstodon and matrix 2023-07-20 22:37:49 +01:00
ancientmarinerdev 9e7ade8ae2 Fix incorrect credit. 2023-07-20 22:35:14 +01:00
chmodsayshello f83f11bdaa Merge pull request 'Cherry saplings can be potted.' (#3827) from potted_cherry_sapling into master
Reviewed-on: MineClone2/MineClone2#3827
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-07-10 14:49:56 +00:00
ancientmarinerdev 48bab788f0 Merge pull request 'release_0_48_very_nice' (#3838) from release_0_48_very_nice into master
Reviewed-on: MineClone2/MineClone2#3838
2023-07-07 22:59:00 +00:00
ancientmarinerdev 0304091756 Post-release set version 0.85.0-SNAPSHOT 2023-07-07 23:54:03 +01:00
ancientmarinerdev b998066391 Set version 0.84.0 2023-07-07 23:52:56 +01:00
ancientmarinerdev 9bc48fec13 Fix release note 0.84 2023-07-07 23:51:19 +01:00
ancientmarinerdev 650cb39606 Update release credits for 0.84 2023-07-07 22:51:34 +01:00
ancientmarinerdev 445370de09 Add release notes for 0.84 2023-07-07 22:47:22 +01:00
ancientmarinerdev 73af332262 Updated release process 2023-07-07 22:46:44 +01:00
seventeenthShulker 4365f4df77 Remove whitespace 2023-07-06 19:10:00 +02:00
seventeenthShulker 99af25fba3 Side arrow directions are relative to player orientation 2023-07-06 19:08:52 +02:00
seventeenthShulker bd95528e73 Stop consuming bamboo item when placement is invalid 2023-06-30 17:53:03 +02:00
PrairieWind 3255b7f754 Cherry saplings can be potted.
Change by 3raven
2023-06-29 18:38:22 -06:00
chmodsayshello d346aa07ee reduce filesize for a FINAL time 2023-06-29 20:46:39 +02:00
ancientmarinerdev 40e072ab89 Merge pull request 'Credits update and docs tidy 0.84' (#3822) from credits_0_84 into master
Reviewed-on: MineClone2/MineClone2#3822
2023-06-29 18:01:21 +00:00
ancientmarinerdev cf95a31066 Fix credits 2023-06-29 17:56:19 +00:00
chmodsayshello 6e29ae5c6c minor enhancement to texture documentation 2023-06-29 17:56:19 +00:00
ancientmarinerdev 39b614a038 Implement review feedback 2023-06-29 17:56:19 +00:00
ancientmarinerdev eded3b8dc4 Fix typo 2023-06-29 17:56:19 +00:00
ancientmarinerdev f4e84b9091 Update readme files etc. 2023-06-29 17:56:19 +00:00
ancientmarinerdev 102f1a1490 Adding extra translations credit in. 2023-06-29 17:56:19 +00:00
ancientmarinerdev 47e78d473c Update credits based on feedback. 2023-06-29 17:56:19 +00:00
ancientmarinerdev 543720d9a7 Re-organise categories 2023-06-29 17:56:19 +00:00
ancientmarinerdev 90a6fb8925 Pre-release update credits - 0.84 2023-06-29 17:56:19 +00:00
ancientmarinerdev 823f7ee5c7 Merge pull request 'Fix hopper cart crash' (#3821) from fix_cart_hopper_crash into master
Reviewed-on: MineClone2/MineClone2#3821
2023-06-28 20:35:37 +00:00
ancientmarinerdev fe501e8021 Change bug fix so that loop carries on processing other items if first one is the issue. 2023-06-28 20:19:49 +00:00
ancientmarinerdev b05fa5562c Fix crash in hopper minecarts through missing ent 2023-06-28 20:19:49 +00:00
Isaac Dennis 75a31a2106
Fix malformed line and missing part of translation 2023-06-27 21:44:43 -03:00
Isaac Dennis 86cbca1d17
Fix placeholders 2023-06-27 21:42:23 -03:00
ancientmarinerdev f335171965 Merge pull request 'Danish translations fix (Work by kbundg)' (#3823) from danish_translations_conflict into master
Reviewed-on: MineClone2/MineClone2#3823
2023-06-27 21:17:48 +00:00
ancientmarinerdev 8530f4d863 Remove file without translations in so it reverts to English 2023-06-27 21:09:03 +00:00
Kristian d4e348a4bd TOM bøger 2023-06-27 21:09:03 +00:00
Kristian 590cbc0c3c Banners done 2023-06-27 21:09:03 +00:00
Kristian 6d767b7d11 Indtil banner 2023-06-27 21:09:03 +00:00
Kristian 7ba0773769 Skift til items. TOM ambolt. 2023-06-27 21:09:03 +00:00
Kristian 0f82364b3e TOM docs_items 2023-06-27 21:09:03 +00:00
Kristian 49a899170f TOM doc/doc 2023-06-27 21:09:03 +00:00
Kristian b8887b079a TOM doc/doc 2023-06-27 21:09:03 +00:00
Kristian 9c77cbc011 TOM Mobs 2023-06-27 21:09:03 +00:00
Kristian cc21b74125 Three fully translated 2023-06-27 21:09:03 +00:00
ancientmarinerdev 5c69daf5ba Merge pull request 'Add Spanish Translations' (#3817) from spanish-translations into master
Reviewed-on: MineClone2/MineClone2#3817
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-27 20:43:40 +00:00
José Muñoz 09732acf77 Improve the translation 2023-06-27 20:39:27 +00:00
José Muñoz 008dd95f1f Add spanish translation 2023-06-27 20:39:27 +00:00
José Muñoz f6fb1d1121 Fix a typo 2023-06-27 20:39:27 +00:00
José Muñoz c61df75370 Add spanish translations 2023-06-27 20:39:27 +00:00
PrairieWind 158a5311f9 Merge pull request 'Fix gilded blackstone fortune dupe' (#3804) from gilded_blackstone_dupefix into master
Reviewed-on: MineClone2/MineClone2#3804
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-06-27 04:09:44 +00:00
cora d0e981e4db Fix gilded blackstone fortune dupe 2023-06-26 22:08:18 -06:00
PrairieWind 70caacd369 Merge pull request 'Cherry Blossoms' (#3749) from cherry_blossom into master
Reviewed-on: MineClone2/MineClone2#3749
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-27 03:58:31 +00:00
ancientmarinerdev 03341ade2e Added underscore in to cherry sign registration to ensure consistent with other signs 2023-06-25 17:49:52 +01:00
ancientmarinerdev 3c4fb9abb2 Ensure dark oak has separate tt message 2023-06-25 16:37:02 +00:00
ancientmarinerdev 852c2c5710 Remove message about missing name is deprecated in mod conf files 2023-06-25 16:37:02 +00:00
ancientmarinerdev 1dfbd612be Remove warning for use of global variable and set default tt_help message 2023-06-25 16:37:02 +00:00
Wbjitscool 81569a6917 Add remaining cherry door textures 2023-06-25 16:37:02 +00:00
PrairieWind 17371ad60b Cherry blossom changes as requested 2023-06-25 16:37:02 +00:00
Nicu 36f5372fe8 OptiPNG the cherry blossom textures 2023-06-25 16:37:02 +00:00
PrairieWind 0902e137e3 Uncover wood api functions and use them in cherry and mangrove wood 2023-06-25 16:37:02 +00:00
PrairieWind 67078ba3b1 Fix most of the feedback issues in cherry blossoms 2023-06-25 16:37:02 +00:00
PrairieWind da71e7b521 Add cherry boat 2023-06-25 16:37:02 +00:00
PrairieWind 960f9adda8 Add Remaining cherry nodes, textures, and cherry particles 2023-06-25 16:37:02 +00:00
PrairieWind 74742f7fc8 Add cherry sapling to dungeon loot temporarily 2023-06-25 16:37:02 +00:00
PrairieWind c5c35ca786 Add Cherry Blossom Trees and Growth 2023-06-25 16:37:02 +00:00
PrairieWind bba440b617 Move textures out of the mcl_cherry_blossom mod 2023-06-25 16:37:02 +00:00
PrairieWind 101cde2a94 First cherry blossom commit 2023-06-25 16:37:02 +00:00
ancientmarinerdev 0f8b709677 Merge pull request 'Nerf skeleton attack' (#3811) from nerf_skellie_attack into master
Reviewed-on: MineClone2/MineClone2#3811
2023-06-25 12:03:29 +00:00
ancientmarinerdev dd5d1dad29 Nerf skeleton attack 2023-06-25 11:52:02 +00:00
chmodsayshello 378b413986 Merge pull request 'OptiPNG a bunch of textures' (#3816) from optimize_textures into master
Reviewed-on: MineClone2/MineClone2#3816
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-06-25 08:26:42 +00:00
ancientmarinerdev a286cb5046 Merge pull request 'Fix automated wool farm crash and elytra fly over unknown block crash' (#3809) from fix_unknown_block_crash into master
Reviewed-on: MineClone2/MineClone2#3809
2023-06-21 20:53:32 +00:00
ancientmarinerdev 8b9b4b00e5 Fix elytra crash when flying over unknown node 2023-06-21 20:47:54 +00:00
ancientmarinerdev 7d51519f4d Fix wool farm crash 2023-06-21 20:47:54 +00:00
ancientmarinerdev 088f8dec2f Fix server crash for unknown node below. 2023-06-21 20:47:54 +00:00
ancientmarinerdev 5806dd6017 Merge pull request 'Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to.' (#3807) from line_of_sight_improvement into master
Reviewed-on: MineClone2/MineClone2#3807
2023-06-21 20:22:24 +00:00
ancientmarinerdev 658f244ae4 Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to. 2023-06-21 20:17:49 +00:00
PrairieWind ed13590bb0 OptiPNG a bunch of textures 2023-06-21 11:24:53 -06:00
ancientmarinerdev 23711950c1 Merge pull request 'Fix tab character in filename' (#3815) from fix_tab_in_file_name into master
Reviewed-on: MineClone2/MineClone2#3815
2023-06-21 14:05:11 +00:00
ancientmarinerdev baf6ae65e7 Fix tab character in filename 2023-06-21 15:03:39 +01:00
chmodsayshello 9ba503f99d Merge pull request 'Updated optipng command to remove metadata' (#3806) from update-TEXTURES.md-optipng into master
Reviewed-on: MineClone2/MineClone2#3806
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-06-21 10:19:57 +00:00
chmodsayshello 9d1840f4ca fix crash (no longer allow blacklisted items) 2023-06-21 12:15:41 +02:00
chmodsayshello 5cc9038169 reduce texture filesize (again) 2023-06-21 11:51:03 +02:00
chmodsayshello 460ef23b50 make upgrade_trimmed global 2023-06-21 11:49:21 +02:00
chmodsayshello 1e16647fe9 various codestyle fixes 2023-06-21 11:21:39 +02:00
chmodsayshello 16415ae577 bring back old global function 2023-06-21 10:57:50 +02:00
chmodsayshello 2665980007 add ':' to modname once 2023-06-21 10:53:41 +02:00
ancientmarinerdev 8c8b3be0f5 Merge pull request 'prevent ALL furnaces from being moved' (#3810) from fix_xp_piston_duper into master
Reviewed-on: MineClone2/MineClone2#3810
2023-06-19 23:07:06 +00:00
chmodsayshello 75d6509c3e prevent ALL furnaces from being moved 2023-06-20 00:02:03 +01:00
Temak f7f8a72d08 Update russian translation (#3519)
Update russian translation by Temak

Reviewed-on: MineClone2/MineClone2#3519
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: Temak <artemkotlubai@yandex.ru>
Co-committed-by: Temak <artemkotlubai@yandex.ru>
2023-06-19 21:54:51 +00:00
Niterux 766c9efe33 Add more fishing sounds! (#3800)
Go fishing with the fishing rod, and enjoy the sounds

Co-authored-by: Niterux <parkerdec@gmail.com>
Reviewed-on: MineClone2/MineClone2#3800
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: Niterux <parkerp1ggypc@gmail.com>
Co-committed-by: Niterux <parkerp1ggypc@gmail.com>
2023-06-19 11:49:58 +00:00
ancientmarinerdev 52fba55910 Merge pull request 'Fix texture modifiers relying on undocumented behavior' (#3761) from appgurueu/MineClone2:fix-textures into master
Reviewed-on: MineClone2/MineClone2#3761
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-18 17:56:58 +00:00
Nicu 358432c52a Updated optipng command to remove metadata
Added  "-strip all" to also remove all metadata from
2023-06-18 16:54:30 +00:00
ancientmarinerdev 4a17c8abc1 Merge pull request 'Fix png start warning and double slab description warning.' (#3796) from fix_png_warning_start into master
Reviewed-on: MineClone2/MineClone2#3796
2023-06-18 16:09:47 +00:00
ancientmarinerdev da19aceb06 Fix double slab default description warning. Should use default unless neccessary. Why warn? 2023-06-18 16:06:35 +00:00
ancientmarinerdev 67260b16be Fix asset error warning on startup. 2023-06-18 16:06:35 +00:00
chmodsayshello 7219f70d77 Merge pull request 'Prevent slime blocks from 'connecting' to honey blocks when pushing/pulling, like in Minecraft' (#3803) from seventeenthShulker/MineClone2:independent_stickies into master
Reviewed-on: MineClone2/MineClone2#3803
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-06-17 18:26:55 +00:00
chmodsayshello bb2ce9ef92 pare down a few bytes from textures 2023-06-17 20:16:36 +02:00
seventeenthShulker 758d38894d Prevent slime blocks from 'connecting' to honey blocks when pushing/pulling, like in Minecraft. 2023-06-17 16:42:06 +02:00
ancientmarinerdev 1192a46b9c Merge pull request 'Adjust hot stuff achievement to use new lava bucket texture name' (#3783) from fix_hot_stuff_achievement_icon into master
Reviewed-on: MineClone2/MineClone2#3783
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-13 17:21:36 +00:00
SmokeyDope fd07cbdd5a update lava bucket texture name in tools/Conversion_Table.csv 2023-06-13 15:49:57 +00:00
SmokeyDope b409610537 adjust lava bucket texture name in mcl_maps/colors.json 2023-06-13 15:49:57 +00:00
SmokeyDope deb703fbc2 Adjust hot stuff achievement to use new lava bucket texture name 2023-06-13 15:49:57 +00:00
FossFanatic ac31642ec9 Door Fixes & Improvements (#3479)
This pull request fixes the issue where people had to mirror their door textures because the game used a different method to texture the doors.

Speaking of mirrored, this pull request also fixes mirrored doors and improves those greatly.

Reviewed-on: MineClone2/MineClone2#3479
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
Co-committed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-06-13 15:43:52 +00:00
chmodsayshello bc29e4dd95 fix texture filename 2023-06-08 10:41:49 +02:00
chmodsayshello b76ed92aba add missing rib_boots texture 2023-06-08 10:38:30 +02:00
chmodsayshello 703f1f46fc make slot names fit 2023-06-08 10:06:26 +02:00
chmodsayshello 0b118c170e armor trims: support smithing table 2023-06-08 10:02:00 +02:00
chmodsayshello 8431ac34d0 add armor trim templates 2023-06-08 00:16:57 +02:00
ancientmarinerdev f57f73681a Merge pull request 'Drop pumpkins, melons and buttons via piston or dirt next to piston' (#3777) from pumpkin_stuff into master
Reviewed-on: MineClone2/MineClone2#3777
2023-06-07 21:21:43 +00:00
chmodsayshello 049128972f armor trim: more color transparency & creative inventory removal 2023-06-07 22:49:04 +02:00
chmodsayshello 0c65d9d11a add mcl_enchanting as hard dependency 2023-06-07 22:29:59 +02:00
chmodsayshello 311beeb31c fix enchanting of trimmed armor 2023-06-07 22:27:52 +02:00
ancientmarinerdev 60c996b5ac Drop pumpkins, melons and buttons via piston or dirt next to piston 2023-06-07 20:21:05 +00:00
chmodsayshello bc3da8dab8 add armor trim color support 2023-06-07 21:01:55 +02:00
chmodsayshello ed5232411b remove raw trim textures 2023-06-07 20:31:54 +02:00
chmodsayshello 6c6a27320d add trim boot textures 2023-06-07 20:30:10 +02:00
chmodsayshello 82f2f4784e add helm trim textures 2023-06-07 20:13:18 +02:00
chmodsayshello 8476865ea7 add chestplate trim texture 2023-06-07 19:47:51 +02:00
chmodsayshello b4273af245 fix color overlay 2023-06-07 17:22:57 +02:00
chmodsayshello 483285a612 loop through tools instead of items 2023-06-07 17:12:02 +02:00
chmodsayshello b154f2def1 armor trims: inventory overlay 2023-06-07 17:06:53 +02:00
chmodsayshello c62195662c trims: blacklist certain iems 2023-06-07 16:42:34 +02:00
chmodsayshello 4dc5ad3bdb add mcl_armor dependency 2023-06-07 16:11:07 +02:00
chmodsayshello cc186cc588 add durability back 2023-06-07 15:58:28 +02:00
chmodsayshello df8c9625e4 armor trims: proof of concept 2023-06-07 15:41:53 +02:00
ancientmarinerdev 47f64f63a3 Merge pull request 'Incorperate sheep eating animation.' (#3768) from sheep_eat_animation into master
Reviewed-on: MineClone2/MineClone2#3768
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-05 14:06:49 +00:00
ancientmarinerdev cc5a0971ac Object reference check before setting velocity 2023-06-05 15:03:45 +01:00
epCode df8592df41 Revert add punch node 2023-06-04 21:53:39 -07:00
epCode 5e4fa30aae Punch node after change 2023-06-04 20:19:18 -07:00
epCode e49eac6d85 Fix sheep not regrowing wool after eating 2023-06-04 16:24:37 -07:00
epCode e53b6c124c Make sheep always drop 1 wool (MC continuity) 2023-06-04 22:41:35 +00:00
epCode 92887f5501 fix sheep replace rate 2023-06-04 22:41:35 +00:00
epCode 86cd5711ca Rearange on replace code to be more general purpous 2023-06-04 22:41:35 +00:00
epCode 908ba9fba6 Put on_replace call in correct place (wool regrow on grass to dirt) 2023-06-04 22:41:35 +00:00
epCode 91d94800d7 Adjust grass replace timer 2023-06-04 22:41:35 +00:00
epCode 74e55ca361 Fix eat replace timer for sheep 2023-06-04 22:41:35 +00:00
epCode c049113f26 Fix sheep sliding, make eating timed, fix animation repeat 2023-06-04 22:41:35 +00:00
epCode 1f5247df06 Make mobs slide less, and fix ageold jump dilema 2023-06-04 22:41:35 +00:00
epCode 2e2f56122d Incorperate sheep eating animation. #3734 2023-06-04 22:41:35 +00:00
ancientmarinerdev 46d486c7cb Merge pull request 'Oxidation API' (#3748) from oxidation_api into master
Reviewed-on: MineClone2/MineClone2#3748
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-02 20:34:26 +00:00
PrairieWind 75e4000b30 Fix the scraped variants of certain waxed copper blocks
Also fix some wording in the oxidation api documentation
2023-06-02 20:28:54 +00:00
PrairieWind 46f6731cf5 Make oxidized slabs and stairs waxable, and fix the copper oxidation dupe 2023-06-02 20:28:54 +00:00
PrairieWind 0fba7eaed4 Fix a few crashes, make the abm work, and revive the wax off advancement 2023-06-02 20:28:54 +00:00
Michieal 7c46826958 Did what I should have done to begin with: changed _mcl_copper_waxed_variant to _mcl_waxed_variant so that it intuitively applies to more than just copper. 2023-06-02 20:28:54 +00:00
Michieal d6858b7e2a Made the scraped variants of the stairs & slabs.
Cleaned up commented out code.
2023-06-02 20:28:54 +00:00
Michieal 9e5a45e3fd Rebased; Changed the way that the abm handles being called.
Still have to make the scraped variants of the stairs & slabs.
2023-06-02 20:28:54 +00:00
PrairieWind 4b9fc7046b Add Oxidization API 2023-06-02 20:28:54 +00:00
ancientmarinerdev 3eb2f745e2 Merge pull request 'Change order of numbers passed into random that crash on some Lua versions' (#3775) from fix_random_ordering_crash into master
Reviewed-on: MineClone2/MineClone2#3775
2023-06-02 20:20:33 +00:00
ancientmarinerdev 4287a261c8 Change order of numbers passed into random that crash on some Lua versions 2023-06-02 21:14:52 +01:00
ancientmarinerdev 5cbb56d71b Merge pull request 'Split global cap for peaceful and hostile. Introduce underground water, ambient water, axolotl cap. Slight peaceful spawn balancing.' (#3765) from spawning_cap_tweaks into master
Reviewed-on: MineClone2/MineClone2#3765
2023-06-01 20:08:53 +00:00
ancientmarinerdev c65f8c9e51 Improved early game spawn balance 2023-06-01 20:05:25 +00:00
ancientmarinerdev 812269264b Add in caps for underground water and axolotl 2023-06-01 20:05:25 +00:00
ancientmarinerdev afb4540408 Clean up 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4d3e8e25e5 Add water_ambient cap 2023-06-01 20:05:25 +00:00
ancientmarinerdev ae32ce4a0a Split hostile and non-hostile mob caps 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4c3d726882 Merge pull request 'Add max_hear_distance flag to composter sounds' (#3767) from fix_composter_sound_hear_distance into master
Reviewed-on: MineClone2/MineClone2#3767
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-31 22:26:16 +00:00
ancientmarinerdev 90842c5f25 Fixed slight error. 2023-05-31 22:20:58 +00:00
ancientmarinerdev 428ae9ac0d Fix positional sounds based on mt docs. 2023-05-31 22:20:58 +00:00
SmokeyDope adee1a49af Add max_hear_distance flag to composter sounds 2023-05-31 22:20:58 +00:00
megustanlosfrijoles 06077d1633 Spanish translations (#3753)
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Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3753
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-05-31 21:22:49 +00:00
ancientmarinerdev ae486fa525 Merge pull request 'Fix a typo in the Acquire Hardware achievement' (#3740) from uqers/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3740
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-28 19:46:07 +00:00
Lars Mueller b866d5d98e Fix texture modifiers relying on undocumented behavior 2023-05-27 17:27:01 +02:00
uqers 7133031caf Fix translations for ru, pl, ja, and fr 2023-05-27 01:42:59 +00:00
ancientmarinerdev 019717cab0 Merge pull request 'Add support for external custom skins mod' (#3653) from skins into master
Reviewed-on: MineClone2/MineClone2#3653
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-26 20:55:53 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 f1d17e2c69 mcl_skins: PR feedback 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 26f033932e Add mcl_custom_skins info to README 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 1e63f3931a Skins update 2023-05-26 20:27:11 +00:00
ancientmarinerdev bd37ed178c Merge pull request 'Fix pig riding' (#3675) from fix_pig_riding into master
Reviewed-on: MineClone2/MineClone2#3675
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 21:47:14 +00:00
PrairieWind 5ed92a2695 Make pigs mountable without carrot on a stick, but require the carrot on a stick to actually control the pig 2023-05-22 21:40:23 +00:00
ancientmarinerdev 8f60fb08d3 Merge pull request 'Fix global variable references and exit mob_step if missing pos' (#3741) from mobs_tweaks into master
Reviewed-on: MineClone2/MineClone2#3741
2023-05-22 21:12:43 +00:00
ancientmarinerdev 10a3d06360 Fix global variable references and exit mob_step if missing pos 2023-05-22 21:05:12 +00:00
ancientmarinerdev 08cbd95a5e Merge pull request 'Make sure dying sign text respects protection' (#3727) from sign_dye_protection into master
Reviewed-on: MineClone2/MineClone2#3727
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 20:53:58 +00:00
PrairieWind a5a035d9bb Make sure dying sign text respects protection 2023-05-22 20:47:49 +00:00
uqers 9c8b942e26 Fix a typo in Acquire Hardware achievement
Fixes a minor typo with an achievement name
2023-05-21 03:17:07 +00:00
ancientmarinerdev 4651bd7e7d Merge pull request 'merge_0.83.1_asset_fixes' (#3745) from merge_0.83.1_asset_fixes into master
Reviewed-on: MineClone2/MineClone2#3745
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-19 14:24:05 +00:00
ancientmarinerdev 62ca6faab1 Updated credits for new assets 2023-05-19 14:18:49 +00:00
ancientmarinerdev ccf063999e New crimson fungus texture 2023-05-19 14:18:49 +00:00
ancientmarinerdev 4a7a50e78c New warped and crimson hyphae plank textures 2023-05-19 14:18:49 +00:00
ancientmarinerdev 00a950721d Merge pull request 'Make end crystals explode when nearby crystals are punched and explode' (#3714) from end_crystal_explosion into master
Reviewed-on: MineClone2/MineClone2#3714
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-17 21:25:43 +00:00
PrairieWind 6294a61d0d Make end crystals explode when nearby crystals are punched and explode 2023-05-17 21:17:46 +00:00
ancientmarinerdev 393c24d32a Merge pull request 'Make Piglin Brutes drop golden axes' (#3719) from piglin_brute_drops into master
Reviewed-on: MineClone2/MineClone2#3719
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-17 20:57:39 +00:00
PrairieWind 873297d2cf Make Piglin Brutes drop golden axes
Instead of dropping crossbows
2023-05-17 20:55:09 +00:00
ancientmarinerdev 681ea9b515 Merge pull request 'Zombie piglin no longer prevent sleep unless hostile.' (#3731) from allow_sleep_near_ziglin into master
Reviewed-on: MineClone2/MineClone2#3731
2023-05-17 19:55:50 +00:00
ancientmarinerdev e2688c03e3 Zombie piglin no longer prevent sleep unless hostile. 2023-05-17 19:49:37 +00:00
ancientmarinerdev d6192dda67 Merge pull request 'Update dead bush generation' (#3725) from dead_bush_mapgen into master
Reviewed-on: MineClone2/MineClone2#3725
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-16 23:16:21 +00:00
PrairieWind e2963f88a7 Update dead bush generation
Removed Taiga biome and changed the generation values
2023-05-16 23:13:11 +00:00
ancientmarinerdev 11b371a107 Merge pull request 'Fix sign color requirement and translation issue' (#3677) from sign_color_fix into master
Reviewed-on: MineClone2/MineClone2#3677
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-16 21:44:12 +00:00
PrairieWind 5071a7c789 Fix translator translating sign description api side instead of mod side 2023-05-16 21:38:28 +00:00
PrairieWind 0903ac60e4 Make custom sign registration not absolutely require color 2023-05-16 21:38:28 +00:00
ancientmarinerdev f093050c76 Merge pull request 'Fix waterlogged mangrove roots leaving water in the nether' (#3724) from waterlog_mangrove_roots_nether into master
Reviewed-on: MineClone2/MineClone2#3724
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-16 19:38:52 +00:00
PrairieWind d467b80491 Fix waterlogged mangrove roots leaving water in the nether 2023-05-16 19:35:56 +00:00
ancientmarinerdev 6ded4d2322 Merge pull request 'Optimise mobs' (#3720) from optimise_mobs into master
Reviewed-on: MineClone2/MineClone2#3720
2023-05-15 14:03:54 +00:00
ancientmarinerdev 5a059379b2 Group damage logic. Remove physics falling logic out of suspend with duplicate falling call 2023-05-15 13:54:23 +00:00
ancientmarinerdev 952a90bfde Re-organise mob_step for better clarity 2023-05-15 13:54:23 +00:00
ancientmarinerdev f326fa620f Optimise do states and env danger check 2023-05-15 13:54:23 +00:00
ancientmarinerdev 3d1fb8cf4a Clean up and optimise falling 2023-05-15 13:54:23 +00:00
ancientmarinerdev 519b237ba8 Jumping check only called once per mob_step and refactor duplicate water danger, cliff fall logic 2023-05-15 13:54:23 +00:00
ancientmarinerdev 72c3f87925 Reduce excessive mob overhead 2023-05-15 13:54:23 +00:00
ancientmarinerdev 818052dc6c Fix mob textures getting reset on shutdown/startup 2023-05-15 13:54:23 +00:00
ancientmarinerdev b3a6970370 Merge pull request 'Remove zombie pigmen and ensure zombie piglin named correctly. Add Piglin description names.' (#3718) from zombie_piglin_fixes into master
Reviewed-on: MineClone2/MineClone2#3718
2023-05-14 16:15:51 +00:00
ancientmarinerdev 53637bbc19 Group attack configured so that sword piglins and piglins will also respond to aggression on other piglins. 2023-05-14 15:56:26 +00:00
ancientmarinerdev 92a8f23d22 Fix creeper name 2023-05-14 15:56:26 +00:00
ancientmarinerdev 2d89440972 Fix Piglin naming and add localisation entries 2023-05-14 15:56:26 +00:00
ancientmarinerdev 92c0809dbe Remove zombie pigman file as no longer needed 2023-05-14 15:56:26 +00:00
ancientmarinerdev 530c8ec0da Remove zombie pigmen and ensure zombie piglin named correctly. Add Piglin description names. 2023-05-14 15:56:26 +00:00
ancientmarinerdev 47e26bbfe6 Merge pull request 'Lightning rod param2 is now saved upon being struck' (#3712) from lightning_rod_param_strike into master
Reviewed-on: MineClone2/MineClone2#3712
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-14 11:54:06 +00:00
PrairieWind f019f4ae45 Lightning rod param2 is now saved upon being struck 2023-05-14 11:50:27 +00:00
FossFanatic 998983445b Rename Bucket Textures (#3708)
This pull request renames buckets so that they use the `mcl_` naming convention.

I originally was going to do some renaming on a bigger scope, but decided against it for now.

Reviewed-on: MineClone2/MineClone2#3708
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
Co-committed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-05-14 11:41:39 +00:00
ancientmarinerdev 0a0bb3ff9a Merge pull request 'Remove Flower Forest Beaches from Wolf biome spawn list' (#3722) from wolf_flower_biome into master
Reviewed-on: MineClone2/MineClone2#3722
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-12 22:57:10 +00:00
PrairieWind be32ffde6b Remove Flower Forest Beaches from Wolf biome spawn list 2023-05-12 22:50:33 +00:00
PrairieWind 0364c8d2a6 Merge pull request 'Piglins no longer aggro for enchanted gold armour' (#3713) from fix_piglin_gold_aggression into master
Reviewed-on: MineClone2/MineClone2#3713
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-05-12 22:30:32 +00:00
ancientmarinerdev 3aed71fb85 Piglins no longer aggro for enchanted gold armour 2023-05-12 22:21:56 +00:00
PrairieWind 8a2c90406f Merge pull request 'Fix dropped out bamboo lines from translation work' (#3717) from bamboo_fix into master
Reviewed-on: MineClone2/MineClone2#3717
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-05-12 22:16:42 +00:00
ancientmarinerdev d42260cea3 Fix dropped out bamboo lines from translation work 2023-05-11 23:49:46 +01:00
3raven 9518d47662 (french) translation enhancements (#3643)
- Add missing translation
- Fix broken translations
- Fix unacurate description
- Correct/improve/change for cohesion french translation

Translations templates have been updated,other translations must be updated.

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### Testing
Tell us how to test your changes!

Co-authored-by: 3raven <elise_declerck@laposte.net>
Reviewed-on: MineClone2/MineClone2#3643
Reviewed-by: AFCMS <afcm.contact@gmail.com>
Co-authored-by: 3raven <3raven@noreply.git.minetest.land>
Co-committed-by: 3raven <3raven@noreply.git.minetest.land>
2023-05-11 22:39:49 +00:00
ancientmarinerdev ede98cda80 Merge pull request 'Clean up crash code and convert to new style vectors' (#3703) from cleanup_crash_code into master
Reviewed-on: MineClone2/MineClone2#3703
2023-05-11 19:25:20 +00:00
ancientmarinerdev 09619a62ee Clean up is_as_cliff code and convert to new style vector part 2 2023-05-11 20:22:49 +01:00
ancientmarinerdev 31e6e38013 Clean up is_as_cliff code and convert to new style vector 2023-05-11 20:22:49 +01:00
ancientmarinerdev 8092fd573c Cleanup self.acc code and convert to new style vectors 2023-05-11 20:22:19 +01:00
ancientmarinerdev 0185609b01 Merge pull request 'Reduce network activity for elytra flying rocket particles' (#3702) from optimisations_ely into master
Reviewed-on: MineClone2/MineClone2#3702
2023-05-11 17:33:47 +00:00
ancientmarinerdev 7726e576f0 Remove oopsie 2023-05-11 17:30:28 +00:00
ancientmarinerdev d920441a01 Reduce network activity for elytra flying rocket particles 2023-05-11 17:30:28 +00:00
ancientmarinerdev c62694f9e4 Merge pull request 'Hoglins attack frequency reduced now due to new attack_frequency mob setting' (#3700) from hoglin_attack_fix into master
Reviewed-on: MineClone2/MineClone2#3700
2023-05-11 17:07:55 +00:00
ancientmarinerdev 39872f8ef6 Fix hoglin reach and view_range 2023-05-11 16:33:55 +00:00
ancientmarinerdev 0787d7a988 Remove duplicate code that has been moved. 2023-05-11 16:33:55 +00:00
ancientmarinerdev 8a771ebfce Allow adjustment of attack frequency. Reduce attack frequency of Hoglins. Move on_step and do_states functionality off of the attack timer on to their own timer. 2023-05-11 16:33:55 +00:00
megustanlosfrijoles d14c074d6c Add spanish translations (#3678)
I'm working on adding more translations. I made this pull request to let everyone now I'm working on this.

So far I've completed 1 file/mod

Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3678
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-05-10 23:12:37 +00:00
ancientmarinerdev 42c70ee622 Merge pull request 'Fix sheep wool farm crash' (#3699) from redstone_sheep_shear_crash into master
Reviewed-on: MineClone2/MineClone2#3699
2023-05-10 22:41:11 +00:00
ancientmarinerdev ff426412ef Fix sheep wool farm crash 2023-05-10 22:37:55 +00:00
ancientmarinerdev 6151507442 Merge pull request 'Beds mesecons dependency incorrectly named' (#3704) from incorrect_dependency_name into master
Reviewed-on: MineClone2/MineClone2#3704
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-09 23:36:43 +00:00
ancientmarinerdev 3785dcda48 Beds mesecons dependency incorrectly named 2023-05-09 23:34:07 +00:00
ancientmarinerdev 1694780d3f Merge pull request 'Standardise despawn logic and add asserts. Add persistent flag for mobs that have been interacted with.' (#3688) from despawn_refactor into master
Reviewed-on: MineClone2/MineClone2#3688
2023-05-09 23:18:27 +00:00
ancientmarinerdev ea4ea3f05e Standardise despawn logic and add asserts. Add persistent flag for mobs that have been interacted with. 2023-05-09 22:24:40 +00:00
ancientmarinerdev 453e90741d Merge pull request 'Fix crash when parrot sits on shoulder' (#3696) from fix_parrot_rotation_crash into master
Reviewed-on: MineClone2/MineClone2#3696
2023-05-09 22:04:09 +00:00
ancientmarinerdev 6f75932a4b Fix crash when parrot sits on shoulder 2023-05-09 21:43:54 +00:00
ancientmarinerdev 2d00e1e203 Merge pull request 'Remove slimes from mushroom islands' (#3705) from fix_mushroom_island_spawn into master
Reviewed-on: MineClone2/MineClone2#3705
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-09 21:33:00 +00:00
ancientmarinerdev 8b45cb2672 Remove slimes from mushroom islands 2023-05-09 14:56:51 +01:00
PrairieWind 848003de85 Merge pull request 'Fix crash when creeper explodes in minecart' (#3698) from creeper_in_mc_explosion_crash into master
Reviewed-on: MineClone2/MineClone2#3698
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-05-08 16:04:31 +00:00
ancientmarinerdev be8d9122ee Fix crash when creeper explodes in minecart 2023-05-07 21:11:48 +01:00
ancientmarinerdev 5507e99582 Merge pull request 'Hostile mobs should lose aggro if they cannot see their target' (#3682) from fix_mobs_aggressive_through_blocks into master
Reviewed-on: MineClone2/MineClone2#3682
2023-05-06 21:54:28 +00:00
ancientmarinerdev fb9a630a5b Hostile mobs should lose aggro if they cannot see their target 2023-05-06 21:51:47 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 10459f51b1 Merge pull request 'Clean-up mcl_bamboo code' (#3662) from bamboofix into master
Reviewed-on: MineClone2/MineClone2#3662
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-05 18:11:16 +00:00
Mikita Wiśniewski 387b79e582 Remove useless comments 2023-05-05 07:41:50 +07:00
Mikita Wiśniewski 21694879be Clean-up mcl_bamboo code
make it less dramatic ('Bamboo Door.') and fix inventory_image inconsistency with trapdoors
2023-05-05 07:41:50 +07:00
SmokeyDope 3b64ceb5b2 add barrel sounds (#3670)
This PR Adds sounds to opening and closing barrels. The sounds are properly attributed in the 'attribution.txt' file. They are published under Creative Commons 0 (CC0) and the source for them is [here](https://freesound.org/people/quantumriver/sounds/552153/)

Reviewed-on: MineClone2/MineClone2#3670
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: SmokeyDope <smokey@tilde.team>
Co-committed-by: SmokeyDope <smokey@tilde.team>
2023-05-04 21:48:07 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 3e768c6a6f Merge pull request 'New sweet berry textures' (#3654) from sweet-berry-texture-change into master
Reviewed-on: MineClone2/MineClone2#3654
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-02 18:54:57 +00:00
SmokeyDope 1448a5e098 Add new sweet berry textures 2023-05-02 13:46:37 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 8ef653fb77 Merge pull request 'Fix issue with drops turning black due to clipping into walls and floors and visually demonstrate drops merging' (#3667) from fix_clipping_mining_drops into master
Reviewed-on: MineClone2/MineClone2#3667
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-01 22:00:42 +00:00
ancientmarinerdev 938ee7a832 Pick highest y and kick it up a little for visual spice and to fix occassional drop falling into floor 2023-05-01 16:53:00 -05:00
ancientmarinerdev c48510244e Before merging same stacks, move to middle to show merging occurs. 2023-05-01 16:53:00 -05:00
ancientmarinerdev 52e64a6f75 Fix issue with drops turning black due to clipping into walls and floors 2023-05-01 16:53:00 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 0568c18081 Merge pull request 'Fix crash when using a named spawn egg' (#3674) from spawn_egg_name_crash into master
Reviewed-on: MineClone2/MineClone2#3674
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-01 17:29:08 +00:00
cora 13df9ec46c Fix crash when using a named spawn egg 2023-04-27 21:16:19 +00:00
ancientmarinerdev 2c01240a56 Merge pull request 'Make elytra enchantable and the enchanted elytra usable' (#3637) from elytra_enchantable into master
Reviewed-on: MineClone2/MineClone2#3637
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-27 20:58:12 +00:00
PrairieWind b001e4e06f Make elytra active checks use groups instead
So that modders can easily add their own varients of elytra that work
2023-04-27 20:53:49 +00:00
FlamingRCCars 1a7f9fe8ec Make elytra enchantable 2023-04-27 20:53:49 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 ec5b0903be Make enchanted elytra usable 2023-04-27 20:53:49 +00:00
megustanlosfrijoles 7dc09e3ebd Add spanish translations (#3659)
I just added some translations to Spanish that were missing

Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3659
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-04-27 19:50:10 +00:00
ancientmarinerdev 0d80f1126c Merge pull request 'Migrate beacons back to abm' (#3631) from beacon-abm into master
Reviewed-on: MineClone2/MineClone2#3631
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-27 18:09:37 +00:00
ancientmarinerdev b15482012e Implement review feedback. 2023-04-27 18:05:44 +00:00
chmodsayshello a8c989edd8 don't get all objects in radius 2023-04-27 18:05:44 +00:00
chmodsayshello 1a1473e8c0 insert missing end 2023-04-27 18:05:44 +00:00
chmodsayshello 80cde37e65 remove empty lines and unneeded code 2023-04-27 18:05:44 +00:00
chmodsayshello 181cb73e45 remove commented out code 2023-04-27 18:05:44 +00:00
chmodsayshello 198eb630e1 replace globalstep with abm 2023-04-27 18:05:44 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6c99a63419 Merge pull request 'playerbound music toggle' (#3658) from playerMusicToggle into master
Reviewed-on: MineClone2/MineClone2#3658
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-04-25 18:43:47 +00:00
chmodsayshello 5db1e1876c playerbound music toggle (between 94e554aa1a and 5481f0109c) 2023-04-25 17:24:17 +02:00
ancientmarinerdev 32a60c888b Merge pull request 'solar panels: No crash when minetest.get_natural_light() return nil' (#3640) from spanels into master
Reviewed-on: MineClone2/MineClone2#3640
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-04-20 13:30:26 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 cdb2bc20b0 solar panels: No crash when minetest.get_natural_light() return nil 2023-04-20 12:25:45 +00:00
ancientmarinerdev becf98875f Merge pull request 'Add global cooldown for the bed quick chat feature' (#3645) from bedantispam into master
Reviewed-on: MineClone2/MineClone2#3645
2023-04-19 13:35:27 +00:00
ancientmarinerdev b374301ebf Throttle applies to default or custom sleep message 2023-04-19 13:25:42 +00:00
chmodsayshello 326e805798 update translation stuff 2023-04-19 13:25:42 +00:00
chmodsayshello 65aa185ffa global 'bed button' cooldown 2023-04-19 13:25:42 +00:00
ancientmarinerdev 90b9263f03 Merge pull request 'Mapgen Performance Improvements' (#3626) from mapgen_performance_improvements into master
Reviewed-on: MineClone2/MineClone2#3626
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-16 17:02:31 +00:00
ancientmarinerdev 3b1464ecc8 Tweak leaf generator numbers to catch missed jungle leaves 2023-04-16 17:50:22 +01:00
ancientmarinerdev 1015f5a569 Optimize folliage fixes code 2023-04-16 16:20:45 +00:00
ancientmarinerdev 31b65bac91 Move generator code to functions to aid in profiling 2023-04-16 16:20:45 +00:00
FossFanatic 01ac9ad685 Add old method back for foliage
This commit adds back the old `set_node` method for the foliage, since the foliage is much more difficult to work with via the VoxelManip method due to them being part of schematics that could span across mapblocks in some cases.

The old method will complement the new one by running after the VoxelManip has done its job, and fixes any foliage that the VoxelManip had missed.
2023-04-16 16:20:45 +00:00
FossFanatic d28dcb1b10 Another small change to account for mangrove leaves
This one should actually work as expected.
2023-04-16 16:20:45 +00:00
FossFanatic aac6af4c20 Small change to account for mangrove leaves 2023-04-16 16:20:45 +00:00
FossFanatic d8d83dd21c Make vines use voxelmanip colouring as well
This commit adds some code to the `set_foliage_palette` function which checks for the `param2` of the foliage node in question to see whether or not said `param2` value is `0` upon first being generated.

If it isn't, then it's safe to assume that said foliage is a vine, and therefore needs to use the other method of calculating the final `param2` value.
2023-04-16 16:20:45 +00:00
FossFanatic 76bf98b26c Use voxelmanip to set the correct param2 for nodes
Voxelmanip is now used to set the correct `param2` for the nodes which use biome colouring or, in the case of seagrass, the correct meshoption.
2023-04-16 16:20:44 +00:00
FossFanatic d53ea65da8 Remove some code
Some code has been moved to `mcl_mapgen_core` for consistency.
2023-04-16 16:20:44 +00:00
ancientmarinerdev cf174c110a Merge pull request 'release/0.83' (#3644) from release/0.83 into master
Reviewed-on: MineClone2/MineClone2#3644
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-04-15 11:36:52 +00:00
ancientmarinerdev 0de9685914 Post-release set version 0.84.0-SNAPSHOT 2023-04-15 12:28:27 +01:00
ancientmarinerdev 3ed3f16702 Pre-release update credits and set version 0.83.0 2023-04-15 12:25:17 +01:00
chmodsayshello 99918c192c Merge pull request 'add the ability to chat whilst being in bed' (#3634) from bedchat into master
Reviewed-on: MineClone2/MineClone2#3634
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-11 19:00:48 +00:00
ancientmarinerdev 20638c482d Merge pull request 'Make shield block sounds not play across infinite distance' (#3629) from shield_sound_distance into master
Reviewed-on: MineClone2/MineClone2#3629
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-11 17:37:54 +00:00
PrairieWind f8d338d731 Add position to shield sound 2023-04-11 17:16:57 +00:00
PrairieWind 5165730da8 Make shield block sounds not play across infinite distance 2023-04-11 17:16:57 +00:00
ancientmarinerdev d0f7d7c90d Merge pull request 'Fix French translation' (#3636) from syl/MineClone2:translationfr into master
Reviewed-on: MineClone2/MineClone2#3636
Reviewed-by: AFCMS <afcm.contact@gmail.com>
2023-04-11 16:53:17 +00:00
chmodsayshello 0719d6038c add missing '=' to the translation template 2023-04-09 19:53:28 +02:00
chmodsayshello bf9989beb9 add default message button 2023-04-09 19:51:55 +02:00
chmodsayshello 62c014363d 'fix' multiline comment 2023-04-09 18:50:34 +02:00
chmodsayshello 75595115a0 move rate checks to seperate function 2023-04-09 18:45:23 +02:00
chmodsayshello d9ac803f5b update translations 2023-04-09 18:37:02 +02:00
chmodsayshello 899d619624 fix translator syntax 2023-04-09 18:35:03 +02:00
chmodsayshello 145be4c830 remove debug logging 2023-04-09 18:32:52 +02:00
chmodsayshello a55cbaadd6 take 'chat_message_limit_per_10sec' into account 2023-04-09 18:32:15 +02:00
ancientmarinerdev 56175d839f Merge pull request 'Slow down the pressure plate timer' (#3627) from pplates into master
Reviewed-on: MineClone2/MineClone2#3627
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-08 23:17:57 +00:00
ancientmarinerdev 7b748efa64 Merge branch 'master' into pplates 2023-04-08 23:11:16 +00:00
syl ac4073a259 Improve french translation 2023-04-07 17:05:06 +02:00
chmodsayshello 2366969e00 update german translation 2023-04-07 12:00:36 +02:00
chmodsayshello fca23ba47f update traslation template 2023-04-07 11:59:07 +02:00
chmodsayshello 4b1cc017a9 fix syntax 2023-04-07 11:58:27 +02:00
chmodsayshello 786aaf7a6d check for shout priv 2023-04-07 11:58:03 +02:00
ancientmarinerdev 1b4d9cfab7 Merge pull request 'Add error handling to sunlight checking to prevent crashing and improve diagnosis.' (#3624) from fix_crash_solarpanel into master
Reviewed-on: MineClone2/MineClone2#3624
2023-04-06 14:13:13 +00:00
ancientmarinerdev 7fe1be2c18 Add error handling to sunlight checking to prevent crashing and improve diagnosis. 2023-04-06 13:35:38 +00:00
chmodsayshello 645e20afa4 translation updates 2023-04-05 15:45:48 +02:00
chmodsayshello a026bbd3c4 minor bed changes 2023-04-05 15:45:16 +02:00
chmodsayshello 9c8463d2e3 add basic bed-chat 2023-04-05 14:43:07 +02:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 93bc5bb5f8 Slow down the pressure plate timer 2023-04-04 07:38:50 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b19cc8a5e6 Merge pull request 'Ensure enchanted netherite armour is fire immune to lava etc.' (#3625) from enchanted_netherite_lava_immune into master
Reviewed-on: MineClone2/MineClone2#3625
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-04-03 18:12:53 +00:00
ancientmarinerdev 6817a8535b Get item name correctly. 2023-04-03 17:50:48 +01:00
ancientmarinerdev c83574802f Ensure enchanted netherite armour is fire immune to lava etc. 2023-04-03 02:06:58 +01:00
PrairieWind 0f64fb79c5 Merge pull request 'Don't drop dug banners in creative mode' (#3623) from banners into master
Reviewed-on: MineClone2/MineClone2#3623
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-04-02 22:08:46 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 87bf3aed59 Don't drop banners in creative mode 2023-04-02 21:58:34 +00:00
ancientmarinerdev 0ee31bd322 Merge pull request 'Elytra moves quicker than mapgen can cope. A bit performance hit on servers. Make this configurable.' (#3613) from ely_speed_toned_down into master
Reviewed-on: MineClone2/MineClone2#3613
2023-04-02 20:36:41 +00:00
ancientmarinerdev 3e6b43ad47 Elytra moves quicker than mapgen can cope. A bit performance hit on servers. Make this configurable. 2023-04-02 20:27:02 +00:00
ancientmarinerdev ed8953dfe3 Merge pull request 'Do not run kelp lbm every time' (#3612) from lbm_run_every_time_fixes into master
Reviewed-on: MineClone2/MineClone2#3612
2023-04-02 20:11:04 +00:00
ancientmarinerdev 8edffeb40d Map gen kelp should init age also 2023-04-02 20:04:32 +00:00
ancientmarinerdev 80f038da4a Do not run kelp lbm every time 2023-04-02 20:04:32 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 952c72c414 Merge pull request 'Make banners drop when the support node is dug' (#3606) from banner_node_support into master
Reviewed-on: MineClone2/MineClone2#3606
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-04-02 16:29:45 +00:00
PrairieWind 088922dc33 Make sure banner drops, even if banner entity doesn't exist 2023-04-02 11:22:26 -05:00
PrairieWind a98f79763b Remove unused digger variable that I forgot 2023-04-02 11:22:26 -05:00
PrairieWind 9c83755f53 Make banners drop when support node is dug and when banner node is dug 2023-04-02 11:22:26 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 acfcb7528c Merge pull request 'Don't drop beds in creative' (#3602) from beds into master
Reviewed-on: MineClone2/MineClone2#3602
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-04-02 16:18:50 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 771044236f Don't drop beds in creative 2023-04-02 11:06:37 -05:00
ancientmarinerdev bfea20dd00 Merge pull request 'Mapgen optimisations' (#3607) from mapgen_optimisation into master
Reviewed-on: MineClone2/MineClone2#3607
2023-04-01 19:03:09 +00:00
ancientmarinerdev 0abc0ffc48 Mapgen optimisations 2023-04-01 18:53:51 +00:00
ancientmarinerdev 4205915a0b Merge pull request 'Update ruined portal loot table' (#3595) from ruined_portal_loot into master
Reviewed-on: MineClone2/MineClone2#3595
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-04-01 02:27:11 +00:00
PrairieWind f7bdf7481c Update ruined portal loot table 2023-04-01 00:11:56 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6e107a77b5 Merge pull request 'Hopper minecart optimisation' (#3596) from hopper_minecart_optimisation into master
Reviewed-on: MineClone2/MineClone2#3596
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-03-31 18:43:16 +00:00
ancientmarinerdev 53923dd5fa Move on_step code to functions to help see profiling impact 2023-03-31 13:40:36 -05:00
ancientmarinerdev 59f4a62fd6 Move hopper minecarts off item entity. Do not run every on_step. Use more accurate object search location. Cut down object search distance. 2023-03-31 13:40:36 -05:00
ancientmarinerdev f8e994ae78 Create new dtime timer utility. 2023-03-31 13:40:36 -05:00
ancientmarinerdev deb393ae32 Merge pull request 'Remove mcl_player_init' (#3594) from player_init into master
Reviewed-on: MineClone2/MineClone2#3594
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 18:27:08 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 bef204f548 Remove mcl_player_init 2023-03-30 18:18:57 +00:00
ancientmarinerdev 80225bb8df Merge pull request 'Add texture making & optimization documentation' (#3588) from Add-texture-documentation into master
Reviewed-on: MineClone2/MineClone2#3588
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 02:26:06 +00:00
SmokeyDope 8a1c885faf Update optipng command to ACFMS' recommendation 2023-03-30 02:18:46 +00:00
SmokeyDope c3e37cb840 One more formatting adjust 2023-03-30 02:18:46 +00:00
SmokeyDope 4226b2a8ba Add link to optipng in textures.md and fix some formatting 2023-03-30 02:18:46 +00:00
SmokeyDope b08b6034ac Add texture making documentation 2023-03-30 02:18:46 +00:00
PrairieWind 2a3fbdead0 Merge pull request 'Make Lecterns use wooden slabs for crafting' (#3605) from lectern_slab_issues into master
Reviewed-on: MineClone2/MineClone2#3605
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 02:09:48 +00:00
PrairieWind f284b1ca0e Fix minor issue with mcl_stairs.register_stair function 2023-03-30 02:03:08 +00:00
PrairieWind 2bd36b5d66 Make lecterns require wood slabs for crafting
Otherwise you can use stone slabs to craft lecterns, which doesn't make sense
2023-03-30 02:03:08 +00:00
ancientmarinerdev d5c150d46c Merge pull request 'Add slab and stair groups to crimson and warped slabs and stairs' (#3603) from crimson_slab_fix into master
Reviewed-on: MineClone2/MineClone2#3603
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 01:37:46 +00:00
PrairieWind 8a129fa00c Add slab and stair groups to crimson and warped slabs and stairs 2023-03-29 09:47:29 -06:00
ancientmarinerdev 12b9def9ad Merge pull request 'Fix dark day right and light night rain' (#3592) from rain_light_level_fix into master
Reviewed-on: MineClone2/MineClone2#3592
2023-03-29 02:45:39 +00:00
ancientmarinerdev 61a4595c1b Fix rain light levels so that day rain is brighter and night rain is darker 2023-03-29 02:21:16 +00:00
ancientmarinerdev 2426570871 Fix for light night rain and dark day rain issue 2023-03-29 02:21:16 +00:00
PrairieWind ce1393af0c Merge pull request 'Fixed. Add polished blackstone button and pressure plate' (#3590) from Wbjitscool/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3590
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-03-27 00:30:34 +00:00
Wbjitscool bfa5662421 Update 'mods/ITEMS/REDSTONE/mesecons_pressureplates/locale/template.txt' 2023-03-27 00:24:40 +00:00
Wbjitscool 87ca144c4e Update 'mods/ITEMS/REDSTONE/mesecons_button/locale/template.txt' 2023-03-27 00:23:53 +00:00
Wbjitscool a10235f330 Update 'mods/ITEMS/REDSTONE/mesecons_button/init.lua'
added in a Polished Blackstone Button
2023-03-27 00:07:48 +00:00
Wbjitscool e3978c4d22 Update 'mods/ITEMS/REDSTONE/mesecons_button/locale/template.txt'
updated template.txt for buttons
2023-03-27 00:05:52 +00:00
Wbjitscool c0fa2c38bd Update 'mods/ITEMS/REDSTONE/mesecons_pressureplates/init.lua'
added polished blackstone pressure plate
2023-03-27 00:02:29 +00:00
Wbjitscool 049a4a11f4 Update 'mods/ITEMS/REDSTONE/mesecons_pressureplates/locale/template.txt'
updated template.txt
2023-03-27 00:00:09 +00:00
PrairieWind 114e640132 Merge pull request 'Remove deprecated usages of image property in tile defs' (#3582) from dumpnodes into master
Reviewed-on: MineClone2/MineClone2#3582
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-03-26 23:06:50 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 692758bd6d Remove deprecated usages of image property in tile defs 2023-03-26 22:56:33 +00:00
ancientmarinerdev 08990207cf Merge pull request 'Fix slime and some nether mob speeds' (#3575) from nether_mob_speeds into master
Reviewed-on: MineClone2/MineClone2#3575
2023-03-26 15:46:37 +00:00
ancientmarinerdev 3bdc77a1aa Hoglins should only spawn in crimson forest 2023-03-26 13:03:46 +00:00
ancientmarinerdev 7f3734b6cb Ensure hoglins and piglins aren't faster than player. 2023-03-26 13:03:46 +00:00
ancientmarinerdev b7079e8b19 Fix slime and some nether mob speeds 2023-03-26 13:03:46 +00:00
ancientmarinerdev 9887958e4e Merge pull request 'Fix crash stripping unregistered block' (#3585) from fix_crash_noddef into master
Reviewed-on: MineClone2/MineClone2#3585
2023-03-25 02:14:42 +00:00
ancientmarinerdev a806833e4a Fix crash stripping unregistered block 2023-03-25 02:05:30 +00:00
ancientmarinerdev 46eb4d11dc Merge pull request 'Fixing multiple crashes on the German server.' (#3587) from crashes_on_german_server into master
Reviewed-on: MineClone2/MineClone2#3587
2023-03-25 02:04:40 +00:00
ancientmarinerdev 6c8113dec8 Fix crash when cannot get wear for tool 2023-03-25 01:55:52 +00:00
ancientmarinerdev b72dbf17a6 Crash for dropper failing as potentially cannot get pos. 2023-03-25 01:55:52 +00:00
ancientmarinerdev 049406162e Fix crash when skeleton tries to jock when there is no pos, maybe because pos is unloaded. 2023-03-25 01:55:52 +00:00
ancientmarinerdev 924d999ec2 Merge pull request 'Fix mcl_skins crash' (#3584) from skins into master
Reviewed-on: MineClone2/MineClone2#3584
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-25 01:47:50 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 a52931f986 Fix mcl_skins crash 2023-03-24 15:53:07 -05:00
ancientmarinerdev c499d20d25 Merge pull request 'Add lantern functions for adding nodes to allowed placement list' (#3567) from lanterns-add-allowed-functions into master
Reviewed-on: MineClone2/MineClone2#3567
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-23 22:23:16 +00:00
SmokeyDope 47b6e54dad Add comments explaining new lantern functions 2023-03-23 22:18:04 +00:00
SmokeyDope 257e5f993b Add lantern functions for adding nodes to allowed placement list 2023-03-23 22:18:04 +00:00
ancientmarinerdev f02afca62c Merge pull request 'Remove evoker spawning in Pillager Outposts' (#3557) from remove_evokers_outpost into master
Reviewed-on: MineClone2/MineClone2#3557
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-23 01:58:38 +00:00
PrairieWind 802ff3d984 Remove evoker spawning in Pillager Outposts 2023-03-23 01:53:44 +00:00
ancientmarinerdev 9367c96525 Merge pull request 'Fixing that annoying chest open and close sounds' (#3566) from sound_tweaks into master
Reviewed-on: MineClone2/MineClone2#3566
2023-03-23 01:34:29 +00:00
ancientmarinerdev f319a8d903 Fixing that annoying chest open 2023-03-23 01:29:05 +00:00
ancientmarinerdev 5e8bc16a0c Merge pull request 'Diminixed normalized volume levels of songs + 2 new tracks, 2 updated versions!' (#3564) from music_normalise_volumes into master
Reviewed-on: MineClone2/MineClone2#3564
2023-03-23 01:28:33 +00:00
ancientmarinerdev c5a15192b3 Updated with new song names in credits 2023-03-23 01:18:14 +00:00
ancientmarinerdev e41b166c1b Updated credits 2023-03-23 01:18:14 +00:00
ancientmarinerdev c393b15965 Updated music to 64kbs 2023-03-23 01:18:14 +00:00
ancientmarinerdev f5ea3894cf 2 new songs. 2 updated songs. All volums remastered to same perceived volumes. 2023-03-23 01:18:14 +00:00
ancientmarinerdev 0fbdc07402 Merge pull request 'Adjust speeds to make it less ridiculous' (#3556) from mob_speeds_overworld_tweak into master
Reviewed-on: MineClone2/MineClone2#3556
2023-03-23 01:11:54 +00:00
ancientmarinerdev 41882e9e1f Adjust speeds to make it less ridiculous 2023-03-23 00:38:18 +00:00
ancientmarinerdev 15fce1130e Merge pull request 'Bundled lua with 5.7 crashes when you right click a farmer villager. math.random needs correct order' (#3576) from fix_villager_crash_with_bundle_lua into master
Reviewed-on: MineClone2/MineClone2#3576
2023-03-22 04:45:20 +00:00
ancientmarinerdev 2440b73e67 Bundled lua with 5.7 crashes when you right click a farmer villager. math.random needs correct order 2023-03-22 03:55:27 +00:00
ancientmarinerdev 109bf17723 Merge pull request 'Fix warnings and global vars' (#3568) from fix_global_warnings into master
Reviewed-on: MineClone2/MineClone2#3568
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-03-22 01:17:41 +00:00
ancientmarinerdev a513547958 Remove title 2023-03-21 22:20:26 +00:00
ancientmarinerdev 1c0387b898 Fix warnings and global vars 2023-03-21 22:20:26 +00:00
ancientmarinerdev 5409a382f9 Merge pull request 'Make mobs ride minecarts' (#3507) from mobs_in_minecarts into master
Reviewed-on: MineClone2/MineClone2#3507
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-20 13:42:38 +00:00
ancientmarinerdev ecf72db684 Fix ooops 2023-03-20 13:37:26 +00:00
ancientmarinerdev bcd7f38fa7 Use new style vectors 2023-03-20 13:37:25 +00:00
ancientmarinerdev 3eab946889 Make death check less frequent. Load passenger in minecart at shutdown. 2023-03-20 13:37:25 +00:00
anarquimico f817fe7f72 Fix performance issues and better check for mobs death 2023-03-20 13:37:25 +00:00
anarquimico d5f01e88c4 Make mobs ride minecarts 2023-03-20 13:37:25 +00:00
ancientmarinerdev b4ea9f048b Merge pull request 'Tweak lapis distribution.' (#3562) from lapis_distribution into master
Reviewed-on: MineClone2/MineClone2#3562
Reviewed-by: SmokeyDope <smokey@tilde.team>
2023-03-19 21:24:46 +00:00
ancientmarinerdev 6989e00af7 Tweak lapis distribution. 2023-03-19 18:01:39 +00:00
ancientmarinerdev 23f0c9a83e Merge pull request 'Implementing slime mapblocks!' (#3551) from slime_chunk into master
Reviewed-on: MineClone2/MineClone2#3551
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-03-19 02:57:41 +00:00
ancientmarinerdev 81a258d33b Clean up and reorder code 2023-03-19 02:44:35 +00:00
ancientmarinerdev bd579314ba Remove logging and clean up 2023-03-19 02:44:35 +00:00
ancientmarinerdev e7449a65d8 Fix check_position and change spawn check to stages 2023-03-19 02:44:35 +00:00
ancientmarinerdev b8b47e55e1 Add in slime chunks 2023-03-19 02:44:35 +00:00
ancientmarinerdev 1182ce349a Merge pull request 'adjust crop hitboxes' (#3555) from Fix-potato-hitbox into master
Reviewed-on: MineClone2/MineClone2#3555
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-18 22:04:07 +00:00
SmokeyDope 3f80cc8f26 Adjust beetroot hitbox heights 2023-03-18 21:59:46 +00:00
SmokeyDope 68a44d7824 one more carrot adjust 2023-03-18 21:59:46 +00:00
SmokeyDope ced3b4dff1 Adjust carrot hitbox heights 2023-03-18 21:59:46 +00:00
SmokeyDope 44711369d9 Further adjust potato hitbox heights 2023-03-18 21:59:46 +00:00
SmokeyDope 3839250b38 Fix potatoes stage 2 hitbox 2023-03-18 21:59:46 +00:00
ancientmarinerdev a4b4e4de69 Merge pull request 'Add sounds when using composter' (#3549) from composter-add-sounds into master
Reviewed-on: MineClone2/MineClone2#3549
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-18 18:35:11 +00:00
ancientmarinerdev 002a63585f Tweak volume and change reference to missing global variable 2023-03-18 18:30:03 +00:00
SmokeyDope 811f8ac516 One more indentation fix, sorry for the extra commit 2023-03-18 18:30:03 +00:00
SmokeyDope 89f2c06af2 Fix accidental extra spaces 2023-03-18 18:30:03 +00:00
SmokeyDope 20f8e18098 Add sounds when using composter 2023-03-18 18:30:03 +00:00
ancientmarinerdev 3b4fc04330 Merge pull request 'Remove unused translations' (#3539) from syl/MineClone2:unusedtranslations into master
Reviewed-on: MineClone2/MineClone2#3539
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-18 18:09:37 +00:00
ancientmarinerdev d437f45f4a Merge pull request 'Sculk removed off xp_step and triggered by player and mob death [Performance]' (#3545) from sculk_performance_fix into master
Reviewed-on: MineClone2/MineClone2#3545
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-03-17 20:42:23 +00:00
ancientmarinerdev ef633ce617 Do not throw XP if in creative 2023-03-17 20:36:53 +00:00
ancientmarinerdev a3f23d0b35 Remove unneeded logging 2023-03-17 20:36:53 +00:00
ancientmarinerdev 2c7039fdda Clean up code 2023-03-17 20:36:53 +00:00
ancientmarinerdev c6db032674 Rework sculk to be off the xp_step and triggered by events 2023-03-17 20:36:53 +00:00
ancientmarinerdev 9f182dc63a Merge pull request 'Mob spawner crash teleport bug logging' (#3534) from over_mapgen_limit into master
Reviewed-on: MineClone2/MineClone2#3534
2023-03-17 15:25:07 +00:00
ancientmarinerdev ff1b941d19 Clean and improve profiler info 2023-03-17 15:20:51 +00:00
ancientmarinerdev be269b2034 Make error handling safe in case pos is missing 2023-03-17 15:20:51 +00:00
ancientmarinerdev 97091de67f Log pos info only prior to crash 2023-03-17 15:20:51 +00:00
ancientmarinerdev ae7cfdff69 Ensure conditional doesn't mask bug crash issue 2023-03-17 15:20:50 +00:00
ancientmarinerdev 0dee7792f4 Log where map unloaded before light damage code. #3430 debugging 2023-03-17 15:20:50 +00:00
ancientmarinerdev 583d066587 Merge pull request 'clearmobs command improvement' (#3543) from clearmobs into master
Reviewed-on: MineClone2/MineClone2#3543
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-16 22:24:33 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 150222583a clearmobs command: nametagged/tamed is exclusive 2023-03-15 13:22:35 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 a3e6f90b09 clearmobs command improvement 2023-03-15 16:25:28 +00:00
ancientmarinerdev 9697591dd6 Merge pull request 'Sky Strobe Band-aid Fix' (#3538) from temporary_snow_disablement into master
Reviewed-on: MineClone2/MineClone2#3538
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-15 16:00:18 +00:00
FossFanatic ae811ed703 Disable snowy weather temporarily
This commit quickly disables the standalone snow weather for the time being, until a more permanent solution can be found.

The snowy weather should no longer occur naturally, but can still be summoned with `/weather snow` if wanted.
2023-03-15 15:54:52 +00:00
ancientmarinerdev fa0a595009 Merge pull request 'Fix verbose tool info on non-tools' (#3530) from tool_info into master
Reviewed-on: MineClone2/MineClone2#3530
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-15 15:40:17 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 75dffe5059 Fix verbose tool info on non-tools 2023-03-15 15:36:48 +00:00
ancientmarinerdev 3063cc97f7 Merge pull request 'Fix syntax errors in French' (#3542) from syl/MineClone2:syntaxerrorsfr into master
Reviewed-on: MineClone2/MineClone2#3542
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-15 15:25:02 +00:00
ancientmarinerdev db53e41ebd Merge pull request 'Make dye descriptions more consistent' (#3532) from grorp/MineClone2:owl into master
Reviewed-on: MineClone2/MineClone2#3532
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-14 14:38:39 +00:00
ancientmarinerdev 4917ea1478 Merge pull request 'Missing punctuation in README' (#3537) from syl/MineClone2:readme into master
Reviewed-on: MineClone2/MineClone2#3537
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-14 14:22:17 +00:00
syl 1d981876d9 Fix syntax errors in French 2023-03-14 11:55:07 +01:00
ancientmarinerdev 7b53b6e45f Merge pull request 'The New, Improved, Safe and More Powerful /clearmobs command' (#3528) from clearmobs_improvements into master
Reviewed-on: MineClone2/MineClone2#3528
2023-03-14 02:48:26 +00:00
ancientmarinerdev 270820125d Add in a default for improved clearmobs command. 2023-03-14 02:45:33 +00:00
ancientmarinerdev fc7eb135e6 Comment out leftover logging 2023-03-14 02:45:33 +00:00
ancientmarinerdev c97fef03b9 Comment out logging, and add in the destruction 2023-03-14 02:45:33 +00:00
ancientmarinerdev 37ca0efe05 New, improved, safe clearmobs command 2023-03-14 02:45:33 +00:00
syl 8a7a8ce1bf Remove unused translations 2023-03-13 15:40:58 +01:00
syl 2d1c904368 Missing punctuation in README 2023-03-13 09:55:27 +01:00
ancientmarinerdev b49828e9cb Merge pull request 'Remove music interruptions' (#3529) from fix_music_interruptions into master
Reviewed-on: MineClone2/MineClone2#3529
2023-03-12 23:13:43 +00:00
ancientmarinerdev 03d8363ed1 Ensure HP change doesn't stop music 2023-03-12 23:09:46 +00:00
ancientmarinerdev ede3123b1a Remove music interruptions 2023-03-12 23:09:46 +00:00
ancientmarinerdev 32ffa32009 Merge pull request 'Fix error handling compatibility with Minetest bundled Lua' (#3533) from fix_error_handling_compatibility into master
Reviewed-on: MineClone2/MineClone2#3533
2023-03-12 22:09:12 +00:00
ancientmarinerdev 0f7efcf9c1 Fix error handling compatibility with Minetest bundled Lua 2023-03-12 21:52:35 +00:00
ancientmarinerdev 4fe4559e6d Merge pull request 'Thorns translation crash fix' (#3525) from translation_thorns_issue into master
Reviewed-on: MineClone2/MineClone2#3525
2023-03-12 21:23:04 +00:00
ancientmarinerdev 4e363049e1 Firework death message incorrect order fix 2023-03-12 21:16:40 +00:00
ancientmarinerdev d5cb745def Fixed thorns death message incorrect order 2023-03-12 21:16:40 +00:00
ancientmarinerdev 639cec4989 Merge pull request 'Fix old burning storage crash and log any relevent info.' (#3522) from fix_burning_crash into master
Reviewed-on: MineClone2/MineClone2#3522
2023-03-12 21:12:34 +00:00
ancientmarinerdev 547973877a Fix old burning storage crash and log any relevent info. 2023-03-12 21:08:24 +00:00
ancientmarinerdev 994f720385 Merge pull request 'Improve French translation' (#3531) from syl/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3531
Reviewed-by: AFCMS <afcm.contact@gmail.com>
2023-03-12 20:55:36 +00:00
grorp a766a6ac85 Fix a mistake in the German mcl_dye translation 2023-03-12 11:41:45 +00:00
grorp 2b0c5549f4 Update translations (9/9) 2023-03-12 11:35:56 +00:00
grorp 79996f143e Update translations (8/9) 2023-03-12 11:35:31 +00:00
grorp 166f15f5c6 Update translations (7/9) 2023-03-12 11:34:51 +00:00
grorp c706d44d55 Update translations (6/9) 2023-03-12 11:34:14 +00:00
grorp feca77c1d7 Update translations (5/9) 2023-03-12 11:33:49 +00:00
grorp 9463d12a35 Update translations (4/9) 2023-03-12 11:33:25 +00:00
grorp fa07fab325 Update translations (3/9) 2023-03-12 11:32:59 +00:00
grorp df16065617 Update translations (2/9) 2023-03-12 11:32:32 +00:00
grorp 735904ce61 Update translations (1/9) 2023-03-12 11:32:05 +00:00
grorp 49a5e28398 Make dye descriptions more consistent
The descriptions of all the dyes now end with the word "Dye". Also, they happen to match the descriptions in Minecraft now, but that wasn't my intention.
2023-03-11 08:18:14 +00:00
FossFanatic f012dbf50a Merge pull request 'Leaves Warning Removal' (#3524) from leaves_warning_removal into master
Reviewed-on: MineClone2/MineClone2#3524
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-11 08:15:58 +00:00
FossFanatic d8d44fce0f Remove source of warnings for leaves
This commit changes some code so the debug log no longer gets flooded with warnings about leaves and palettes.
2023-03-11 00:30:22 +00:00
ancientmarinerdev 987760749f Merge pull request 'When mob out of range, avoid processing expensive or unneccessary things' (#3517) from improve_mob_step_performance into master
Reviewed-on: MineClone2/MineClone2#3517
2023-03-11 00:16:48 +00:00
ancientmarinerdev 038d9ec014 Do not need to create new vector each time 2023-03-11 00:05:53 +00:00
ancientmarinerdev 6097dacbab Only check herd if in range 2023-03-11 00:05:53 +00:00
ancientmarinerdev 5b7132ac5e Fix duplicate call for jump check 2023-03-11 00:05:53 +00:00
ancientmarinerdev 5fc78bf6b0 Use unique name for function. Add development flag to enable crashing locally 2023-03-11 00:05:53 +00:00
ancientmarinerdev b47ef9275b Fix whoops 2023-03-11 00:05:53 +00:00
ancientmarinerdev ce6d9d561f When mob out of range, avoid processing expensive or unneccessary things 2023-03-11 00:05:53 +00:00
syl 21dbf583ee Add syl in credits 2023-03-10 23:13:06 +01:00
syl 96b2f6a01d Improve French translation 2023-03-10 22:48:46 +01:00
ancientmarinerdev 85fe29e5d3 Merge pull request 'Remove aggro for iron golem when out of range' (#3510) from iron_golem_grudge_fix into master
Reviewed-on: MineClone2/MineClone2#3510
2023-03-10 03:18:43 +00:00
ancientmarinerdev 655c130956 Remove aggro for iron golem when out of range 2023-03-10 03:03:53 +00:00
ancientmarinerdev 325de7f2cd Merge pull request 'Fix waxing duplication of shulker box' (#3527) from waxing into master
Reviewed-on: MineClone2/MineClone2#3527
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-10 00:18:38 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 3c9b3497bb Fix waxing duplication of shulker box 2023-03-09 15:16:11 -06:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 8d318dfaa2 Merge pull request 'Fix Explosions Griefing Setting' (#3509) from fix_tnt_griefing_setting into master
Reviewed-on: MineClone2/MineClone2#3509
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-03-09 19:09:56 +00:00
FossFanatic 6304502173 Rename some things
This commit renames `tnt_griefing` to `explosions_griefing` to better reflect what this setting now does.
2023-03-09 12:52:22 -06:00
FossFanatic b1a52a3243 Rename some things
This commit renames `tnt_griefing` to `explosions_griefing` to better reflect what this setting now does.
2023-03-09 12:52:22 -06:00
FossFanatic 1a1ea29f6e Rename some things
This commit renames `tnt_griefing` to `explosions_griefing` to better reflect what this setting now does.
2023-03-09 12:52:22 -06:00
FossFanatic af8c4ded93 Try different fix for broken setting 2023-03-09 12:52:22 -06:00
FossFanatic 8b0d195906 Fix broken setting
This commit adds some lines of code which make sure that nothing gets destroyed when TNT griefing is disabled.
2023-03-09 12:52:22 -06:00
1817 changed files with 20186 additions and 8594 deletions

1
.gitignore vendored
View File

@ -5,3 +5,4 @@
*.blend3 *.blend3
/.idea/ /.idea/
*.xcf *.xcf
.Rproj.user

View File

@ -1,3 +1,5 @@
---@diagnostic disable
unused_args = false unused_args = false
allow_defined_top = true allow_defined_top = true
max_line_length = false max_line_length = false

22
.luarc.json Normal file
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@ -0,0 +1,22 @@
{
"runtime.version": "LuaJIT",
"diagnostics": { "disable": ["lowercase-global"] },
"diagnostics.globals": [
"minetest",
"dump",
"dump2",
"Raycast",
"Settings",
"PseudoRandom",
"PerlinNoise",
"VoxelManip",
"SecureRandom",
"VoxelArea",
"PerlinNoiseMap",
"PcgRandom",
"ItemStack",
"AreaStore",
"vector"
],
"workspace.ignoreDir": [".luacheckrc"]
}

View File

@ -9,10 +9,9 @@ You can help with MineClone2's development in many different ways,
whether you're a programmer or not. whether you're a programmer or not.
## MineClone2's development target is to... ## MineClone2's development target is to...
- Crucially, create a stable, moddable, free/libre clone of Minecraft - Create a stable, peformant, moddable, free/libre game based on Minecraft
based on the Minetest engine with polished features, usable in both using the Minetest engine, usable in both singleplayer and multiplayer.
singleplayer and multiplayer. Currently, a lot of Minecraft features - Currently, a lot of features are already implemented.
are already implemented.
Polishing existing features is always welcome. Polishing existing features is always welcome.
## Links ## Links
@ -76,7 +75,7 @@ in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you when the crash happened (or copy the message into your issue). If you
are a server admin, you can find error messages in the log file of the are a server admin, you can find error messages in the log file of the
server. server.
* Tell us which MineClone2 and Minetest versions you are using. * Tell us which MineClone2 and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
* Tell us how to reproduce the problem: What you were doing to trigger * Tell us how to reproduce the problem: What you were doing to trigger
the bug, e.g. before the crash happened or what causes the faulty the bug, e.g. before the crash happened or what causes the faulty
behavior. behavior.
@ -120,11 +119,11 @@ It's also a good idea to join the Discord server
(or alternatively IRC or Matrix). (or alternatively IRC or Matrix).
#### Textures #### Textures
For textures we use the Pixel Perfection texture pack. For older Minecraft For textures we prefer original art, but in the absence of that will accept
features that is mostly enough but a lot of the newer textures in it are Pixel Perfection texture pack contributions. Be warned many of the newer
copies or slight modifications of the original MC textures so great caution textures in it are copies or slight modifications of the original MC textures
needs to be taken when using any textures coming from Minecraft texture so great caution needs to be taken when using any textures coming from
packs. Minecraft texture packs.
If you want to make such contributions, join our Discord server. Demands If you want to make such contributions, join our Discord server. Demands
for textures will be communicated there. for textures will be communicated there.
@ -135,7 +134,10 @@ resource pack or minetest_game. Unfortunately, MineClone2 does not play
a sound in every situation you would get one in Minecraft. Any help with a sound in every situation you would get one in Minecraft. Any help with
sounds is greatly appreciated, however if you add new sounds you should sounds is greatly appreciated, however if you add new sounds you should
probably work together with a programmer, to write the code to actually probably work together with a programmer, to write the code to actually
play these sounds in game. play these sounds in game. All sounds should be released under an open
source license with clear information on the source, licencing and any
changes made by the contributor. Use the README files in the mod to
communicate this information.
#### 3D Models #### 3D Models
Most of the 3D Models in MineClone2 come from Most of the 3D Models in MineClone2 come from
@ -145,9 +147,9 @@ Blender on demand. Many of the models have to be patched, some new
animations have to be added etc. animations have to be added etc.
#### Crediting #### Crediting
Asset contributions will be credited in their own respective sections in Asset contributions will be credited in their mods and their own respective
CREDITS.md. If you have commited the results yourself, you will also be sections in CREDITS.md. If you have commited the results yourself, you will
credited in the Contributors section. also be credited in the Contributors section.
### Contributing Translations ### Contributing Translations
@ -182,7 +184,12 @@ information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster. investigate optimization issues. This way we can make the game faster.
#### Using Minetest's profiler #### Using Minetest's profiler
Minetest has a built in profiler. Simply set `profiler.load = true` in We frequently will use profiling to optimise our code. We recommend use of
the JIT profiler (RIP Jude) to fully understand performance impact:
https://content.minetest.net/packages/jwmhjwmh/jitprofiler/
Minetest also has a built in profiler. Simply set `profiler.load = true` in
your configuration file and restart the server. After running the server your configuration file and restart the server. After running the server
for some time, just run `/profiler save` in chat - then you will find a for some time, just run `/profiler save` in chat - then you will find a
file in the world directory containing the results. Open a new issue and file in the world directory containing the results. Open a new issue and
@ -213,10 +220,14 @@ they have made their donation Incognito).
* Fork the repository (in case you have not already) * Fork the repository (in case you have not already)
* Do your change in a new branch * Do your change in a new branch
* Create a pull request to get your changes merged into master * Create a pull request to get your changes merged into master
* Keep your pull request up to date by regularly merging upstream. It is * It is important that conflicts are resolved prior to merging the pull
imperative that conflicts are resolved prior to merging the pull
request. request.
* After the pull request got merged, you can delete the branch * We update our branches via rebasing. Please avoid merging master into
your branch unless it's the only way you can resolve a conflict. We can
rebase branches from the GUI if the user has not merged master into the
branch.
* After the pull request got merged, you can delete the branch if the
merger hasn't done this already.
### Discuss first ### Discuss first
If you feel like a problem needs to fixed or you want to make a new If you feel like a problem needs to fixed or you want to make a new
@ -262,9 +273,7 @@ excessive git bureaucracy commits in master)
* Submodules should only be used if a) upstream is highly reliable and * Submodules should only be used if a) upstream is highly reliable and
b) it is 100% certain that no mcl2 specific changes to the code will be b) it is 100% certain that no mcl2 specific changes to the code will be
needed (this has never been the case before, hence mcl2 is submodule free so far) needed (this has never been the case before, hence mcl2 is submodule free so far)
* Commit messages should be descriptive and never contain mcl2 specific * Commit messages should be descriptive
issueids - there are other projects who might use commits from mcl2 and
it will confuse their issue trackers.
* Try to group your submissions best as you can: * Try to group your submissions best as you can:
* Try to keep your PRs small: In some cases things reasonably be can't * Try to keep your PRs small: In some cases things reasonably be can't
split up but in general multiple small PRs are better than a big one. split up but in general multiple small PRs are better than a big one.
@ -348,18 +357,24 @@ end
### Developer status ### Developer status
Active and trusted contributors are often granted write access to the Active and trusted contributors are often granted write access to the
MineClone2 repository. MineClone2 repository as a contributor. Those that have demonstrated the right
technical skills and behaviours may be granted developer access. These are the
most trusted contributors who will contribute to ensure coding standards and
processes are followed.
#### Developer responsibilities #### Developer responsibilities
- If you have developer privileges you can just open a new branch in the - If you have developer/contributor privileges you can just open a new branch
mcl2 repository (which is preferred). From that you create a pull request. in the mcl2 repository (which is preferred). From that you create a pull request.
This way other people can review your changes and make sure they work This way other people can review your changes and make sure they work
before they get merged. before they get merged.
- If you do not (yet) have developer privs you do your work on a branch - If you do not (yet) have developer privs you do your work on a branch
on your private repository e.g. using the "fork" function on mesehub. on your private repository e.g. using the "fork" function on mesehub.
- Any developer is welcome to review, test and merge PRs. A PR needs - Any developer is welcome to review, test and approve PRs. A maintainer may prefer
at least one approval (by someone else than the author) but the maintainers to merge the PR especially if it is in a similar area to what has been worked on
are usually relatively quick to react to new submissions. and could result in merge conflicts for a larger older branch, or needs
art/licencing reviewing. A PR needs at least one approval (by someone else other
than the author).
- The maintainers are usually relatively quick to react to new submissions.
### Maintainer status ### Maintainer status
Maintainers carry the main responsibility for the project. Maintainers carry the main responsibility for the project.

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@ -6,39 +6,42 @@
## Creator of MineClone2 ## Creator of MineClone2
* Wuzzy * Wuzzy
## Maintainers ## Maintainers
* AncientMariner * AncientMariner
* Nicu * Nicu
## Previous Maintainers ## Previous Maintainers
* Fleckenstein * Fleckenstein
* jordan4ibanez
* cora * cora
## Developers ## Developers
* bzoss
* AFCMS * AFCMS
* epCode * epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* kabou
* rudzik8
* chmodsayshello * chmodsayshello
* PrairieWind * PrairieWind
* RandomLegoBrick
* SumianVoice
* MrRar * MrRar
* talamh
* Faerraven / Michieal
* FossFanatic * FossFanatic
* SmokeyDope
## Past Developers
* jordan4ibanez
* iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest
* NO11
* SumianVoice
## Contributors ## Contributors
* RandomLegoBrick
* rudzik8
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher * Laurent Rocher
* HimbeerserverDE * HimbeerserverDE
* TechDudie * TechDudie
@ -67,6 +70,10 @@
* Marcin Serwin * Marcin Serwin
* erlehmann * erlehmann
* E * E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz * Benjamin Schötz
* Doloment * Doloment
* Sydney Gems * Sydney Gems
@ -81,15 +88,12 @@
* aldum * aldum
* Dieter44 * Dieter44
* Pepebotella * Pepebotella
* MrRar
* Lazerbeak12345 * Lazerbeak12345
* mrminer * mrminer
* Thunder1035 * Thunder1035
* opfromthestart * opfromthestart
* snowyu * snowyu
* FaceDeer * FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West * Herbert West
* GuyLiner * GuyLiner
* 3raven * 3raven
@ -101,27 +105,20 @@
* b3nderman * b3nderman
* CyberMango * CyberMango
* gldrk * gldrk
* SmokeyDope
* atomdmac * atomdmac
* emptyshore
* FlamingRCCars
* uqers
* Niterux
* appgurueu
* seventeenthShulker
## MineClone5 ## Music
* kay27 * Jordach for the jukebox music compilation from Big Freaking Dig
* Debiankaios * Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* epCode * Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* NO11 * Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* j45 * Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* CableGuy67
* MrRar
## Mineclonia
* erlehmann
* Li0n
* E
* n_to
## Original Mod Authors ## Original Mod Authors
* Wuzzy * Wuzzy
@ -153,14 +150,18 @@
* 4Evergreen4 * 4Evergreen4
* jordan4ibanez * jordan4ibanez
* paramat * paramat
* debian044 / debian44
* chmodsayshello
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* PrairieWind
## 3D Models ## 3D Models
* 22i * 22i
* tobyplowy * tobyplowy
* epCode * epCode
* Faerraven / Michieal * Faerraven / Michieal
* SumianVoice
## Textures ## Textures
* XSSheep * XSSheep
@ -176,6 +177,10 @@
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* Nicu * Nicu
* Exhale
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
## Translations ## Translations
* Wuzzy * Wuzzy
@ -191,6 +196,10 @@
* 3raven * 3raven
* SakuraRiu * SakuraRiu
* anarquimico * anarquimico
* syl
* Temak
* megustanlosfrijoles
* kbundg
## Funders ## Funders
* 40W * 40W
@ -198,11 +207,6 @@
* Cora * Cora
## Special thanks ## Special thanks
* celeron55 for creating Minetest * The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
* Jordach for the jukebox music compilation from Big Freaking Dig
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game * The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft * Notch and Jeb for being the major forces behind Minecraft
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some new wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom (License CC BY-SA 4.0)

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@ -5,7 +5,7 @@ Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it: Here's the detailed legalese for those who need it:
## License of source code ## License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others) MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft. is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify MineClone 2 is free software: you can redistribute it and/or modify
@ -38,11 +38,15 @@ No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11, The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch. from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest]. The glazed terracotta textures have been created by [MysticTempest](https://github.com/MysticTempest).
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/> Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/) License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/) Armor trim models were created by Aeonix_Aeon
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under: All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)

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@ -3,6 +3,7 @@
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2. Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
## Minetest Wiki ## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender) For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
## Recommended software ## Recommended software
@ -22,11 +23,13 @@ The most up to date version of this Blender plugin can be downloaded [Here](http
## Types of model formats ## Types of model formats
### Animated, skinned models ### Animated, skinned models
* Blitz 3D files (.b3d) * Blitz 3D files (.b3d)
* Microsoft DirectX (.x) (binary & text, compression is not supported) * Microsoft DirectX (.x) (binary & text, compression is not supported)
### Static meshes ### Static meshes
* Wavefront OBJ (.obj) * Wavefront OBJ (.obj)
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted. Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
@ -48,6 +51,7 @@ Note: Any formats not mentioned above but known to work in the past were removed
## Pros & Cons of .b3d vs .x ## Pros & Cons of .b3d vs .x
### B3D ### B3D
* [+] Binary format means a small size * [+] Binary format means a small size
* [-] Difficult to postprocess after exporting * [-] Difficult to postprocess after exporting
@ -55,6 +59,7 @@ Note: Any formats not mentioned above but known to work in the past were removed
* [-] Difficult to debug problems * [-] Difficult to debug problems
### X (text version) ### X (text version)
* [+] Can be parsed easily with lua scripts * [+] Can be parsed easily with lua scripts
* [+] Can be easily generated by scripts * [+] Can be easily generated by scripts

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@ -27,7 +27,7 @@ Or you can play in “creative mode” in which you can build almost anything in
## How to play (quick start) ## How to play (quick start)
### Getting started ### Getting started
* **Punch a tree** trunk until it breaks and collect wood * **Punch a tree** trunk until it breaks and collect wood
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks * Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu) and craft 4 wood planks
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table** * Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
* **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things * **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes * Use the **crafting guide** (book icon) to learn all the possible crafting recipes
@ -37,15 +37,15 @@ Or you can play in “creative mode” in which you can build almost anything in
### Farming ### Farming
* Find seeds * Find seeds
* Craft hoe * Craft a hoe
* Rightclick dirt or similar block with hoe to create farmland * Rightclick dirt or a similar block with a hoe to create farmland
* Place seeds on farmland and watch them grow * Place seeds on farmland and watch them grow
* Collect plant when fully grown * Collect plants when fully grown
* If near water, farmland becomes wet and speeds up growth * If near water, farmland becomes wet and speeds up growth
### Furnace ### Furnace
* Craft furnace * Craft a furnace
* Furnace allows you to obtain more items * The furnace allows you to obtain more items
* Upper slot must contain a smeltable item (example: iron ore) * Upper slot must contain a smeltable item (example: iron ore)
* Lower slot must contain a fuel item (example: coal) * Lower slot must contain a fuel item (example: coal)
* See tooltips in crafting guide to learn about fuels and smeltable items * See tooltips in crafting guide to learn about fuels and smeltable items
@ -78,35 +78,33 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC> * Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2> * OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target ## Target
- Crucially, create a stable, moddable, free/libre clone of Minecraft - Create a stable, moddable, free/libre game based on Minecraft
based on the Minetest engine with polished features, usable in both on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Edition** features are already implemented and polishing existing Edition** features are already implemented and polishing existing
features are prioritized over new feature requests. features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting - Implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported **Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed by the Minetest Engine).
Minecraft experiences are prioritized over those that don't fulfill this - Create a performant experience that will run relatively
scope. well on really low spec computers.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Completion status ## Completion status
This game is currently in **beta** stage. This game is currently in **beta** stage.
It is playable, but not yet feature-complete. It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs. Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable. If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable.
The following main features are available: The following main features are available:
@ -164,7 +162,7 @@ Bonus features (not found in Minecraft):
* Built-in crafting guide which shows you crafting and smelting recipes * Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more * In-game help system containing extensive help about gameplay basics, blocks, items and more
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available * Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
* Saplings in chests in mapgen v6 * Saplings in chests in [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Fully moddable (thanks to Minetest's powerful Lua API) * Fully moddable (thanks to Minetest's powerful Lua API)
* New blocks and items: * New blocks and items:
* Lookup tool, shows you the help for whatever it touches * Lookup tool, shows you the help for whatever it touches

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@ -1,48 +1,45 @@
# MineClone2 # MineClone2
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB. Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
Version: 0.79 (en dévelopment)
### Gameplay ### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément. Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay ### Résumé du Gameplay
* Jeu de type bac-à-sable, sans objetifs * Jeu de type bac-à-sable, sans objetifs
* Survie : combattre des monstres hostiles et la faim * Survie : combattez des monstres hostiles et la faim
* Creuser pour du minerai et d'autres trésors * Creusez pour du minerai et d'autres trésors
* Magie : gagner de l'expérience et enchanter les outils * Magie : gagnez de l'expérience et enchantez les outils
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite * Utilisez les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la seule limite
* Ramasser des fleurs (et d'autres sources de teinture) et colorez votre monde * Ramassez des fleurs (et d'autres sources de teinture) et colorez votre monde
* Trouvez des graines et commencez à cultiver * Trouvez des graines et commencez à cultiver
* Trouvez ou fabriquez des centaines d'objets * Trouvez ou fabriquez des centaines d'objets
* Construisez un réseau ferroviaire complexe et amusez vous avec les wagonnets * Construisez un réseau ferroviaire complexe et amusez-vous avec les wagonnets
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite * En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
## Comment jouer (démarrer rapidement) ## Comment jouer (démarrer rapidement)
### Commencer ### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois * **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois * Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat** * Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
* **Cliquez droit la table d'artisanat** (icone livre) pour apprendre toutes les recettes possibles * **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre * **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez les ! * Différents outils minent différentes sortes de blocs. Essayez-les !
* Continuez à jouer comme vous voulez. Amusez vous ! * Continuez à jouer comme vous voulez. Amusez-vous !
### Agriculture ### Agriculture
* Trouvez des graines * Trouvez des graines
* Fabriquez une houe * Fabriquez une houe
* Cliquez droit la terre ou des blocs similaires avec la houe pour créer des terres agricoles * Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placer des graines sur des terres agricoles et regardez les pousser * Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres * Récoltez les plantes une fois matûres
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance * Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four ### Four
* Fabriquer un Four * Fabriquez un four
* Le four permet d'obtenir plus d'objets * Le four permet d'obtenir plus d'objets
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer) * L'emplacement du haut doit contenir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon) * L'emplacement du bas doit contenir un objet combustible (par ex : charbon)
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles * Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
### Aide supplémentaire ### Aide supplémentaire
@ -62,43 +59,43 @@ Il n'y a pas de support de MineClone2 dans les versions développement de Minete
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus. Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles ## Liens utiles
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller là-bas. Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2> * Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
* Discord : <https://discord.gg/xE4z8EEpDC> * Discord : <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC : <https://web.libera.chat/#mineclone2> * IRC : <https://web.libera.chat/#mineclone2>
* Matrix : <https://app.element.io/#/room/#mc2:matrix.org> * Matrix : <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit : <https://www.reddit.com/r/MineClone2/> * Reddit : <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407> * Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective : <https://opencollective.com/mineclone2> * OpenCollective : <https://opencollective.com/mineclone2>
## Objectif ## Objectif
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes. * Essentiellement, créer un clone de Minecraft stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionnalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionnalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités présentes dans les versions listées sont priorisées. * Avec une priorité moindre, implémenter les fonctionnalités des versions **Minecraft + OptiFine** (OptiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionnalités présentes dans les versions listées sont priorisées.
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basse performances, les optimisations sont difficiles à explorer. * Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
## Statut de complétion ## Statut de complétion
Ce jeu est actuellement au stade **beta**. Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionalités. Il est jouable mais incomplet en fonctionnalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs. La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable. Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionalités suivantes sont disponibles : Les principales fonctionnalités suivantes sont disponibles :
* Outils, armes * Outils, armes
* Armure * Armure
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication * Système de fabrication : grille 2x2, établi (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boite de shulker * Coffres, grands coffres, coffre ender, boites de Shulker
* Fours, entonnoirs * Fours, entonnoirs
* Faim * Faim
* La plupart des monstres et animaux * La plupart des monstres et animaux
* Tout les minerais de Minecraft * Tous les minerais de Minecraft
* La plupart des blocs de l'overworld * La plupart des blocs de l'overworld
* Eau et lave * Eau et lave
* Météo * Météo
* 28 biomes + 5 biomes du nether * 28 biomes + 5 biomes du Nether
* Le Nether, monde souterrain brûlant dans une autre dimension * Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel) * Circuits Redstone (partiel)
* Effets de Statut (partiel) * Effets de Statut (partiel)
@ -107,10 +104,10 @@ Les principales fonctionalités suivantes sont disponibles :
* Brassage, potions, flèches trempées (partiel) * Brassage, potions, flèches trempées (partiel)
* Bâteaux * Bâteaux
* Feu * Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret * Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
* Horloge * Horloge
* Boussole * Boussole
* Eponge * Éponge
* Bloc de slime * Bloc de slime
* Petites plantes et pousses * Petites plantes et pousses
* Teintures * Teintures
@ -118,26 +115,30 @@ Les principales fonctionalités suivantes sont disponibles :
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus * Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets * Cadres d'objets
* Juke-boxes * Juke-boxes
* Lits
* Menu d'inventaire
* Inventaire créatif
* Agriculture
* Livres pour écrire * Livres pour écrire
* Commandes * Commandes
* Villages * Villages
* L'End * L'End
* et plus ! * et plus !
Les fonctionalités suivantes sont incomplètes : Les fonctionnalités suivantes sont incomplètes :
* certains monstres et animaux * Certains monstres et animaux
* certains composants de Redstone * Certains composants de Redstone
* Wagonnets spéciaux * Wagonnets spéciaux
* quelques blocs et objets non-triviaux * Quelques blocs et objets non-triviaux
Fonctionalités bonus (absentes de Minecraft) : Fonctionnalités bonus (absentes de Minecraft) :
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson * Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus * Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionalités. * Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionnalités.
* Pousses dans les coffres en mapgen v6 * Pousses dans les coffres en [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Entièrement moddable (grâce la puissante API lua de Minetest) * Entièrement moddable (grâce la puissante API Lua de Minetest)
* Nouveaux blocs et objets : * Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche * Outil de recherche, montre l'aide de ce qu'il touche
* Plus de dalles et d'escaliers * Plus de dalles et d'escaliers
@ -149,22 +150,24 @@ Fonctionalités bonus (absentes de Minecraft) :
* Avant-poste du Nether (Forteresse) * Avant-poste du Nether (Forteresse)
Différences techniques avec Minecraft : Différences techniques avec Minecraft :
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft) * Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand) * Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
* Toujours assez incomplet et buggé * Toujours assez incomplet et buggé
* Des blocs, objets, ennemis et fonctionalités manquent * Des blocs, objets, ennemis et fonctionnalités manquent
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer * Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
* Des musiques différentes pour le juke-boxe * Des musiques différentes pour le juke-boxe
* Des textures différentes (Pixel Perfection) * Des textures différentes (Pixel Perfection)
* Des sons différents (sources diverses) * Des sons différents (sources diverses)
* Un moteur de jeu différent (Minetest) * Un moteur de jeu différent (Minetest)
* Des bonus cachés différents * Des bonus cachés différents
...et enfin MineClone2 est un logiciel libre ! ...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme ## Autres fichiers readme
* `LICENSE.txt`: Le texte de la license GPLv3 * `LICENSE.txt` : Le texte de la licence GPLv3
* `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer * `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer
* `API.md` : Pour les modders Minetest qui veulent modder ce jeu * `API.md` : Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md` : Information légale * `LEGAL.md` : Information légale
* `CREDITS.md`: Liste des contributeurs * `CREDITS.md` : Liste de toutes les personnes qui ont contribué

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# MineClone2
Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils.
Разработана многими людьми. Не разработана и не одобрена Mojang AB.
### Игровой процесс
Вы начинаете в случайно сгенерированном мире созданном целиком из кубов. Вы можете
исследовать мир, выкопать и поставить почти каждый блок в мире, чтобы создавать новые
структуры. Вы можете играть в “режиме выживания” в котором вам придется бороться с
монстрами и голодом за выживание и медленно проходить через различные аспекты игры,
такие как копание, фермерство, постройка механизмов и так далее. Или вы можете играть
в “творческом режиме” в котором вы сразу можете строить что угодно.
#### Итоги геймплея
* Геймплей в стиле песочницы, без целей
* Выживайте: сражайтесь с враждебными монстрами и голодом
* Добывайте руды и прочие ценные предметы
* Магия: получайте опыт и зачаруйте ваше снаряжение
* Создавайте из собранных блоков величественные постройки ограниченные только воображением
* Собирайте цветы и другие красители, чтобы раскрасить ваш мир
* Найдите семена и заведите ферму
* Найдите или создайте один из сотен предметов
* Проложите рельсы и повеселитесь с вагонетками
* Постройте сложные механизмы со схемами из редстоуна
* В творческом режиме вы можете свободно строить всё без лимитов
## Как играть (быстрый старт)
### Начнем
* **Бейте по стволу дерева** пока оно не сломается и соберите древесину
* Поставьте **древесину в сетку 2×2** (“сетка крафта” в вашем инвентаре) и скрафтите 4 доски
* Разложите 4 доски в форме 2×2 в сетке крафта, чтобы **сделать верстак**
* **Правым кликом по верстаку**, чтобы открыть сетку крафта 3×3 для более сложных предметов
* Используйте **книгу рецептов** (иконка книги), чтобы узнать все возможные рецепты крафтов
* **Скрафтите деревянную кирку**, чтобы вы могли копать камень
* Разные инструменты добывают разные виды блоков. Опробуйте их все!
* Продолжайте играть как пожелаете. Повеселитесь!
### Фермерство
* Найдите семена
* Скрафтите мотыгу
* Правой кнопкой мотыгой по земле или похожему блоку, чтобы создать грядку
* Посадите семена на грядку и ждите пока они вырастут
* Соберите растение когда оно полностью созреет
* Рядом с водой грядка становится влажной и растения растут быстрее
### Переплавка
* Скрафтите печь
* Печь позволит вам получить больше предметов
* Верхний слот должен содержать переплавляемый предмет (например: железную руду)
* Нижний слот должен содержать топливо (например: уголь)
* Смотрите книгу рецептов, чтобы узнать о других переплавляемых предметах и топливе
### Дополнительная помощь
Больше информации о геймплее, блоках, предметах и многое другое можно найти во
внутриигровой справке. Вы можете перейти в неё через ваш инвентарь.
### Особые предметы
Следующие предметы интересны для творческого режима и для строителей приключенческих
карт. Их нельзя получить в игре или через творческий инвентарь.
* Барьер: `mcl_core:barrier`
Используйте чат-команду `/giveme`, чтобы получить их.
Смотрите справку для дальнейшей информации.
## Установка
Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или
выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются
официально. Не поддерживается запуск MineClone2 на разрабатываемых версиях Minetest.
Чтобы установить MineClone2 (если вы этого еще не сделали), переместите эту папку в
“games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше.
## Полезные ссылки
Репозиторий MineClone2 хранится на Mesehub. Зайдите туда, чтобы оставить запрос или
поучаствовать в разработке.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Форум Minetest: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (едва используется): <https://web.libera.chat/#mineclone2>
## Цели
- Создать стабильную, модифицируемую, бесплатную и свободную игру основанную на
Minecraft на движке Minetest с проработанными возможностями для одиночной игры и
для мультиплеера. На данный момент множество возможностей **Minecraft Java
Edition** уже реализовано и доработка имеющегося контента в приоритете над
добавлением нового.
- Реализовать возможности на уровне **текущей версии Minecraft + OptiFine** (OptiFine
настолько, насколько это поддерживается движком Minetest).
- Добиться производительности для запуска на действительно слабых компьютерах.
## Готовность
Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей.
Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь
за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию
Mineclone2, то ветка master обычно относительно стабильна.
Следущие возможности уже доступны:
* Инструменты, оружие, броня
* Система крафта: сетка 2×2, верстак (сетка 3×3) и книга рецептов
* Сундуки, большие сундуки, эндер-сундуки, ящики шалкера
* Печи и воронки
* Система голода
* Большинство монстров и животных
* Все руды из Minecraft
* Большинство блоков из Верхнего мира
* Вода и лава
* Погода
* 28 биомов + 5 биомов в Незере
* Незер, пылающий подземный мир в другом измерении
* Схемы из редстоуна (частично)
* Вагонетки (частично)
* Статусные эффекты (частично)
* Опыт
* Зачарование
* Зельеварение, зелья, смоченные стрелы (частично)
* Лодки
* Огонь
* Строительные блоки: ступени, плиты, двери, люки, заборы, калитки, стены
* Часы
* Компас
* Губки
* Блоки слизи
* Растения и саженцы
* Красители
* Флаги
* Декоративные блоки: стекло, окрашенное стекло, стеклянные панели, железные решетки, цветная керамика, головы и многое другое
* Рамки для предметов
* Прогрыватели
* Кровати
* Меню инвентаря
* Творческий инвентарь
* Фермерство
* Книги с пером
* Команды
* Деревни
* Измерение Края
* И многое другое!
Следующие возможности еще не завершены:
* Некоторые монстры и животные
* Предметы связанные с редстоуном
* Некоторые вагонетки (с сундуком и с воронкой уже работают)
* Пара нетривиальных блоков и предметов
Бонусные возможности (нет в Minecraft-е):
* Встроенный гайд для крафта покажет вам рецепты крафта и переплавки
* Внутриигровая справка содержит всестороннюю информацию об основах игры, блоках, предметах и прочее
* Временные рецепты крафта. Они существуют, чтобы получить доступ к ранее недоступным предметам вне творческого режима. Они будут удалены как только разработка позволит им стать доступными
* Саженцы в сундуках в [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Полностью модифицируема (благодаря мощному Lua API в Minetest)
* Новые блоки и предметы:
* Инструмент просмотра покажет справку о том чего коснется
* Больше ступеней и плит
* Калитки и заборы из адских кирпичей
* Замены структур - малые верии структур из Minecraft пока большие структуры не будут сделаны:
* Лесная хижина (Особняк)
* Форт Незера (Крепости)
Технические отличия от Minecraft:
* Лимит высоты - 31000 блоков (намного больше чем в Minecraft)
* Горизонтальный размер мира - 62000×62000 блоков (намного меньше чем в Minecraft, но всё еще очень большой)
* Всё еще не завершен и содержит много багов
* Недостающие блоки, предметы, мобы
* Некоторые предметы с другими названиями, чтобы лучше их различать
* Другая музыка для проигрывателей
* Другие текстуры (Pixel Perfection)
* Другие звуки (разные источники)
* Другой движок (Minetest)
* Другие пасхалки
… и наконец, MineClone2 это свободное программное обеспечение!
## Другие readme файлы
* `LICENSE.txt`: текст лицензии GPLv3
* `CONTRIBUTING.md`: информация для тех кто хочет поучаствовать в разработке
* `API.md`: для моддеров Minetest кто хочет изменить эту игру
* `LEGAL.md`: юридическая информация
* `CREDITS.md`: список участников проекта

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# Update CREDITS.md # Update CREDITS.md
# Update version in game.conf # Update version in game.conf
```
lua tools/generate_ingame_credits.lua lua tools/generate_ingame_credits.lua
git add CREDITS.md git add CREDITS.md
@ -13,15 +14,16 @@ git add game.conf
#git add RELEASE.md #git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.82.0" git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.82.0 git tag 0.83.0
git push origin 0.82.0 git push origin 0.83.0
```
#Update version in game.conf to -SNAPSHOT # Update version in game.conf to the next version with -SNAPSHOT suffix
git commit -m "Post-release set version 0.82.0-SNAPSHOT" `git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
### Hotfix Release ### Hotfix Release
@ -32,15 +34,17 @@ To mitigate this, you just release the last release, and the relevant bug fix. F
* Create release branch from the last release tag, push it: * Create release branch from the last release tag, push it:
```
git checkout -b release/0.82.1 0.82.0 git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1 git push origin release/0.82.1
```
##### Prepare feature branch and fix ##### Prepare feature branch and fix
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately) * Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
git checkout -b hotfix_bug_1_branch `git checkout -b hotfix_bug_1_branch`
* Fix crash/serious bug and commit * Fix crash/serious bug and commit
* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed) * Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
@ -53,11 +57,13 @@ git checkout -b hotfix_bug_1_branch
* Tag it, push tag and branch: * Tag it, push tag and branch:
```
git tag 0.82.1 git tag 0.82.1
git push origin 0.82.1 git push origin 0.82.1
git push origin release/0.82.1 git push origin release/0.82.1
```
Note: If you have to do more than 1 hotfix release, can do it on the same release branch. Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
@ -71,5 +77,13 @@ Note: If you have to do more than 1 hotfix release, can do it on the same releas
##### Inform people ##### Inform people
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post. * Upload video to YouTube
* Add a comment in Discord announcement * Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link.
* Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/MineClone2

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# Making Textures In Mineclone2
Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
## Recommended Software
### GIMP
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
Download GIMP [here](http://gimp.org/)
# Getting Started
## Creating a new file
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
## Zoom In
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
## Configure Grid
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
## Pencil Tool & Color Picking
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
## How to export optimally
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
### Further optimization with OptiPNG
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
```
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
```
This will further optimize all the textures in the directory.
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB

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@ -1 +1 @@
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs! A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.

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@ -1,4 +1,4 @@
title = MineClone 2 title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=0.82.0-SNAPSHOT version=0.85.0-SNAPSHOT

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@ -215,6 +215,10 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
return true return true
end end
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
return true
end
-- Check if it can be dug by tool -- Check if it can be dug by tool
local tdef = minetest.registered_tools[toolname] local tdef = minetest.registered_tools[toolname]
if tdef and tdef._mcl_diggroups then if tdef and tdef._mcl_diggroups then
@ -300,6 +304,10 @@ end
-- loading order. -- loading order.
function mcl_autogroup.get_wear(toolname, diggroup) function mcl_autogroup.get_wear(toolname, diggroup)
local tdef = minetest.registered_tools[toolname] local tdef = minetest.registered_tools[toolname]
if not tdef then
minetest.log("warning", "Adding wear for tool: " .. tostring(toolname) .. " failed with diggroup: " .. tostring(diggroup))
return nil
end
local uses = tdef._mcl_diggroups[diggroup].uses local uses = tdef._mcl_diggroups[diggroup].uses
return math.ceil(65535 / uses) return math.ceil(65535 / uses)
end end
@ -362,12 +370,6 @@ local function overwrite()
minetest.override_item(tname, { minetest.override_item(tname, {
tool_capabilities = toolcaps tool_capabilities = toolcaps
}) })
else
-- This is needed to deal damage when punching mobs
-- with random items in hand in survival mode
minetest.override_item(tname, {
tool_capabilities = mcl_meshhand.survival_hand_tool_caps
})
end end
end end
end end

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@ -96,8 +96,8 @@ function mcl_damage.finish_reason(mcl_reason)
end end
function mcl_damage.from_mt(mt_reason) function mcl_damage.from_mt(mt_reason)
if mt_reason._mcl_chached_reason then if mt_reason._mcl_cached_reason then
return mt_reason._mcl_chached_reason return mt_reason._mcl_cached_reason
end end
local mcl_reason local mcl_reason

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@ -13,6 +13,7 @@ under the LGPLv2.1 license.
mcl_explosions = {} mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire") local mod_fire = minetest.get_modpath("mcl_fire")
local explosions_griefing = minetest.settings:get_bool("mcl_explosions_griefing", true)
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire") --local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local math = math local math = math
@ -191,7 +192,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local grief_protected = info.grief_protected local grief_protected = info.grief_protected
-- Trace rays for environment destruction -- Trace rays for environment destruction
if info.griefing then if info.griefing and explosions_griefing then
for i = 1, #raydirs do for i = 1, #raydirs do
local rpos_x = pos.x local rpos_x = pos.x
local rpos_y = pos.y local rpos_y = pos.y
@ -351,6 +352,23 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end end
end end
end end
-- Punch End Crystals to make them explode
if ent and ent.name == "mcl_end:crystal" then
if direct then
local puncher = direct:get_luaentity()
if puncher and puncher.name == "mcl_end:crystal" then
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
full_punch_interval = 1.0,
damage_groups = {fleshy = 1},
}, nil, nil)
else
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
end
else
ent.object:remove() -- Node exploded the end crystal, remove it.
end
end
end end
local airs, fires = {}, {} local airs, fires = {}, {}

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 est mort dans une explosion

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 попал(а) под взрыв.

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=

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@ -0,0 +1,14 @@
# Oxidization API for MineClone 2
This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
## API
To take advantage of the actual oxidization, put `oxidizable = 1` into the list of groups for the oxidizable node.
You would also need to put `_mcl_oxidized_variant = itemstring of node this node will oxidize into` into the node definition.
For example, a copper block oxidizes into exposed copper, so the defintion would be `_mcl_oxidized_variant = "mcl_copper:block_exposed"`.
To utilize the ability to wax the block for protection from oxidization, put `mcl_waxed_variant = item string of waxed variant of node` into the node definition table.
For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant = "mcl_copper:waxed_block"`.
For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node.
Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table.
Waxed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.

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@ -0,0 +1,12 @@
minetest.register_abm({
label = "Oxidatize Nodes",
nodenames = { "group:oxidizable" },
interval = 500,
chance = 3,
action = function(pos, node)
local def = minetest.registered_nodes[node.name]
if def and def._mcl_oxidized_variant then
minetest.set_node(pos, { name = def._mcl_oxidized_variant, param2 = node.param2 })
end
end,
})

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@ -0,0 +1,4 @@
name = mcl_oxidation
title = Oxidation API for MineClone 2
author = PrairieWind, N011, Michael
description = API to allow oxidizing different nodes.

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@ -34,6 +34,76 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end end
end end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
-- dtime - The time since last run of on_step, should be passed in to function
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
if not self or not threshold or not dtime then return end
if not timer_name or timer_name == "" then return end
if type(self) == "string" then
local player_name = self
if not player_timers[player_name] then
player_timers[player_name] = {}
end
self = player_timers[player_name]
end
if not self._timers then
self._timers = {}
end
if not self._timers[timer_name] then
self._timers[timer_name] = 0
else
self._timers[timer_name] = self._timers[timer_name] + dtime
--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
end
if self._timers[timer_name] > threshold then
--minetest.log("Over threshold")
self._timers[timer_name] = 0
return true
--else
--minetest.log("Not over threshold")
end
return false
end
-- While we should always favour the new minetest vector functions such as vector.new or vector.offset which validate on
-- creation. There may be cases where state gets corrupted and we may have to check the vector is valid if created the
-- old way. This allows us to do this as a tactical solution until old style vectors are completely removed.
function mcl_util.validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See:
-- https://git.minetest.land/MineClone2/MineClone2/issues/1392
function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then
return retVal
else
minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time))
if (pos) then
local node = minetest.get_node(pos)
minetest.log("warning", "Node at pos: " .. dump(node.name))
end
end
return 0
end
function mcl_util.file_exists(name) function mcl_util.file_exists(name)
if type(name) ~= "string" then return end if type(name) ~= "string" then return end
local f = io.open(name) local f = io.open(name)
@ -545,21 +615,28 @@ function mcl_util.deal_damage(target, damage, mcl_reason)
if luaentity then if luaentity then
if luaentity.deal_damage then if luaentity.deal_damage then
luaentity:deal_damage(damage, mcl_reason or {type = "generic"}) luaentity:deal_damage(damage, mcl_reason or {type = "generic"})
else return
local puncher = mcl_reason and mcl_reason.direct or target elseif luaentity.is_mob then
local puncher_pos = puncher:get_pos() -- local puncher = mcl_reason and mcl_reason.direct or target
local target_pos = target:get_pos() -- target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher:get_pos(), target:get_pos()), damage)
if not puncher_pos or not target_pos then return end if luaentity.health > 0 then
target:punch(puncher, 1.0, {full_punch_interval = 1.0, damage_groups = {fleshy = damage}}, vector.direction(puncher_pos, target_pos), damage) luaentity.health = luaentity.health - damage
end end
else -- Player return
end
elseif not target:is_player() then return end
local is_immortal = target:get_armor_groups().immortal or 0
if is_immortal>0 then
return
end
local hp = target:get_hp() local hp = target:get_hp()
if hp > 0 then if hp > 0 then
target:set_hp(hp - damage, {_mcl_reason = mcl_reason}) target:set_hp(hp - damage, {_mcl_reason = mcl_reason})
end end
end end
end
function mcl_util.get_hp(obj) function mcl_util.get_hp(obj)
local luaentity = obj:get_luaentity() local luaentity = obj:get_luaentity()

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@ -62,8 +62,13 @@ end
local function set_double_attach(boat) local function set_double_attach(boat)
boat._driver:set_attach(boat.object, "", boat._driver:set_attach(boat.object, "",
{x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0}) {x = 0, y = 0.42, z = 0.8}, {x = 0, y = 0, z = 0})
if boat._passenger:is_player() then
boat._passenger:set_attach(boat.object, "", boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -2.2}, {x = 0, y = 0, z = 0}) {x = 0, y = 0.42, z = -6.2}, {x = 0, y = 0, z = 0})
else
boat._passenger:set_attach(boat.object, "",
{x = 0, y = 0.42, z = -4.5}, {x = 0, y = 270, z = 0})
end
end end
local function set_choat_attach(boat) local function set_choat_attach(boat)
boat._driver:set_attach(boat.object, "", boat._driver:set_attach(boat.object, "",
@ -155,7 +160,7 @@ local boat = {
minetest.register_on_respawnplayer(detach_object) minetest.register_on_respawnplayer(detach_object)
function boat.on_rightclick(self, clicker) function boat.on_rightclick(self, clicker)
if self._passenger or not clicker or clicker:get_attach() then if self._passenger or not clicker or clicker:get_attach() or (self.name == "mcl_boats:chest_boat" and self._driver) then
return return
end end
attach_object(self, clicker) attach_object(self, clicker)
@ -437,9 +442,9 @@ cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
minetest.register_entity("mcl_boats:chest_boat", cboat) minetest.register_entity("mcl_boats:chest_boat", cboat)
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27) mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" } local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "boat_cherry", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove", "chest_boat_cherry" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") } local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Cherry Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat"), S("Cherry Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" } local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood", "mcl_cherry_blossom:cherrywood" }
for b=1, #boat_ids do for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b] local itemstring = "mcl_boats:"..boat_ids[b]

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@ -0,0 +1,13 @@
# textdomain: mcl_boats
Acacia Boat=Akaciebåd
Birch Boat=Birkebåd
Boat=Båd
Boats are used to travel on the surface of water.=Både blier brugt til at rejse på vandoverflader.
Dark Oak Boat=Mørk egetræsbåd
Jungle Boat=Junglebåd
Oak Boat=Egetræsbåd
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Højre-klik på en vand for at placere båden. Højre-klik på båden for at gå ombord. Brug [Left] og [Right] til at styre. [Forwards] for at øge hastigheden, og [Backwards] for at sænke farten eller sejle bagud. Brug [Sneak] for at forlade båden, slå båden for at lave den om til en genstand.
Spruce Boat=Granbåd
Water vehicle=Vandfartøj
Sneak to dismount=Snig for at stige ud
Obsidian Boat=Obsidianbåd

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@ -8,3 +8,6 @@ Jungle Boat=Barca de la selva
Oak Boat=Barca de roble Oak Boat=Barca de roble
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo. Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
Spruce Boat=Barca de abeto Spruce Boat=Barca de abeto
Water vehicle=Vehículo acuático
Sneak to dismount=Agáchate para bajar
Obsidian Boat=Barca de obsidiana

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@ -1,13 +1,23 @@
# textdomain: mcl_boats # textdomain: mcl_boats
Acacia Boat=Bateau en Acacia Acacia Boat=Bateau en acacia
Birch Boat=Bateau en Bouleau Birch Boat=Bateau en bouleau
Boat=Bateau Boat=Bateau
Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau. Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau.
Dark Oak Boat=Bateau en Chêne Noir Dark Oak Boat=Bateau en chêne noir
Jungle Boat=Bateau en Acajou Jungle Boat=Bateau en acajou
Oak Boat=Bateau en Chêne Oak Boat=Bateau en chêne
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet. Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
Spruce Boat=Bateau en Sapin Spruce Boat=Bateau en sapin
Water vehicle=Véhicule aquatique Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en Obsidienne Obsidian Boat=Bateau en obsidienne
Mangrove Boat=Bateau en palétuvier
Cherry Boat=Bateau en cerisier
Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre
Jungle Chest Boat=Bateau en acajou avec coffre
Acacia Chest Boat=Bateau en acacia avec coffre
Dark Oak Chest Boat=Bateau en chêne noir avec coffre
Mangrove Chest Boat=Bateau en palétuvier avec coffre
Cherry Chest Boat=Bateau en cerisier avec coffre

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@ -1,11 +1,23 @@
# textdomain: mcl_boats # textdomain: mcl_boats
Acacia Boat=Лодка из акации Acacia Boat=Акациевая лодка
Birch Boat=Берёзовая лодка Birch Boat=Берёзовая лодка
Boat=Лодка Boat=Лодка
Boats are used to travel on the surface of water.=С помощью лодки можно путешествовать по водной поверхности. Boats are used to travel on the surface of water.=На лодке можно плыть по водной поверхности.
Dark Oak Boat=Лодка из тёмного дуба Dark Oak Boat=Лодка из тёмного дуба
Jungle Boat=Лодка из дерева джунглей Jungle Boat=Лодка из тропического дерева
Oak Boat=Дубовая лодка Oak Boat=Дубовая лодка
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Правый клик по воде спустит лодку на воду. Правый клик по лодке разместит вас в ней. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Правый клик по лодке, когда вы в ней, позволит выйти из неё. Удар по лодке превратит её обратно в предмет. Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Правый клик на воде, чтобы установить лодку. Правый клик по лодке, чтобы сесть в нее. [Влево] и [Вправо] - рулить, [Вперед] - разгоняться, [Назад] - тормозить или плыть назад. Нажмите [Красться] для высадки, бейте по лодке, чтобы забрать её.
Spruce Boat=Еловая лодка Spruce Boat=Еловая лодка
Water vehicle=Водный транспорт Water vehicle=Водный транспорт
Sneak to dismount=Нажмите [Красться] для высадки
Obsidian Boat=Обсидиановая лодка
Mangrove Boat=Мангровая лодка
Cherry Boat=Вишнёвая лодка
Oak Chest Boat=Дубовая лодка с сундуком
Spruce Chest Boat=Еловая лодка с сундуком
Birch Chest Boat=Берёзовая лодка с сундуком
Jungle Chest Boat=Лодка из тропического дерева с сундуком
Acacia Chest Boat=Акациевая лодка с сундуком
Dark Oak Chest Boat=Лодка из тёмного дуба с сундуком
Mangrove Chest Boat=Мангровая лодка с сундуком
Cherry Chest Boat=Вишнёвая лодка с сундуком

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@ -11,3 +11,13 @@ Spruce Boat=
Water vehicle= Water vehicle=
Sneak to dismount= Sneak to dismount=
Obsidian Boat= Obsidian Boat=
Mangrove Boat=
Cherry Boat=
Oak Chest Boat=
Spruce Chest Boat=
Birch Chest Boat=
Jungle Chest Boat=
Acacia Chest Boat=
Dark Oak Chest Boat=
Mangrove Chest Boat=
Cherry Chest Boat=

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@ -5,7 +5,12 @@ function mcl_burning.get_storage(obj)
end end
function mcl_burning.is_burning(obj) function mcl_burning.is_burning(obj)
local storage = mcl_burning.get_storage(obj)
if storage then
return mcl_burning.get_storage(obj).burn_time return mcl_burning.get_storage(obj).burn_time
else
return false
end
end end
function mcl_burning.is_affected_by_rain(obj) function mcl_burning.is_affected_by_rain(obj)
@ -153,6 +158,11 @@ function mcl_burning.extinguish(obj)
end end
function mcl_burning.tick(obj, dtime, storage) function mcl_burning.tick(obj, dtime, storage)
if not storage then
minetest.log("warning", "No storage for burning tick. Should not happen: " .. dump(obj))
return
end
if storage.burn_time then if storage.burn_time then
storage.burn_time = storage.burn_time - dtime storage.burn_time = storage.burn_time - dtime

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@ -21,7 +21,7 @@ mcl_dripping.register_drop({
-- The group the liquid's nodes belong to -- The group the liquid's nodes belong to
liquid = "water", liquid = "water",
-- The texture used (particles will take a random 2x2 area of it) -- The texture used (particles will take a random 2x2 area of it)
texture = "default_water_source_animated.png", texture = "mcl_core_water_source_animation.png",
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX` -- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
light = 1, light = 1,
-- The nodes (or node group) the particles will spawn under -- The nodes (or node group) the particles will spawn under

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@ -82,7 +82,7 @@ end
mcl_dripping.register_drop({ mcl_dripping.register_drop({
liquid = "water", liquid = "water",
texture = "default_water_source_animated.png", texture = "mcl_core_water_source_animation.png",
light = 1, light = 1,
nodes = { "group:opaque", "group:leaves" }, nodes = { "group:opaque", "group:leaves" },
sound = "drippingwater_drip", sound = "drippingwater_drip",
@ -92,7 +92,7 @@ mcl_dripping.register_drop({
mcl_dripping.register_drop({ mcl_dripping.register_drop({
liquid = "lava", liquid = "lava",
texture = "default_lava_source_animated.png", texture = "mcl_core_lava_source_animation.png",
light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3), light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
nodes = { "group:opaque" }, nodes = { "group:opaque" },
sound = "drippingwater_lavadrip", sound = "drippingwater_lavadrip",

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 blev smadret af en nedfaldende ambolt.
@1 was smashed by a falling block.=@1 blev smadret af en nedfaldende blok.

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fue aplastado por un yunque.
@1 was smashed by a falling block.=@1 fue aplastado por un bloque.

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume
@1 was smashed by a falling block.=@1 a été écrasé par un bloc

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 был(а) раздавлен(а) падающей наковальней.
@1 was smashed by a falling block.=@1 был(а) раздавлен(а) падающим блоком.

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=
@1 was smashed by a falling block.=

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@ -7,12 +7,7 @@ local pool = {}
local tick = false local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Item Entities]", true)
end
end
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0 pool[player:get_player_name()] = 0
@ -408,114 +403,176 @@ local function cxcz(o, cw, one, zero)
return o return o
end end
local function hopper_take_item(self, pos) local function nodes_destroy_items (self, moveresult, def, nn)
--mcl_log("self.itemstring: ".. self.itemstring) local lg = minetest.get_item_group(nn, "lava")
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos)) local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
local objs = minetest.get_objects_inside_radius(pos, 2) if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
local item_string = self.itemstring
local item_name = ItemStack(item_string):get_name()
if objs and self.itemstring then --Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
--mcl_log("there is an itemstring. Number of objs: ".. #objs) if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
if dg ~= 2 then
for k, v in pairs(objs) do minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
local ent = v:get_luaentity() end
self._removed = true
-- Don't forget actual hoppers self.object:remove()
if ent and ent.name == "mcl_minecarts:hopper_minecart" then return true
local taken_items = false end
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(ent, 5)
if not inv then
mcl_log("No inv")
return false
end end
local current_itemstack = ItemStack(self.itemstring) -- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
mcl_log("inv. size: " .. ent._inv_size) for _, collision in pairs(moveresult.collisions) do
if inv:room_for_item("main", current_itemstack) then local pos = collision.node_pos
mcl_log("Room") if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
inv:add_item("main", current_itemstack) -- TODO We need to play a sound when it gets destroyed
self.object:get_luaentity().itemstring = "" self._removed = true
self.object:remove() self.object:remove()
taken_items = true return true
else end
mcl_log("no Room") end
end
end end
if not taken_items then local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
local items_remaining = current_itemstack:get_count() if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- This will take part of a floating item stack if no slot can hold the full amount -- First prepare the order in which the 4 sides are to be checked.
for i = 1, ent._inv_size, 1 do -- 1st: closest
local stack = inv:get_stack("main", i) -- 2nd: other direction
-- 3rd and 4th: other axis
mcl_log("i: " .. tostring(i)) if math.abs(cx) < math.abs(cz) then
mcl_log("Items remaining: " .. items_remaining) order = cxcz(order, cx, "x", "z")
mcl_log("Name: " .. tostring(stack:get_name())) order = cxcz(order, cz, "z", "x")
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else else
local new_stack_size = stack:get_count() + items_remaining order = cxcz(order, cz, "z", "x")
stack:set_count(new_stack_size) order = cxcz(order, cx, "x", "z")
mcl_log("We have more than enough space. Now holds: " .. new_stack_size) end
inv:set_stack("main", i, stack) -- Check which one of the 4 sides is free
items_remaining = 0 for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
self.object:get_luaentity().itemstring = "" local def = minetest.registered_nodes[nn]
self.object:remove() if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
taken_items = true
break break
end end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == ent._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
self.itemstring = current_itemstack:to_string()
end end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return true
end end
end end
--Add in, and delete -- Set new item moving speed accordingly
if taken_items then local newv = vector.multiply(shootdir, 3)
mcl_log("Saving") self.object:set_acceleration(vector.zero())
mcl_entity_invs.save_inv(ent) self.object:set_velocity(newv)
return taken_items disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return true
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else else
mcl_log("No need to save") self._forcetimer = self._forcetimer - dtime
end
end end
return true
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return true
end end
end end
return false local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return true
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return true
end
end end
minetest.register_entity(":__builtin:item", { minetest.register_entity(":__builtin:item", {
@ -564,13 +621,17 @@ minetest.register_entity(":__builtin:item", {
if speed ~= nil then self.random_velocity = speed end if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity local v = self.random_velocity
local x = math.random(5, 10) / 10 * v local x = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then x = -x end if math.random(0, 10) < 5 then x = -x end
local z = math.random(5, 10) / 10 * v local z = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then z = -z end if math.random(0, 10) < 5 then z = -z end
local y = math.random(2, 4) local y = math.random(1, 2)
self.object:set_velocity(vector.new(x, y, z)) self.object:set_velocity(vector.new(x, y, z))
end end
self.random_velocity = 0 self.random_velocity = 0
@ -747,11 +808,19 @@ minetest.register_entity(":__builtin:item", {
if total_count > max_count then if total_count > max_count then
return false return false
end end
-- Merge the remote stack into this one
-- local pos = object:get_pos() -- Merge the remote stack into this one
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15 local self_pos = self.object:get_pos()
-- self.object:move_to(pos) local pos = object:get_pos()
--local y = pos.y + ((total_count - count) / max_count) * 0.15
local x_diff = (self_pos.x - pos.x) / 2
local z_diff = (self_pos.z - pos.z) / 2
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
self.age = 0 -- Handle as new entity self.age = 0 -- Handle as new entity
own_stack:set_count(total_count) own_stack:set_count(total_count)
@ -772,6 +841,7 @@ minetest.register_entity(":__builtin:item", {
self.object:set_acceleration(vector.zero()) self.object:set_acceleration(vector.zero())
return return
end end
self.age = self.age + dtime self.age = self.age + dtime
if self._collector_timer then if self._collector_timer then
self._collector_timer = self._collector_timer + dtime self._collector_timer = self._collector_timer + dtime
@ -785,19 +855,13 @@ minetest.register_entity(":__builtin:item", {
-- otherwise there might have some data corruption. -- otherwise there might have some data corruption.
if self.itemstring == "" then if self.itemstring == "" then
minetest.log("warning", minetest.log("warning",
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) .. "Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
"! Deleting it now.")
self._removed = true self._removed = true
self.object:remove() self.object:remove()
return return
end end
local p = self.object:get_pos() local p = self.object:get_pos()
-- If hopper has taken item, it has gone, and no operations should be conducted on this item
if hopper_take_item(self, p) then
return
end
local node = minetest.get_node(p) local node = minetest.get_node(p)
local in_unloaded = node.name == "ignore" local in_unloaded = node.name == "ignore"
@ -807,6 +871,9 @@ minetest.register_entity(":__builtin:item", {
return return
end end
if self.is_clock then if self.is_clock then
self.object:set_properties({ self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) } textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
@ -842,167 +909,12 @@ minetest.register_entity(":__builtin:item", {
-- Destroy item in lava, fire or special nodes -- Destroy item in lava, fire or special nodes
local def = minetest.registered_nodes[nn] local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return
end
end
-- Destroy item when it collides with a cactus if nodes_destroy_items(self, moveresult, def, nn) then return end
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
-- Push item out when stuck inside solid opaque node if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- First prepare the order in which the 4 sides are to be checked. if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return
end
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
-- If node is not registered or node is walkably solid and resting on nodebox -- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
@ -1011,14 +923,13 @@ minetest.register_entity(":__builtin:item", {
local is_on_floor = def and (def.walkable local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0) and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn] if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring) local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item -- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity() local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item" if obj and obj.name == "__builtin:item" and obj.physical_state == false then
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then if self:try_merge_with(own_stack, object, obj) then
return return
end end

View File

@ -11,6 +11,14 @@ mcl_minecarts.check_float_time = 15
dofile(mcl_minecarts.modpath.."/functions.lua") dofile(mcl_minecarts.modpath.."/functions.lua")
dofile(mcl_minecarts.modpath.."/rails.lua") dofile(mcl_minecarts.modpath.."/rails.lua")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_minecarts", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Minecarts]", true)
end
end
local function detach_driver(self) local function detach_driver(self)
if not self._driver then if not self._driver then
return return
@ -51,6 +59,126 @@ end
local activate_normal_minecart = detach_driver local activate_normal_minecart = detach_driver
local function hopper_take_item(self, dtime)
local pos = self.object:get_pos()
if not pos then return end
if not self or self.name ~= "mcl_minecarts:hopper_minecart" then return end
if mcl_util.check_dtime_timer(self, dtime, "hoppermc_take", 0.15) then
--minetest.log("The check timer was triggered: " .. dump(pos) .. ", name:" .. self.name)
else
--minetest.log("The check timer was not triggered")
return
end
--mcl_log("self.itemstring: ".. self.itemstring)
local above_pos = vector.offset(pos, 0, 0.9, 0)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(above_pos))
local objs = minetest.get_objects_inside_radius(above_pos, 1.25)
if objs then
mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do
local ent = v:get_luaentity()
if ent and not ent._removed and ent.itemstring and ent.itemstring ~= "" then
local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(self, 5)
if not inv then return false end
local current_itemstack = ItemStack(ent.itemstring)
mcl_log("inv. size: " .. self._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, self._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == self._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end
end
return false
end
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID -- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
local entity_mapping = {} local entity_mapping = {}
@ -66,6 +194,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
on_rightclick = on_rightclick, on_rightclick = on_rightclick,
_driver = nil, -- player who sits in and controls the minecart (only for minecart!) _driver = nil, -- player who sits in and controls the minecart (only for minecart!)
_passenger = nil, -- for mobs
_punched = false, -- used to re-send _velocity and position _punched = false, -- used to re-send _velocity and position
_velocity = {x=0, y=0, z=0}, -- only used on punch _velocity = {x=0, y=0, z=0}, -- only used on punch
_start_pos = nil, -- Used to calculate distance for “On A Rail” achievement _start_pos = nil, -- Used to calculate distance for “On A Rail” achievement
@ -86,6 +215,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local data = minetest.deserialize(staticdata) local data = minetest.deserialize(staticdata)
if type(data) == "table" then if type(data) == "table" then
self._railtype = data._railtype self._railtype = data._railtype
self._passenger = data._passenger
end end
self.object:set_armor_groups({immortal=1}) self.object:set_armor_groups({immortal=1})
@ -177,7 +307,11 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
cart.on_activate_by_rail = on_activate_by_rail cart.on_activate_by_rail = on_activate_by_rail
local passenger_attach_position = vector.new(0, -1.75, 0)
function cart:on_step(dtime) function cart:on_step(dtime)
hopper_take_item(self, dtime)
local ctrl, player = nil, nil local ctrl, player = nil, nil
if self._driver then if self._driver then
player = minetest.get_player_by_name(self._driver) player = minetest.get_player_by_name(self._driver)
@ -212,6 +346,29 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end end
end end
-- Grab mob
if math.random(1,20) > 15 and not self._passenger then
if self.name == "mcl_minecarts:minecart" then
local mobsnear = minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)
for n=1, #mobsnear do
local mob = mobsnear[n]
if mob then
local entity = mob:get_luaentity()
if entity and entity.is_mob then
self._passenger = entity
mob:set_attach(self.object, "", passenger_attach_position, vector.zero())
break
end
end
end
end
elseif self._passenger then
local passenger_pos = self._passenger.object:get_pos()
if not passenger_pos then
self._passenger = nil
end
end
-- Drop minecart if it isn't on a rail anymore -- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos() pos = self.object:get_pos()
@ -236,19 +393,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
return return
end end
-- Drop items and remove cart entity -- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
local pname = "" -- notice and lose their iron and not bother. Not cool until fixed.
if player then
pname = player:get_player_name()
end
if not minetest.is_creative_enabled(pname) then
for d=1, #drop do
minetest.add_item(self.object:get_pos(), drop[d])
end
end
self.object:remove()
return
end end
self._last_float_check = 0 self._last_float_check = 0
end end

View File

@ -0,0 +1,36 @@
# textdomain: mcl_minecarts
Minecart=Minevogn
Minecarts can be used for a quick transportion on rails.=Minevogne kan bruges til hurtig transport på spor.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Minevogne kan kun køre på spor, og følger dem altid. Ved et T-kryds uden en vej ligeud drejer de altid til venstre. Farten påvirkes af sportypen.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Du kan placere minevogne på spor. Højre-klik for at stige ombord.
To obtain the minecart, punch it while holding down the sneak key.=For at at få minevognen i din oppakning.
A minecart with TNT is an explosive vehicle that travels on rail.=En minevogn med TNT as et eksplosivt fartøj som kører på spor.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Placér den på spor. Slå den for at flytte den. TNTet bliver antændt med flint og stål eller når minevognen er på et aktiveringsspor.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=For at få minevognen med TNT i din oppakning skal du slå den mens du holder snigeknappen nede. Du kan ikke gøre dette hvis TNTen er antændt.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=En minevogn med ovn er et fartøj som kører på spor. Den kan køre af sig selv med brændstof.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placér den på spor. Hvis du putter kul i den vil ovnen brænde i lang tid, og minevognen vil køre af sig selv. Slå den for at sætte den i bevægelse.
To obtain the minecart and furnace, punch them while holding down the sneak key.=For at få minevognen med ovn i din oppakning skal du slå den mens du holder snigeknappen nede.
Minecart with Chest=Minevogn med kiste
Minecart with Furnace=Minevogn med ovn
Minecart with Command Block=Minevogn med kommandoblok
Minecart with Hopper=Minevogn med tragt
Minecart with TNT=Minevogn med TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placér dem på jorden for at bygge din jerbane. Sporene kobler sig automatisk sammen med hinanden og laver sving, T-kryds, kryds og skråninger efter behov.
Rail=Spor
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Spor kan bruges til at bygge jernbaner til minevogne. Normale spor sænker minevognene en smule på grund af friktionsmodstand.
Powered Rail=Strømspor
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Strømspor kan accelerere eller bremse minevogne.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Uden redstonekraft vil sporet bremse minevognen. For at accelerere minevognen skal den bruge redstoneskraft.
Activator Rail=Aktiveringsspor
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Aktiveringsspor bruges til at aktivere specielle minevogne.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=For at få dette spor til at aktiere minevogne skal du give det redstonekraft og sende en minevogn over dette sporstykke.
Detector Rail=Detektorspor
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Spor kan bruges til at bygge jernbaner til minevogne. Et detektorspor kan opdage en minevogn som kører over det og give kraft til redstonemekanismer.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=For at opdage en minevogn og give redstonekraft skal den forbindes til redstonestøv eller redstonemekanismer og send en hvilkensomhelst minevogn hen over sporet.
Track for minecarts=Spor til minevogne.
Speed up when powered, slow down when not powered=Accelerérer når der er strøm, sænk hastigheden når der ikke er strøm.
Activates minecarts when powered=Aktieverer minevogne når der er strøm.
Emits redstone power when a minecart is detected=Udsender redstonekraft når en minevogn bliver opdaget.
Vehicle for fast travel on rails=Fartøj til hurtig kørsel på spor.
Can be ignited by tools or powered activator rail=Kan antændes med værktøj eller et aktivatorspor med strøm.
Sneak to dismount=Snig for at stige af.

View File

@ -10,15 +10,15 @@ To obtain the minecart and TNT, punch them while holding down the sneak key. You
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant. A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger. Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée. To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée.
Minecart with Chest=Wagonnet avec Coffre Minecart with Chest=Wagonnet avec coffre
Minecart with Furnace=Wagonnet avec Four Minecart with Furnace=Wagonnet avec four
Minecart with Command Block=Wagonnet avec Bloc de Commande Minecart with Command Block=Wagonnet avec bloc de commande
Minecart with Hopper=Wagonnet avec Entonoir Minecart with Hopper=Wagonnet avec entonnoir
Minecart with TNT=Wagonnet avec TNT Minecart with TNT=Wagonnet avec TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin. Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin.
Rail=Rail Rail=Rail
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction. Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction.
Powered Rail=Rail allimenté Powered Rail=Rail alimenté
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets. Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone. Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone.
Activator Rail=Rail d'activation Activator Rail=Rail d'activation

View File

@ -1,36 +1,36 @@
# textdomain: mcl_minecarts # textdomain: mcl_minecarts
Minecart=Вагонетка Minecart=Вагонетка
Minecarts can be used for a quick transportion on rails.=Вагонетки нужны, чтобы быстро перемещаться по рельсам. Minecarts can be used for a quick transportion on rails.=Вагонетка может быть использована для быстрого перемещения по рельсам.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Вагонетки едут строго по проложенному железнодорожному пути. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов. Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Вагонетки едут только по проложенным рельсам. На Т-образной развилке они поворачивают налево. Скорость зависит от типа рельсов.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы ставите вагонетку на рельсы. Правым кликом садитесь в неё. Стукаете, чтобы начать движение. You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Вы можете поставить вагонетку на рельсы. Правым кликом сядьте в неё. Ударьте по ней, чтобы она поехала.
To obtain the minecart, punch it while holding down the sneak key.=Чтобы взять вагонетку, стукните её, удерживая клавишу [Красться]. To obtain the minecart, punch it while holding down the sneak key.=Чтобы забрать вагонетку, ударьте по ней, удерживая клавишу [Красться].
A minecart with TNT is an explosive vehicle that travels on rail.=Вагон тротила это подрывной железнодорожный транспорт. A minecart with TNT is an explosive vehicle that travels on rail.=Вагонетка с ТНТ это взрывающийся железнодорожный транспорт.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Поместите его на рельсы. Стукните, чтобы он поехал. Тротил воспламеняется, если его поджечь огнивом, либо при попадании на подключенный рельсовый активатор. Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Поместите вагонетку на рельсы. Ударьте по ней, чтобы она поехала. ТНТ активируется, если его поджечь огнивом или когда вагонетка проедет через подключенные активирующие рельсы.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы взять вагон тротила, стукните его, удерживая клавишу [Красться]. Если тротил воспламенён, сделать это нельзя. To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Чтобы забрать вагонетку с ТНТ, ударьте по ней, удерживая клавишу [Красться]. Если ТНТ подожжён, сделать это нельзя.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагон с печью - это железнодорожный транспорт. Он может двигаться за счёт топлива. A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Вагонетка с печью это железнодорожный транспорт. Она может ехать сама за счёт топлива.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Поставьте его на рельсы. Если добавить немного угля, то печь зажжётся на продолжительное время и вагон сможет ехать. Стукните вагон для начала движения. Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Поставьте вагонетку на рельсы. Если добавить в неё угля, то печь будет гореть продолжительное время и вагонетка сможет поехать сама. Ударьте по ней, чтобы она поехала.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы взять вагон с печью, стукните его, удерживая клавишу [Красться]. To obtain the minecart and furnace, punch them while holding down the sneak key.=Чтобы забрать вагонетку с печью, ударьте по ней, удерживая клавишу [Красться].
Minecart with Chest=Вагон с сундуком Minecart with Chest=Вагонетка с сундуком
Minecart with Furnace=Вагон с печью Minecart with Furnace=Вагонетка с печью
Minecart with Command Block=Вагон с командным блоком Minecart with Command Block=Вагонетка с командным блоком
Minecart with Hopper=Вагон с бункером Minecart with Hopper=Вагонетка с воронкой
Minecart with TNT=Вагон тротила Minecart with TNT=Вагонетка с ТНТ
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Поместите на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут превращаться в плавный повороты, T-образные развилки, перекрёстки и уклоны там, где это потребуется. Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Поместите рельсы на землю, чтобы сделать железную дорогу, рельсы автоматически соединятся между собой и будут образовывать повороты, T-образные развилки, перекрёстки и склоны там, где это потребуется.
Rail=Рельсы Rail=Рельсы
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Рельсы используются для строительства железной дороги. Обычные рельсы немного замедляют движение вагонеток из-за трения. Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Рельсы используются для строительства железной дороги. Обычные рельсы немного замедляют движение вагонеток из-за трения.
Powered Rail=Подключаемые рельсы Powered Rail=Энергорельсы
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Рельсы используются для строительства железной дороги. Подключённые рельсы могут разгонять и тормозить вагонетки. Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Энергорельсы используются для строительства железной дороги. Энергорельсы могут ускорять и тормозить вагонетки.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Без энергии редстоуна рельсы будут тормозить вагонетки. Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Неподключенные энергорельсы замедляют вагонетки. Чтобы энергорельсы ускоряли вагонетки, проведите к ним сигнал редстоуна.
Activator Rail=Рельсовый активатор Activator Rail=Активирующие рельсы
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Рельсы используются для строительства железной дороги. Рельсовый активатор активирует особые вагонетки. Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Активирующие рельсы используются для строительства железной дороги. Активирующие рельсы активируют некоторые особые вагонетки.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы этот блок рельсов активировал вагонетку, подключите его к энергии редстоуна и направьте вагонетку через него. To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Чтобы эти рельсы активировали вагонетки, подключите активирующие рельсы к сигналу редстоуна и направьте вагонетку через них.
Detector Rail=Рельсовый детектор Detector Rail=Нажимные рельсы
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Рельсы используются для строительства железной дороги. Рельсовый детектор может обнаруживать вагонетку у себя наверху и подключать механизмы редстоуна. Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Нажимные рельсы используются для строительства железной дороги. Нажимные рельсы реагируют на проезжающие по ним вагонетки и выдают сигнал для механизмов из редстоуна.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Чтобы обнаруживать вагонетку и подавать энергию редстоуна, подключите его к дорожке редстоуна или механизму редстоуна, после чего направьте любую вагонетку через него. To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Подсоедините к нажимным рельсам редстоун или редстоуновые механизмы, чтобы активировать их когда по рельсам проезжает вагонетка.
Track for minecarts=Железная дорога Track for minecarts=Железная дорога
Speed up when powered, slow down when not powered=Разгоняет, если подключён, тормозит, если не подключён Speed up when powered, slow down when not powered=Если подключены - ускоряют, если нет - тормозят
Activates minecarts when powered=Активирует особые вагонетки, если подключён Activates minecarts when powered=Активирует особые вагонетки, если подключены
Emits redstone power when a minecart is detected=Испускает энергию редстоуна при обнаружении вагонетки Emits redstone power when a minecart is detected=Подает сигнал редстоуна при обнаружении вагонетки
Vehicle for fast travel on rails=Быстрый железнодорожный транспорт Vehicle for fast travel on rails=Железнодорожный транспорт
Can be ignited by tools or powered activator rail=Можно воспламенить с помощью инструмента или подключенного рельсового активатора Can be ignited by tools or powered activator rail=Можно поджечь инструментом или активирующими рельсами
Sneak to dismount=Нажмите [Красться] для высадки Sneak to dismount=Нажмите [Красться] для высадки

View File

@ -5,23 +5,18 @@ local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local CRASH_WARN_FREQUENCY = 60 local CRASH_WARN_FREQUENCY = 60
local LIFETIMER_DISTANCE = 47
-- Localize -- Localize
local S = minetest.get_translator("mcl_mobs") local S = minetest.get_translator("mcl_mobs")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false) local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs]", true)
end
end
-- Invisibility mod check -- Invisibility mod check
mcl_mobs.invis = {} mcl_mobs.invis = {}
local remove_far = true local remove_far = true
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true) local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
@ -38,15 +33,6 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
end) end)
end end
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
function mob_class:update_tag() --update nametag and/or the debug box function mob_class:update_tag() --update nametag and/or the debug box
local tag local tag
if mobs_debug then if mobs_debug then
@ -76,8 +62,11 @@ function mob_class:update_tag() --update nametag and/or the debug box
end end
function mob_class:jock_to(mob, reletive_pos, rot) function mob_class:jock_to(mob, reletive_pos, rot)
local pos = self.object:get_pos()
if not pos then return end
self.jockey = mob self.jockey = mob
local jock = minetest.add_entity(self.object:get_pos(), mob) local jock = minetest.add_entity(pos, mob)
if not jock then return end if not jock then return end
jock:get_luaentity().docile_by_day = false jock:get_luaentity().docile_by_day = false
jock:get_luaentity().riden_by_jock = true jock:get_luaentity().riden_by_jock = true
@ -89,11 +78,10 @@ function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
self:remove_particlespawners(p:get_player_name()) self:remove_particlespawners(p:get_player_name())
end end
-- remove mob when out of range unless tamed -- remove mob when out of range unless tamed
if remove_far if remove_far
and self.can_despawn and self:despawn_allowed()
and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self.lifetimer <= 20 then and self.lifetimer <= 20 then
if spawn_logging then if spawn_logging then
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range") minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
@ -102,7 +90,6 @@ function mob_class:get_staticdata()
return "remove"-- nil return "remove"-- nil
end end
self.remove_ok = true
self.attack = nil self.attack = nil
self.following = nil self.following = nil
self.state = "stand" self.state = "stand"
@ -124,6 +111,21 @@ function mob_class:get_staticdata()
return minetest.serialize(tmp) return minetest.serialize(tmp)
end end
local function valid_texture(self, def_textures)
if not self.base_texture then
return false
end
if self.texture_selected then
if #def_textures < self.texture_selected then
self.texture_selected = nil
else
return true
end
end
return false
end
function mob_class:mob_activate(staticdata, def, dtime) function mob_class:mob_activate(staticdata, def, dtime)
if not self.object:get_pos() or staticdata == "remove" then if not self.object:get_pos() or staticdata == "remove" then
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
@ -146,16 +148,20 @@ function mob_class:mob_activate(staticdata, def, dtime)
end end
--If textures in definition change, reload textures --If textures in definition change, reload textures
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then if not valid_texture(self, def.textures) then
-- compatiblity with old simple mobs textures -- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then if type(def.textures[1]) == "string" then
def.textures = {def.textures} def.textures = {def.textures}
end end
if not self.texture_selected then
local c = 1 local c = 1
if #def.textures > c then c = #def.textures end if #def.textures > c then c = #def.textures end
self.texture_selected = math.random(c)
end
self.base_texture = def.textures[math.random(c)] self.base_texture = def.textures[self.texture_selected]
self.base_mesh = def.mesh self.base_mesh = def.mesh
self.base_size = self.visual_size self.base_size = self.visual_size
self.base_colbox = self.collisionbox self.base_colbox = self.collisionbox
@ -310,46 +316,33 @@ end
-- execute current state (stand, walk, run, attacks) -- execute current state (stand, walk, run, attacks)
-- returns true if mob has died -- returns true if mob has died
function mob_class:do_states(dtime) function mob_class:do_states(dtime, player_in_active_range)
--if self.can_open_doors then check_doors(self) end --if self.can_open_doors then check_doors(self) end
if self.state == "stand" then
self:do_states_stand()
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
-- runaway when punched
self:do_states_runaway()
elseif self.state == "attack" then
-- attack routines (explode, dogfight, shoot, dogshoot)
if self:do_states_attack(dtime) then
return true
end
end
end
local function update_timers (self, dtime)
-- knockback timer. set in on_punch -- knockback timer. set in on_punch
if self.pause_timer > 0 then if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime self.pause_timer = self.pause_timer - dtime
return
end
self:env_danger_movement_checks(player_in_active_range)
if self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "attack" then
if self:do_states_attack(dtime) then
return true return true
end end
else
-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too! if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
self.timer = self.timer + dtime if self.state == "stand" then
self:do_states_stand(player_in_active_range)
if self.state ~= "attack" and self.state ~= PATHFINDING then elseif self.state == "walk" then
if self.timer < 1 then self:do_states_walk()
return true elseif self.state == "runaway" then
self:do_states_runaway()
end end
self.timer = 0
end end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end end
end end
@ -377,6 +370,8 @@ function mob_class:outside_limits()
end end
end end
local function on_step_work (self, dtime) local function on_step_work (self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
@ -392,71 +387,62 @@ local function on_step_work (self, dtime)
end end
if self:falling(pos) then return end if self:falling(pos) then return end
self:check_suspend() if self:step_damage (dtime, pos) then return end
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
if self:env_damage (dtime, pos) then return end
if self.state == "die" then return end if self.state == "die" then return end
-- End: Death/damage processing -- End: Death/damage processing
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
self:check_water_flow() self:check_water_flow()
self:env_danger_movement_checks (dtime)
self:follow_flop() -- Mob following code. if not self._jumping_cliff then
self._can_jump_cliff = self:can_jump_cliff()
else
self._can_jump_cliff = false
end
self:set_animation_speed() -- set animation speed relative to velocity self:flop()
self:check_smooth_rotation(dtime) self:check_smooth_rotation(dtime)
if player_in_active_range then
self:set_animation_speed() -- set animation speed relative to velocity
self:check_head_swivel(dtime) self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
self:do_jump() self:check_follow()
self:check_runaway_from() self:check_runaway_from()
self:monster_attack() self:monster_attack()
self:npc_attack() self:npc_attack()
self:check_aggro(dtime)
if self.do_custom and self.do_custom(self, dtime) == false then return end
-- In certain circumstances, we abandon processing of certain functionality
local skip_processing = false
if update_timers(self, dtime) then
skip_processing = true
end end
self:check_herd(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
end
if not skip_processing then if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
self:check_breeding()
if player_in_active_range then
self:check_item_pickup() self:check_item_pickup()
self:set_armor_texture() self:set_armor_texture()
self:step_opinion_sound(dtime)
end
self:check_breeding()
end
self:check_aggro(dtime)
self:check_particlespawners(dtime) self:check_particlespawners(dtime)
if self.opinion_sound_cooloff > 0 then if self.do_custom and self.do_custom(self, dtime) == false then return end
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
if self:do_states(dtime) then return end
end
if self:do_states(dtime, player_in_active_range) then return end
if mobs_debug then self:update_tag() end if mobs_debug then self:update_tag() end
@ -467,9 +453,17 @@ end
local last_crash_warn_time = 0 local last_crash_warn_time = 0
local on_step_error_handler = function () local function log_error (stack_trace, info, info2)
local info = debug.getinfo(1, "SnlufL") minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
minetest.log("action", "Error: " .. stack_trace)
minetest.log("action", "Bug info: " .. info)
if info2 then
minetest.log("action", "Bug info additional: " .. info2)
end
minetest.log("action", "--- Bug report end ---")
end
local function warn_user_error ()
local current_time = os.time() local current_time = os.time()
local time_since_warning = current_time - last_crash_warn_time local time_since_warning = current_time - last_crash_warn_time
@ -481,27 +475,48 @@ local on_step_error_handler = function ()
last_crash_warn_time = current_time last_crash_warn_time = current_time
minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)") minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)")
end end
minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
minetest.log("action", "Stack trace: ".. tostring(debug.traceback()))
minetest.log("action", "Bug info: ".. dump(info))
minetest.log("action", "--- Bug report end ---")
end end
local on_step_error_handler = function ()
warn_user_error ()
local info = debug.getinfo(1, "SnlufL")
log_error(tostring(debug.traceback()), dump(info))
end
-- main mob function -- main mob function
function mob_class:on_step(dtime) function mob_class:on_step(dtime)
local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime) if not DEVELOPMENT then
-- Removed as bundled Lua (5.1 doesn't support xpcall)
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
local status, retVal = pcall(on_step_work, self, dtime)
if status then if status then
return retVal return retVal
else
warn_user_error ()
local pos = self.object:get_pos()
if pos then
local node = minetest.get_node(pos)
if node and node.name == "ignore" then
minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
end
log_error (dump(retVal), dump(pos), dump(self))
end
else
return on_step_work (self, dtime)
end end
end end
local timer = 0 local timer = 0
minetest.register_globalstep(function(dtime)
local function update_lifetimer(dtime)
timer = timer + dtime timer = timer + dtime
if timer < 1 then return end if timer < 1 then return end
for _, player in pairs(minetest.get_connected_players()) do for _, player in pairs(minetest.get_connected_players()) do
local pos = player:get_pos() local pos = player:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do for _, obj in pairs(minetest.get_objects_inside_radius(pos, LIFETIMER_DISTANCE)) do
local lua = obj:get_luaentity() local lua = obj:get_luaentity()
if lua and lua.is_mob then if lua and lua.is_mob then
lua.lifetimer = math.max(20, lua.lifetimer) lua.lifetimer = math.max(20, lua.lifetimer)
@ -510,23 +525,126 @@ minetest.register_globalstep(function(dtime)
end end
end end
timer = 0 timer = 0
end
minetest.register_globalstep(function(dtime)
update_lifetimer(dtime)
end) end)
minetest.register_chatcommand("clearmobs", { minetest.register_chatcommand("clearmobs", {
privs = { maphack = true }, privs = { maphack = true },
params = "<all>|<nametagged>|<range>", params = "[all|monster|passive|<mob name> [<range>|nametagged|tamed]]",
description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."), description = S("Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player."),
func=function(n,param) func = function(player, param)
local p = minetest.get_player_by_name(n) local default = false
local num=tonumber(param) if not param or param == "" then
default = true
minetest.chat_send_player(player,
S("Default usage. Clearing hostile mobs. For more options please type: /help clearmobs"))
end
local mob, unsafe = param:match("^([%w]+)[ ]?([%w%d]*)$")
local all = false
local nametagged = false
local tamed = false
local mob_name, mob_type, range
-- Param 1 resolve
if mob and mob ~= "" then
if mob == "all" then
all = true
elseif mob == "passive" or mob == "monster" then
mob_type = mob
elseif mob then
mob_name = mob
end
--minetest.log ("mob: [" .. mob .. "]")
else
--minetest.log("No valid first param")
if default then
--minetest.log("Use default")
mob_type = "monster"
end
--return
end
-- Param 2 resolve
if unsafe and unsafe ~= "" then
--minetest.log ("unsafe: [" .. unsafe .. "]")
if unsafe == "nametagged" then
nametagged = true
elseif unsafe == "tamed" then
tamed = true
end
local num = tonumber(unsafe)
if num then range = num end
end
local p = minetest.get_player_by_name(player)
for _,o in pairs(minetest.luaentities) do for _,o in pairs(minetest.luaentities) do
if o.is_mob then if o and o.is_mob then
if param == "all" or local mob_match = false
( param == "nametagged" and o.nametag ) or
( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or if all then
( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then --minetest.log("Match - All mobs specified")
mob_match = true
elseif mob_type then
--minetest.log("Match - o.type: ".. tostring(o.type))
--minetest.log("mob_type: ".. tostring(mob_type))
if mob_type == "monster" and o.type == mob_type then
--minetest.log("Match - monster")
mob_match = true
elseif mob_type == "passive" and o.type ~= "monster" and o.type ~= "npc" then
--minetest.log("Match - passive")
mob_match = true
else
--minetest.log("No match for type.")
end
elseif mob_name and (o.name == mob_name or string.find(o.name, mob_name)) then
--minetest.log("Match - mob_name = ".. tostring(o.name))
mob_match = true
else
--minetest.log("No match - o.type = ".. tostring(o.type))
--minetest.log("No match - mob_name = ".. tostring(o.name))
--minetest.log("No match - mob_type = ".. tostring(mob_name))
end
if mob_match then
local in_range = true
if (not range or range <= 0 ) then
in_range = true
else
if ( vector.distance(p:get_pos(),o.object:get_pos()) <= range ) then
in_range = true
else
--minetest.log("Out of range")
in_range = false
end
end
--minetest.log("o.nametag: ".. tostring(o.nametag))
if nametagged then
if o.nametag then
--minetest.log("Namedtagged and it has a name tag. Kill it")
o.object:remove()
end
elseif tamed then
if o.tamed then
--minetest.log("Tamed. Kill it")
o.object:remove()
end
elseif in_range and (not o.nametag or o.nametag == "") and not o.tamed then
--minetest.log("No nametag or tamed. Kill it")
o.object:remove() o.object:remove()
end end
end end
end end
end
end}) end})

View File

@ -262,6 +262,7 @@ functions needed for the mob to work properly which contains the following:
'custom_visual_size' will not reset visual_size from the base class on reload 'custom_visual_size' will not reset visual_size from the base class on reload
'noyaw' If true this mob will not automatically change yaw 'noyaw' If true this mob will not automatically change yaw
'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners. 'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival

View File

@ -74,6 +74,7 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if self.food >= feed_count then if self.food >= feed_count then
self.food = 0 self.food = 0
self.horny = true self.horny = true
self.persistent = true
end end
end end

View File

@ -10,6 +10,8 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan local atann = math.atan
local function atan(x) local function atan(x)
if not x or x ~= x then if not x or x ~= x then
@ -19,6 +21,8 @@ local function atan(x)
end end
end end
mcl_mobs.effect_functions = {}
-- check if daytime and also if mob is docile during daylight hours -- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
@ -329,10 +333,7 @@ end
-- find someone to attack -- find someone to attack
function mob_class:monster_attack() function mob_class:monster_attack()
if not damage_enabled if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
or self.passive ~= false
or self.state == "attack"
or self:day_docile() then
return return
end end
@ -341,9 +342,11 @@ function mob_class:monster_attack()
local player, obj, min_player local player, obj, min_player
local type, name = "", "" local type, name = "", ""
local min_dist = self.view_range + 1 local min_dist = self.view_range + 1
local objs = minetest.get_objects_inside_radius(s, self.view_range)
local blacklist_attack = {} local blacklist_attack = {}
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do for n = 1, #objs do
if not objs[n]:is_player() then if not objs[n]:is_player() then
obj = objs[n]:get_luaentity() obj = objs[n]:get_luaentity()
@ -359,32 +362,30 @@ function mob_class:monster_attack()
end end
for n = 1, #objs do for n = 1, #objs do
if objs[n]:is_player() then if objs[n]:is_player() then
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
type = "" type = ""
elseif (self.type == "monster" or self._aggro) then elseif (self.type == "monster" or self._aggro) then
-- self.aggro made player be attacked by npc again if out of range then back in again
-- Does it serve a purpose other than that?
player = objs[n] player = objs[n]
type = "player" type = "player"
name = "player" name = "player"
end end
else else
obj = objs[n]:get_luaentity() obj = objs[n]:get_luaentity()
if obj then if obj then
player = obj.object player = obj.object
type = obj.type type = obj.type
name = obj.name or "" name = obj.name or ""
end end
end end
-- find specific mob to attack, failing that attack player/npc/animal -- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name) if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs ) and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true)) then or (type == "animal" and self.attack_animals == true)
or (self.extra_hostile and not self.attack_exception(player))) then
p = player:get_pos() p = player:get_pos()
sp = s sp = s
@ -400,10 +401,10 @@ function mob_class:monster_attack()
attacked_p = true attacked_p = true
end end
end end
-- choose closest player to attack -- choose closest player to attack
if dist < min_dist local line_of_sight = self:line_of_sight( sp, p, 2) == true
and not attacked_p if dist < min_dist and not attacked_p and line_of_sight then
and self:line_of_sight( sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = player min_player = player
end end
@ -434,11 +435,9 @@ function mob_class:npc_attack()
local objs = minetest.get_objects_inside_radius(s, self.view_range) local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do for n = 1, #objs do
obj = objs[n]:get_luaentity() obj = objs[n]:get_luaentity()
if obj and obj.type == "monster" then if obj and obj.type == "monster" then
p = obj.object:get_pos() p = obj.object:get_pos()
sp = s sp = s
@ -448,8 +447,7 @@ function mob_class:npc_attack()
p.y = p.y + 1 p.y = p.y + 1
sp.y = sp.y + 1 sp.y = sp.y + 1
if dist < min_dist if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
and self:line_of_sight( sp, p, 2) == true then
min_dist = dist min_dist = dist
min_player = obj.object min_player = obj.object
end end
@ -796,23 +794,57 @@ end
function mob_class:check_aggro(dtime) function mob_class:check_aggro(dtime)
if not self._aggro or not self.attack then return end if not self._aggro or not self.attack then return end
if not self._check_aggro_timer or self._check_aggro_timer > 5 then
if not self._check_aggro_timer then
self._check_aggro_timer = 0 self._check_aggro_timer = 0
end
if self._check_aggro_timer > 5 then
self._check_aggro_timer = 0
if self.attack then
-- TODO consider removing this in favour of what is done in do_states_attack
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
-- I do not think this code does anything. Are mobs still loaded in at 128?
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
self._aggro = nil self._aggro = nil
self.attack = nil self.attack = nil
self.state = "stand" self.state = "stand"
end end
end end
end
self._check_aggro_timer = self._check_aggro_timer + dtime self._check_aggro_timer = self._check_aggro_timer + dtime
end end
local function clear_aggro(self)
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
end
function mob_class:do_states_attack (dtime) function mob_class:do_states_attack (dtime)
local yaw = self.object:get_yaw() or 0 self.timer = self.timer + dtime
if self.timer > 100 then
self.timer = 1
end
local s = self.object:get_pos() local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos() or s local p = self.attack:get_pos() or s
local yaw = self.object:get_yaw() or 0
-- stop attacking if player invisible or out of range -- stop attacking if player invisible or out of range
if not self.attack if not self.attack
or not self.attack:get_pos() or not self.attack:get_pos()
@ -820,53 +852,53 @@ function mob_class:do_states_attack (dtime)
or self.attack:get_hp() <= 0 or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand" clear_aggro(self)
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
return return
end end
local target_line_of_sight = self:target_visible(s)
if not target_line_of_sight then
if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost
if time_since_seen > TIME_TO_FORGET_TARGET then
self.target_time_lost = nil
clear_aggro(self)
return
end
else
self.target_time_lost = os.time()
end
else
self.target_time_lost = nil
end
-- calculate distance from mob and enemy -- calculate distance from mob and enemy
local dist = vector.distance(p, s) local dist = vector.distance(p, s)
if self.attack_type == "explode" then if self.attack_type == "explode" then
local vec = { if target_line_of_sight then
x = p.x - s.x, local vec = { x = p.x - s.x, z = p.z - s.z }
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime) yaw = self:set_yaw( yaw, 0, dtime)
end
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2) or (node_break_radius * 2)
-- start timer when in reach and line of sight -- start timer when in reach and line of sight
if not self.v_start if not self.v_start and dist <= self.reach and target_line_of_sight then
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
self.v_start = true self.v_start = true
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
self:mob_sound("fuse", nil, false) self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight -- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset elseif self.allow_fuse_reset and self.v_start
and self.v_start and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
self.v_start = false self.v_start = false
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
@ -875,7 +907,7 @@ function mob_class:do_states_attack (dtime)
end end
-- walk right up to player unless the timer is active -- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
self:set_velocity(0) self:set_velocity(0)
else else
self:set_velocity(self.run_velocity) self:set_velocity(self.run_velocity)
@ -888,25 +920,20 @@ function mob_class:do_states_attack (dtime)
end end
if self.v_start then if self.v_start then
self.timer = self.timer + dtime self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then if self.blinktimer > 0.2 then
self.blinktimer = 0 self.blinktimer = 0
if self.blinkstatus then if self.blinkstatus then
self:remove_texture_mod("^[brighten") self:remove_texture_mod("^[brighten")
else else
self:add_texture_mod("^[brighten") self:add_texture_mod("^[brighten")
end end
self.blinkstatus = not self.blinkstatus self.blinkstatus = not self.blinkstatus
end end
if self.timer > self.explosion_timer then if self.timer > self.explosion_timer then
local pos = self.object:get_pos() local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then if mobs_griefing and not minetest.is_protected(pos, "") then
@ -1020,51 +1047,42 @@ function mob_class:do_states_attack (dtime)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
-- path finding by rnd -- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled if enable_pathfinding and self.pathfinding then
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime) self:smart_mobs(s, p, dist, dtime)
end end
if self:is_at_cliff_or_danger() then if self:is_at_cliff_or_danger() then
self:set_velocity( 0) self:set_velocity( 0)
self:set_animation( "stand") self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
else else
if self.path.stuck then if self.path.stuck then
self:set_velocity(self.walk_velocity) self:set_velocity(self.walk_velocity)
else else
self:set_velocity(self.run_velocity) self:set_velocity(self.run_velocity)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then
self:set_animation("run") self:set_animation("run")
else else
self:set_animation("walk") self:set_animation("walk")
end end
end end
else -- rnd: if inside reach range else -- rnd: if inside reach range
self.path.stuck = false self.path.stuck = false
self.path.stuck_timer = 0 self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore self.path.following = false -- not stuck anymore
self:set_velocity( 0) self:set_velocity( 0)
if not self.custom_attack then local attack_frequency = self.attack_frequency or 1
if self.timer > 1 then
if self.timer > attack_frequency then
self.timer = 0 self.timer = 0
if self.double_melee_attack if not self.custom_attack then
and math.random(1, 2) == 1 then if self.double_melee_attack and math.random(1, 2) == 1 then
self:set_animation("punch2") self:set_animation("punch2")
else else
self:set_animation("punch") self:set_animation("punch")
@ -1077,8 +1095,6 @@ function mob_class:do_states_attack (dtime)
s2.y = s2.y + .5 s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack") self:mob_sound("attack")
-- punch player (or what player is attached to) -- punch player (or what player is attached to)
@ -1090,14 +1106,13 @@ function mob_class:do_states_attack (dtime)
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = self.damage} damage_groups = {fleshy = self.damage}
}, nil) }, nil)
if self.dealt_effect then
mcl_mobs.effect_functions[self.dealt_effect.name](
self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end end
end end
else -- call custom attack every second else
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p) self.custom_attack(self, p)
end end
end end
@ -1123,7 +1138,7 @@ function mob_class:do_states_attack (dtime)
yaw = self:set_yaw( yaw, 0, dtime) yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0) local stay_away_from_player = vector.zero()
--strafe back and fourth --strafe back and fourth
@ -1140,7 +1155,13 @@ function mob_class:do_states_attack (dtime)
if math.random(40) == 1 then if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1 self.strafe_direction = self.strafe_direction*-1
end end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
else else
self:set_velocity( 0) self:set_velocity( 0)
end end
@ -1196,6 +1217,9 @@ function mob_class:do_states_attack (dtime)
end end
end end
end end
elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime)
else else
end end

View File

@ -1,22 +1,16 @@
local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs local math, tonumber, vector, minetest, mcl_mobs = math, tonumber, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
local active_particlespawners = {} local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128 local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end if player_transfer_distance == 0 then player_transfer_distance = math.huge end
local function validate_vector (vect)
if vect then
if tonumber(vect.x) and tonumber(vect.y) and tonumber(vect.z) then
return true
end
end
return false
end
-- custom particle effects -- custom particle effects
function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down) function mcl_mobs.effect(pos, amount, texture, min_size, max_size, radius, gravity, glow, go_down)
@ -136,6 +130,19 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
end end
end end
function mob_class:step_opinion_sound(dtime)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
end
function mob_class:add_texture_mod(mod) function mob_class:add_texture_mod(mod)
local full_mod = "" local full_mod = ""
local already_added = false local already_added = false
@ -254,7 +261,7 @@ function mob_class:set_animation(anim, fixed_frame)
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or "" self._current_animation = self._current_animation or ""
@ -293,7 +300,7 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz) return -math.atan2(-dir.y, xz)
end end
local function who_are_you_looking_at (self) local function who_are_you_looking_at (self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity) local stop_look_at_player_chance = math.random(833/self.curiosity)
@ -301,20 +308,26 @@ local function who_are_you_looking_at (self)
local stop_look_at_player = stop_look_at_player_chance == 1 local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack or self.following then if self.attack then
self._locked_object = self.attack or self.following if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then elseif self._locked_object then
if stop_look_at_player then if stop_look_at_player then
--minetest.log("Stop look: ".. self.name) --minetest.log("Stop look: ".. self.name)
self._locked_object = nil self._locked_object = nil
end end
elseif not self._locked_object then elseif not self._locked_object then
if math.random(1, 30) then if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
--minetest.log("Change look check: ".. self.name) --minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates. -- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing -- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 20/self.curiosity local chance = 150/self.curiosity
if chance < 1 then chance = 1 end if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance) local look_at_player_chance = math.random(chance)
@ -346,9 +359,9 @@ function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self) who_are_you_looking_at (self, dtime)
local final_rotation = vector.new(0,0,0) local final_rotation = vector.zero()
local oldp,oldr = self.object:get_bone_position(self.head_swivel) local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
@ -360,8 +373,11 @@ function mob_class:check_head_swivel(dtime)
_locked_object_eye_height = self._locked_object:get_properties().eye_height _locked_object_eye_height = self._locked_object:get_properties().eye_height
end end
if _locked_object_eye_height then if _locked_object_eye_height then
local self_rot = self.object:get_rotation() local self_rot = self.object:get_rotation()
if self.object:get_attach() then -- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation() self_rot = self.object:get_attach():get_rotation()
end end
@ -394,7 +410,7 @@ function mob_class:check_head_swivel(dtime)
--final_rotation = vector.new(0,0,0) --final_rotation = vector.new(0,0,0)
end end
mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horrizonatal_head_height), final_rotation) mcl_util.set_bone_position(self.object,self.head_swivel, vector.new(0,self.bone_eye_height,self.horizontal_head_height), final_rotation)
end end

View File

@ -147,13 +147,14 @@ function mcl_mobs.register_mob(name, def)
head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player head_eye_height = def.head_eye_height or def.bone_eye_height or 0, -- how hight aproximatly the mobs head is fromm the ground to tell the mob how high to look up at the player
curiosity = def.curiosity or 1, -- how often mob will look at player on idle curiosity = def.curiosity or 1, -- how often mob will look at player on idle
head_yaw = def.head_yaw or "y", -- axis to rotate head on head_yaw = def.head_yaw or "y", -- axis to rotate head on
horrizonatal_head_height = def.horrizonatal_head_height or 0, horizontal_head_height = def.horizontal_head_height or 0,
wears_armor = def.wears_armor, -- a number value used to index texture slot for armor wears_armor = def.wears_armor, -- a number value used to index texture slot for armor
stepheight = def.stepheight or 0.6, stepheight = def.stepheight or 0.6,
name = name, name = name,
description = def.description, description = def.description,
type = def.type, type = def.type,
attack_type = def.attack_type, attack_type = def.attack_type,
attack_frequency = def.attack_frequency,
fly = def.fly or false, fly = def.fly or false,
fly_in = def.fly_in or {"air", "__airlike"}, fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "", owner = def.owner or "",
@ -216,6 +217,7 @@ function mcl_mobs.register_mob(name, def)
replace_with = def.replace_with, replace_with = def.replace_with,
replace_offset = def.replace_offset or 0, replace_offset = def.replace_offset or 0,
on_replace = def.on_replace, on_replace = def.on_replace,
replace_delay = def.replace_delay or 0,
timer = 0, timer = 0,
env_damage_timer = 0, env_damage_timer = 0,
tamed = false, tamed = false,
@ -285,6 +287,7 @@ function mcl_mobs.register_mob(name, def)
spawn_in_group_min = def.spawn_in_group_min, spawn_in_group_min = def.spawn_in_group_min,
noyaw = def.noyaw or false, noyaw = def.noyaw or false,
particlespawners = def.particlespawners, particlespawners = def.particlespawners,
spawn_check = def.spawn_check,
-- End of MCL2 extensions -- End of MCL2 extensions
on_spawn = def.on_spawn, on_spawn = def.on_spawn,
on_blast = def.on_blast or function(self,damage) on_blast = def.on_blast or function(self,damage)
@ -295,6 +298,7 @@ function mcl_mobs.register_mob(name, def)
return false, true, {} return false, true, {}
end, end,
do_punch = def.do_punch, do_punch = def.do_punch,
deal_damage = def.deal_damage,
on_breed = def.on_breed, on_breed = def.on_breed,
on_grown = def.on_grown, on_grown = def.on_grown,
on_pick_up = def.on_pick_up, on_pick_up = def.on_pick_up,
@ -309,8 +313,15 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime) return self:mob_activate(staticdata, def, dtime)
end, end,
attack_state = def.attack_state,
harmed_by_heal = def.harmed_by_heal, harmed_by_heal = def.harmed_by_heal,
on_lightning_strike = def.on_lightning_strike is_boss = def.is_boss,
dealt_effect = def.dealt_effect,
on_lightning_strike = def.on_lightning_strike,
extra_hostile = def.extra_hostile,
attack_exception = def.attack_exception or function(p) return false end,
_spawner = def._spawner,
} }
minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta)) minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta))
@ -341,9 +352,10 @@ function mcl_mobs.register_arrow(name, def)
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0, timer = 0,
switch = 0, switch = 0,
_lifetime = def._lifetime or 150,
owner_id = def.owner_id, owner_id = def.owner_id,
rotate = def.rotate, rotate = def.rotate,
on_punch = function(self) on_punch = def.on_punch or function(self)
local vel = self.object:get_velocity() local vel = self.object:get_velocity()
self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1}) self.object:set_velocity({x=vel.x * -1, y=vel.y * -1, z=vel.z * -1})
end, end,
@ -360,7 +372,7 @@ function mcl_mobs.register_arrow(name, def)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if self.switch == 0 if self.switch == 0
or self.timer > 150 or self.timer > self._lifetime
or not within_limits(pos, 0) then or not within_limits(pos, 0) then
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
self.object:remove(); self.object:remove();
@ -556,7 +568,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH) nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end end
ent.nametag = nametag ent.nametag = nametag
update_tag(ent) ent:update_tag()
end end
-- if not in creative then take item -- if not in creative then take item

View File

@ -0,0 +1,11 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Fredelig tilstand aktiveret! Ingen monstre vil spawne.
This allows you to place a single mob.=Dette gør dig i stand til at placere et enkelt monster.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Placér det blot der hvor du ønsker, at monsteret skal komme. Dyr vil spawne tamme, medmindre du holder snige-knappen nede mens du placerer dem. Hvis du placerer denne på et monsterspawn, ændrer du hvilket monster det spawner.
You need the “maphack” privilege to change the mob spawner.=Du skal have "maphack" privilegier for at ændre monsterspawneren.
Name Tag=Navneskilt
A name tag is an item to name a mob.=Et navneskilt bruges til at navngive et monster.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Før du bruger navneskiltet, skal du vælge navnet ved en ambolt. Derefter kan du bruge navneskiltet til at navngive et monster. Dette opbruger navneskiltet.
Only peaceful mobs allowed!=Kun fredelige monstre er tilladt!
Give names to mobs=Giv navne til monstre
Set name at anvil=Vælg navn ved en ambolt.

View File

@ -9,3 +9,5 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées! Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées!
Give names to mobs=Donne des noms aux mobs Give names to mobs=Donne des noms aux mobs
Set name at anvil=Définir le nom sur l'enclume Set name at anvil=Définir le nom sur l'enclume
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Enlève les mobs spécifiés sauf ceux qui sont nommés et apprivoisés. Pour le deuxième paramètre, utiliser nametagged/tamed pour ne sélectionner que les mobs nommés/apprivoisés, ou une distance pour spécifier la distance maximale par rapport au joueur.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Usage par défaut. Enlève les mobs hostiles. Pour plus d'options saisir : /help clearmobs

View File

@ -1,11 +1,13 @@
# textdomain: mcl_mobs # textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут появляться. Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут спауниться.
This allows you to place a single mob.=Позволяет вам разместить одного моба. This allows you to place a single mob.=Позволяет вам заспаунить одного моба.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Просто поместите это туда, где хотите, чтобы появился моб. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если поместить это на спаунер, появляющийся из него моб будет изменён. Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Используйте предмет там, где вы хотите, чтобы заспаунился моб. Животные будут спауниться уже прирученные, если только вы не удерживаете клавишу [Красться] при размещении. Если использовать на спаунере мобов, изменится создаваемый им моб.
You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией “maphack”, чтобы изменить спаунер моба. You need the “maphack” privilege to change the mob spawner.=Вам нужна привилегия “maphack”, чтобы изменить спаунер мобов.
Name Tag=Именная бирка Name Tag=Бирка
A name tag is an item to name a mob.=Именная бирка это предмет, чтобы дать мобу имя. A name tag is an item to name a mob.=Бирка это предмет, дающий мобу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать именную бирку, нужно задать имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу. Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать бирку, нужно задать ей имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу.
Only peaceful mobs allowed!=Разрешены только мирные мобы! Only peaceful mobs allowed!=Разрешены только мирные мобы!
Give names to mobs=Даёт имена мобам Give names to mobs=Даёт имена мобам
Set name at anvil=Задайте имя при помощи наковальни Set name at anvil=Задайте имя на наковальне
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Удаляет указанных мобов кроме именованных и прирученных. Для второго параметра используйте nametagged/tamed, чтобы выбрать именованных/прирученных мобов или радиус указывающий максимальную дистанцию от игрока.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Параметры по умолчанию. Удаляем враждебных мобов. Для дополнительных опций введите: /help clearmobs

View File

@ -9,3 +9,5 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
Only peaceful mobs allowed!= Only peaceful mobs allowed!=
Give names to mobs= Give names to mobs=
Set name at anvil= Set name at anvil=
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=

View File

@ -2,4 +2,4 @@ name = mcl_mobs
author = PilzAdam author = PilzAdam
description = Adds a mob API for mods to add animals or monsters, etc. description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_particles depends = mcl_particles
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk

View File

@ -3,13 +3,13 @@ local mob_class = mcl_mobs.mob_class
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6 local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5 local FLOP_HOR_SPEED = 1.5
local CHECK_HERD_FREQUENCY = 4
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow" local node_snow = "mcl_core:snow"
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local atann = math.atan local atann = math.atan
@ -21,14 +21,19 @@ local function atan(x)
end end
end end
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
-- get node but use fallback for nil or unknown -- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback) local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos) local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then if node and minetest.registered_nodes[node.name] then
return node return node
end end
if fallback then
return minetest.registered_nodes[fallback] return minetest.registered_nodes[fallback]
else
return registered_fallback_node
end
end end
-- Returns true is node can deal damage to self -- Returns true is node can deal damage to self
@ -71,6 +76,67 @@ function mob_class:is_node_waterhazard(nodename)
return false return false
end end
local function raycast_line_of_sight (origin, target)
local raycast = minetest.raycast(origin, target, false, true)
local los_blocked = false
for hitpoint in raycast do
if hitpoint.type == "node" then
--TODO type object could block vision, for example chests
local node = minetest.get_node(minetest.get_pointed_thing_position(hitpoint))
if node.name ~= "air" then
local nodef = minetest.registered_nodes[node.name]
if nodef and nodef.walkable then
los_blocked = true
break
end
end
end
end
return not los_blocked
end
function mob_class:target_visible(origin)
if not origin then return end
if not self.attack then return end
local target_pos = self.attack:get_pos()
if not target_pos then return end
local origin_eye_pos = vector.offset(origin, 0, self.head_eye_height, 0)
--minetest.log("origin: " .. dump(origin))
--minetest.log("origin_eye_pos: " .. dump(origin_eye_pos))
local targ_head_height, targ_feet_height
if self.attack:is_player() then
local cbox = self.object:get_properties().collisionbox
targ_head_height = vector.offset(target_pos, 0, cbox[5], 0)
targ_feet_height = target_pos -- Cbox would put feet under ground which interferes with ray
else
targ_head_height = vector.offset(target_pos, 0, self.collisionbox[5], 0)
targ_feet_height = vector.offset(target_pos, 0, self.collisionbox[2], 0)
end
--minetest.log("start targ_head_height: " .. dump(targ_head_height))
if raycast_line_of_sight (origin_eye_pos, targ_head_height) then
return true
end
--minetest.log("Start targ_feet_height: " .. dump(targ_feet_height))
if raycast_line_of_sight (origin_eye_pos, targ_feet_height) then
return true
end
-- TODO mid way between feet and head
return false
end
-- check line of sight (BrunoMine) -- check line of sight (BrunoMine)
function mob_class:line_of_sight(pos1, pos2, stepsize) function mob_class:line_of_sight(pos1, pos2, stepsize)
@ -201,19 +267,21 @@ end
-- is mob facing a cliff or danger -- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger() function mob_class:is_at_cliff_or_danger()
if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection! if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false return false
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5) local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5) local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight( local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z}) vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
if free_fall then if free_fall then
return true return true
else else
@ -235,7 +303,15 @@ end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water -- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger() function mob_class:is_at_water_danger()
if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then if self.water_damage == 0 and self.breath_max == -1 then
--minetest.log("Do not need a water check for: " .. self.name)
return
end
local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
if in_water_danger then return false end -- If you're in trouble, do not stop
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
return false return false
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
@ -250,54 +326,57 @@ function mob_class:is_at_water_danger()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight( local los, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z}, vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z}) vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
if free_fall then
return true if not los then
else
local bnode = minetest.get_node(blocker) local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name) local waterdanger = self:is_node_waterhazard(bnode.name)
if
waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then if waterdanger and not in_water_danger then
return false
elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
return true return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end end
end end
return false return false
end end
function mob_class:env_danger_movement_checks(dtime) function mob_class:env_danger_movement_checks(player_in_active_range)
local yaw = 0 local yaw = 0
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then if not player_in_active_range then return end
if self.state == PATHFINDING
or self.state == "attack"
or self.state == "stand"
or self.state == "runaway" then
return
end
if self:is_at_water_danger() then
--minetest.log("At water danger for mob, stop?: " .. self.name)
if math.random(1, 10) <= 7 then
if self.state ~= "stand" then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
self:set_animation( "stand") self:set_animation( "stand")
end
yaw = yaw + math.random(-0.5, 0.5) yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8) yaw = self:set_yaw( yaw, 8)
end return
else
-- This code should probably be moved to movement code
if self.move_in_group ~= false then
self:check_herd(dtime)
end end
end end
if self:is_at_cliff_or_danger() then --[[if self:is_at_cliff_or_danger(can_jump_cliff) then
if self.state ~= "stand" then
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
self:set_animation( "stand") self:set_animation( "stand")
end
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
end end--]]
end end
-- jump if facing a solid node (not fences or gates) -- jump if facing a solid node (not fences or gates)
@ -337,9 +416,11 @@ function mob_class:do_jump()
jump_c_multiplier = v2/self.walk_velocity/2 jump_c_multiplier = v2/self.walk_velocity/2
end end
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
-- where is front -- where is front
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
-- what is in front of mob? -- what is in front of mob?
nod = node_ok({ nod = node_ok({
@ -368,7 +449,7 @@ function mob_class:do_jump()
end end
local ndef = minetest.registered_nodes[nod.name] local ndef = minetest.registered_nodes[nod.name]
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then if self.walk_chance == 0 or ndef and ndef.walkable or self._can_jump_cliff then
if minetest.get_item_group(nod.name, "fence") == 0 if minetest.get_item_group(nod.name, "fence") == 0
and minetest.get_item_group(nod.name, "fence_gate") == 0 and minetest.get_item_group(nod.name, "fence_gate") == 0
@ -378,7 +459,7 @@ function mob_class:do_jump()
v.y = self.jump_height + 0.1 * 3 v.y = self.jump_height + 0.1 * 3
if self:can_jump_cliff() then if self._can_jump_cliff then
v=vector.multiply(v, vector.new(2.8,1,2.8)) v=vector.multiply(v, vector.new(2.8,1,2.8))
end end
@ -462,6 +543,7 @@ end
-- find and replace what mob is looking for (grass, wheat etc.) -- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace_node(pos) function mob_class:replace_node(pos)
if not self.replace_rate if not self.replace_rate
or not self.replace_what or not self.replace_what
or self.child == true or self.child == true
@ -492,18 +574,21 @@ function mob_class:replace_node(pos)
local oldnode = {name = what, param2 = node.param2} local oldnode = {name = what, param2 = node.param2}
local newnode = {name = with, param2 = node.param2} local newnode = {name = with, param2 = node.param2}
local on_replace_return local on_replace_return = false
if self.on_replace then if self.on_replace then
on_replace_return = self.on_replace(self, pos, oldnode, newnode) on_replace_return = self.on_replace(self, pos, oldnode, newnode)
end end
if on_replace_return ~= false then if on_replace_return ~= false then
if mobs_griefing then if mobs_griefing then
minetest.after(self.replace_delay, function()
if self and self.object and self.object:get_velocity() and self.health > 0 then
minetest.set_node(pos, newnode) minetest.set_node(pos, newnode)
end end
end)
end
end end
end end
end end
@ -613,76 +698,52 @@ function mob_class:check_runaway_from()
end end
-- follow player if owner or holding item, if fish outta water then flop -- follow player if owner or holding item
function mob_class:follow_flop() function mob_class:check_follow()
-- find player to follow -- find player to follow
if (self.follow ~= "" if (self.follow ~= "" or self.order == "follow") and not self.following
or self.order == "follow")
and not self.following
and self.state ~= "attack" and self.state ~= "attack"
and self.order ~= "sit" and self.order ~= "sit"
and self.state ~= "runaway" then and self.state ~= "runaway" then
local s = self.object:get_pos() local s = self.object:get_pos()
local players = minetest.get_connected_players() local players = minetest.get_connected_players()
for n = 1, #players do for n = 1, #players do
if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then
if (self:object_in_range(players[n]))
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
self.following = players[n] self.following = players[n]
break break
end end
end end
end end
if self.type == "npc" if self.type == "npc" and self.order == "follow"
and self.order == "follow" and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then
and self.state ~= "attack"
and self.order ~= "sit"
and self.owner ~= "" then
-- npc stop following player if not owner if self.following and self.owner and self.owner ~= self.following:get_player_name() then
if self.following
and self.owner
and self.owner ~= self.following:get_player_name() then
self.following = nil self.following = nil
end end
else else
-- stop following player if not holding specific item, -- stop following player if not holding specific item,
-- mob is horny, fleeing or attacking -- mob is horny, fleeing or attacking
if self.following if self.following and self.following:is_player()
and self.following:is_player() and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then
and (self:follow_holding(self.following) == false or
self.horny or self.state == "runaway") then
self.following = nil self.following = nil
end end
end end
-- follow that thing -- follow that thing
if self.following then if self.following then
local s = self.object:get_pos() local s = self.object:get_pos()
local p local p
if self.following:is_player() then if self.following:is_player() then
p = self.following:get_pos() p = self.following:get_pos()
elseif self.following.object then elseif self.following.object then
p = self.following.object:get_pos() p = self.following.object:get_pos()
end end
if p then if p then
local dist = vector.distance(p, s) local dist = vector.distance(p, s)
-- dont follow if out of range
if (not self:object_in_range(self.following)) then if (not self:object_in_range(self.following)) then
self.following = nil self.following = nil
else else
@ -692,17 +753,12 @@ function mob_class:follow_flop()
} }
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end if p.x > s.x then yaw = yaw +math.pi end
self:set_yaw( yaw, 2.35) self:set_yaw( yaw, 2.35)
-- anyone but standing npc's can move along -- anyone but standing npc's can move along
if dist > 3 if dist > 3 and self.order ~= "stand" then
and self.order ~= "stand" then
self:set_velocity(self.follow_velocity) self:set_velocity(self.follow_velocity)
if self.walk_chance ~= 0 then if self.walk_chance ~= 0 then
self:set_animation( "run") self:set_animation( "run")
end end
@ -710,17 +766,18 @@ function mob_class:follow_flop()
self:set_velocity(0) self:set_velocity(0)
self:set_animation( "stand") self:set_animation( "stand")
end end
return return
end end
end end
end end
end
function mob_class:flop()
-- swimmers flop when out of their element, and swim again when back in -- swimmers flop when out of their element, and swim again when back in
if self.fly then if self.fly then
local s = self.object:get_pos() local s = self.object:get_pos()
if self:flight_check( s) == false then
if self:flight_check(s) == false then
self.state = "flop" self.state = "flop"
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0}) self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
@ -739,11 +796,10 @@ function mob_class:follow_flop()
end end
self:set_animation( "stand", true) self:set_animation( "stand", true)
return return
elseif self.state == "flop" then elseif self.state == "flop" then
self.state = "stand" self.state = "stand"
self.object:set_acceleration({x = 0, y = 0, z = 0}) self.object:set_acceleration(vector.zero())
self:set_velocity(0) self:set_velocity(0)
end end
end end
@ -770,9 +826,12 @@ end
local check_herd_timer = 0 local check_herd_timer = 0
function mob_class:check_herd(dtime) function mob_class:check_herd(dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos or self.state == "attack" then return end
-- Does any mob not move in group. Weird check for something not set?
if self.move_in_group == false then return end
check_herd_timer = check_herd_timer + dtime check_herd_timer = check_herd_timer + dtime
if check_herd_timer < 4 then return end if check_herd_timer < CHECK_HERD_FREQUENCY then return end
check_herd_timer = 0 check_herd_timer = 0
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
local l = o:get_luaentity() local l = o:get_luaentity()
@ -903,7 +962,7 @@ function mob_class:do_states_walk()
end end
end end
function mob_class:do_states_stand() function mob_class:do_states_stand(player_in_active_range)
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
if math.random(1, 4) == 1 then if math.random(1, 4) == 1 then
@ -947,6 +1006,7 @@ function mob_class:do_states_stand()
if self.order == "stand" or self.order == "sleep" or self.order == "work" then if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else else
if player_in_active_range then
if self.walk_chance ~= 0 if self.walk_chance ~= 0
and self.facing_fence ~= true and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance and math.random(1, 100) <= self.walk_chance
@ -958,6 +1018,7 @@ function mob_class:do_states_stand()
end end
end end
end end
end
function mob_class:do_states_runaway() function mob_class:do_states_runaway()
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0

View File

@ -1,5 +1,6 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local validate_vector = mcl_util.validate_vector
local ENTITY_CRAMMING_MAX = 24 local ENTITY_CRAMMING_MAX = 24
local CRAMMING_DAMAGE = 3 local CRAMMING_DAMAGE = 3
@ -184,7 +185,7 @@ function mob_class:collision()
end end
function mob_class:check_death_and_slow_mob() function mob_class:check_death_and_slow_mob()
local d = 0.85 local d = 0.7
local dying = self:check_dying() local dying = self:check_dying()
if dying then d = 0.92 end if dying then d = 0.92 end
@ -198,6 +199,8 @@ end
-- move mob in facing direction -- move mob in facing direction
function mob_class:set_velocity(v) function mob_class:set_velocity(v)
if not v then return end
local c_x, c_y = 0, 0 local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction -- can mob be pushed, if so calculate direction
@ -207,18 +210,15 @@ function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay -- halt mob if it has been ordered to stay
if self.order == "stand" or self.order == "sit" then if self.order == "stand" or self.order == "sit" then
self.acc=vector.new(0,0,0) self.acc = vector.zero()
return return
end end
local yaw = (self.object:get_yaw() or 0) + self.rotate local yaw = (self.object:get_yaw() or 0) + self.rotate
local vv = self.object:get_velocity() local vv = self.object:get_velocity()
if vv then
self.acc={ if vv and yaw then
x = ((math.sin(yaw) * -v) + c_x)*.27, self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
y = 0,
z = ((math.cos(yaw) * v) + c_y)*.27,
}
end end
end end
@ -328,9 +328,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
end end
if math.deg(yaw) > 360 then if math.deg(yaw) > 360 then
yaw=yaw%360 yaw=math.rad(math.deg(yaw)%360)
elseif math.deg(yaw) < 0 then elseif math.deg(yaw) < 0 then
yaw=((360*5)-yaw)%360 yaw=math.rad(((360*5)-math.deg(yaw))%360)
end end
--calculate the shortest way to turn to find our target --calculate the shortest way to turn to find our target
@ -354,9 +354,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
ddtime = dtime ddtime = dtime
end end
if math.abs(target_shortest_path_nums) > 5 then if math.abs(target_shortest_path_nums) > 10 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime))) self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if self.acc then if validate_vector(self.acc) then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime)) self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
end end
end end
@ -488,11 +488,23 @@ function mob_class:check_for_death(cause, cmi_cause)
self:item_drop(cooked, looting) self:item_drop(cooked, looting)
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then
mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max)) local pos = self.object:get_pos()
local xp_amount = math.random(self.xp_min, self.xp_max)
if not mcl_sculk.handle_death(pos, xp_amount) then
--minetest.log("Xp not thrown")
if minetest.is_creative_enabled("") ~= true then
mcl_experience.throw_xp(pos, xp_amount)
end
else
--minetest.log("xp thrown")
end end
end end
end end
end
-- execute custom death function -- execute custom death function
if self.on_die then if self.on_die then
@ -622,9 +634,17 @@ function mob_class:do_env_damage()
return true return true
end end
local sunlight = minetest.get_natural_light(pos, self.time_of_day) local node = minetest.get_node(pos)
if node then
if node.name ~= "ignore" then
-- put below code in this block if we can prove that unloaded maps are causing crash.
-- it should warn then error
else
--minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
local sunlight = mcl_util.get_natural_light(pos, self.time_of_day)
-- bright light harms mob
if self.light_damage ~= 0 and (sunlight or 0) > 12 then if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then if self:deal_light_damage(pos, self.light_damage) then
return true return true
@ -642,6 +662,8 @@ function mob_class:do_env_damage()
end end
end end
end
local y_level = self.collisionbox[2] local y_level = self.collisionbox[2]
if self.child then if self.child then
@ -654,13 +676,20 @@ function mob_class:do_env_damage()
self.standing_in = node_ok(pos, "air").name self.standing_in = node_ok(pos, "air").name
self.standing_on = node_ok(pos2, "air").name self.standing_on = node_ok(pos2, "air").name
local pos3 = vector.offset(pos, 0, 1, 0)
self.standing_under = node_ok(pos3, "air").name
-- don't fall when on ignore, just stand still -- don't fall when on ignore, just stand still
if self.standing_in == "ignore" then if self.standing_in == "ignore" then
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
-- wither rose effect
elseif self.standing_in == "mcl_flowers:wither_rose" then
mcl_potions.withering_func(self.object, 1, 2)
end end
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]
local nodef2 = minetest.registered_nodes[self.standing_on] local nodef2 = minetest.registered_nodes[self.standing_on]
local nodef3 = minetest.registered_nodes[self.standing_under]
-- rain -- rain
if self.rain_damage > 0 then if self.rain_damage > 0 then
@ -740,7 +769,7 @@ function mob_class:do_env_damage()
if minetest.get_item_group(self.standing_in, "water") == 0 then if minetest.get_item_group(self.standing_in, "water") == 0 then
drowning = true drowning = true
end end
elseif nodef.drowning > 0 then elseif nodef.drowning > 0 and nodef3.drowning > 0 then
drowning = true drowning = true
end end
@ -799,11 +828,19 @@ function mob_class:do_env_damage()
return self:check_for_death("unknown", {type = "unknown"}) return self:check_for_death("unknown", {type = "unknown"})
end end
function mob_class:env_damage (dtime, pos) function mob_class:step_damage (dtime, pos)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
-- environmental damage timer (every 1 second) -- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime self.env_damage_timer = self.env_damage_timer + dtime
if self.env_damage_timer > 1 then if self.env_damage_timer > 1 then
self.env_damage_timer = 0 self.env_damage_timer = 0
@ -882,47 +919,36 @@ function mob_class:falling(pos)
-- floating in water (or falling) -- floating in water (or falling)
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then if v then
local new_acceleration
if v.y > 0 then if v.y > 0 then
-- apply gravity when moving up -- apply gravity when moving up
self.object:set_acceleration({ new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
x = 0,
y = DEFAULT_FALL_SPEED,
z = 0
})
elseif v.y <= 0 and v.y > self.fall_speed then elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed -- fall downwards at set speed
self.object:set_acceleration({ new_acceleration = vector.new(0, self.fall_speed, 0)
x = 0,
y = self.fall_speed,
z = 0
})
else else
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0}) new_acceleration =vector.zero()
end end
self.object:set_acceleration(new_acceleration)
end end
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then local registered_node = minetest.registered_nodes[node_ok(pos).name]
if registered_node.groups.lava then
if acc and self.floats_on_lava == 1 then if acc and self.floats_on_lava == 1 then
self.object:set_acceleration({ self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end end
end end
-- in water then float up -- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then if registered_node.groups.water then
if acc and self.floats == 1 then if acc and self.floats == 1 and minetest.registered_nodes[node_ok(vector.offset(pos,0,self.collisionbox[5] -0.25,0)).name].groups.water then
self.object:set_acceleration({ self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end end
else else
-- fall damage onto solid ground -- fall damage onto solid ground
@ -995,10 +1021,10 @@ function mob_class:check_dying()
end end
end end
function mob_class:check_suspend() function mob_class:check_suspend(player_in_active_range)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if pos and not self:player_in_active_range() then if pos and not player_in_active_range then
local node_under = node_ok(vector.offset(pos,0,-1,0)).name local node_under = node_ok(vector.offset(pos,0,-1,0)).name
self:set_animation( "stand", true) self:set_animation( "stand", true)
@ -1006,11 +1032,8 @@ function mob_class:check_suspend()
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
if acc then if acc then
if acc.y > 0 or node_under ~= "air" then if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.new(0,0,0)) self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.new(0,0,0)) self.object:set_velocity(vector.zero())
end
if acc.y == 0 and node_under == "air" then
self:falling(pos)
end end
end end
return true return true

View File

@ -2,6 +2,13 @@
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local modern_lighting = minetest.settings:get_bool("mcl_mobs_modern_lighting", true)
local nether_threshold = tonumber(minetest.settings:get("mcl_mobs_nether_threshold")) or 11
local end_threshold = tonumber(minetest.settings:get("mcl_mobs_end_threshold")) or 0
local overworld_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_threshold")) or 0
local overworld_sky_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_sky_threshold")) or 7
local overworld_passive_threshold = tonumber(minetest.settings:get("mcl_mobs_overworld_passive_threshold")) or 7
local get_node = minetest.get_node local get_node = minetest.get_node
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local get_node_light = minetest.get_node_light local get_node_light = minetest.get_node_light
@ -27,8 +34,11 @@ local table_remove = table.remove
local pairs = pairs local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message) local function mcl_log (message, property)
if LOGGING_ON then if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true) mcl_util.mcl_log (message, "[Mobs spawn]", true)
end end
end end
@ -52,21 +62,25 @@ local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136 local aoc_range = 136
local MISSING_CAP_DEFAULT = 15 local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5 local MOBS_CAP_CLOSE = 10
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150 local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = { local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70, hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13, passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15, ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8, water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20,
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75, player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500, total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
} }
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35 local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15 local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20 local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
@ -340,15 +354,32 @@ local function count_mobs_all(categorise_by, pos)
end end
local function count_mobs_total_cap(mob_type) local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0 local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do for _,l in pairs(minetest.luaentities) do
if l.is_mob then if l.is_mob then
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then total = total + 1
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
num = num + 1 num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end end
end end
end end
return num mcl_log("Total mobs", total)
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
end end
local function output_mob_stats(mob_counts, total_mobs, chat_display) local function output_mob_stats(mob_counts, total_mobs, chat_display)
@ -542,7 +573,7 @@ function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
} }
end end
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn) function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, check_position)
-- Do mobs spawn at all? -- Do mobs spawn at all?
if not mobs_spawn then if not mobs_spawn then
@ -579,6 +610,7 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["min_height"] = min_height spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position
summary_chance = summary_chance + chance summary_chance = summary_chance + chance
end end
@ -653,14 +685,17 @@ end
local function spawn_check(pos, spawn_def) local function spawn_check(pos, spawn_def)
if not spawn_def then return end if not spawn_def or not pos then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1 dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
local mob_def = minetest.registered_entities[spawn_def.name] local mob_def = minetest.registered_entities[spawn_def.name]
local mob_type = mob_def.type local mob_type = mob_def.type
local gotten_node = get_node(pos).name local gotten_node = get_node(pos).name
local gotten_biome = minetest.get_biome_data(pos) local gotten_biome = minetest.get_biome_data(pos)
if not gotten_node or not gotten_biome then return end if not gotten_node or not gotten_biome then return end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0 local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
@ -676,25 +711,57 @@ local function spawn_check(pos, spawn_def)
local is_bedrock = gotten_node == "mcl_core:bedrock" local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0 local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
if pos and spawn_def if pos.y >= spawn_def.min_height
and pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, gotten_biome) and biome_check(spawn_def.biomes, gotten_biome) then
and (is_ground or spawn_def.type_of_spawning ~= "ground")
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf) and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or true)
and (not is_farm_animal(spawn_def.name) or is_grass) and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water) and (spawn_def.type_of_spawning ~= "water" or is_water)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) and not is_bedrock
and not is_bedrock then and has_room(mob_def,pos)
--only need to poll for node light if everything else worked and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
local gotten_light = get_node_light(pos) local gotten_light = get_node_light(pos)
if modern_lighting then
local my_node = get_node(pos)
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if mob_type == "monster" then
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
return true
end
else
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif gotten_light > overworld_passive_threshold then
return true
end
end
end
else
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
return true return true
end end
end end
end
end
return false return false
end end
@ -814,7 +881,7 @@ if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range -- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide) local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples -- Some mob examples
--type = "monster", spawn_class = "hostile", --type = "monster", spawn_class = "hostile",
@ -830,9 +897,18 @@ if mobs_spawn then
mob_total_wide = 0 mob_total_wide = 0
end end
local cap_space_wide = type_cap - mob_total_wide local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
if cap_space_wide < 1 then
cap_space_wide = 0 mcl_log("mob_type", mob_type)
mcl_log("cap_space_wide", cap_space_wide)
local cap_space_available = 0
if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else
mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
end end
local mob_total_close = mob_counts_close[mob_type] local mob_total_close = mob_counts_close[mob_type]
@ -841,12 +917,11 @@ if mobs_spawn then
mob_total_close = 0 mob_total_close = 0
end end
local cap_space_close = close_zone_cap - mob_total_close local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
if cap_space_close < 1 then cap_space_available = math.min(cap_space_available, cap_space_close)
cap_space_close = 0
end
--mcl_log("spawn_class: " .. spawn_class) mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available)
if false and mob_type == "water" then if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos)) mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
@ -856,7 +931,7 @@ if mobs_spawn then
mcl_log("cap_space_close: " .. cap_space_close) mcl_log("cap_space_close: " .. cap_space_close)
end end
return cap_space_wide, cap_space_close return cap_space_available
end end
local function find_spawning_position(pos, max_times) local function find_spawning_position(pos, max_times)
@ -867,7 +942,7 @@ if mobs_spawn then
local y_min, y_max = decypher_limits(pos.y) local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT) --mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0 local i = 0
repeat repeat
local goal_pos = get_next_mob_spawn_pos(pos) local goal_pos = get_next_mob_spawn_pos(pos)
@ -899,7 +974,7 @@ if mobs_spawn then
return spawning_position return spawning_position
end end
local function spawn_a_mob(pos) local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
--create a disconnected clone of the spawn dictionary, prevents memory leak --create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary) local mob_library_worker_table = table_copy(spawn_dictionary)
@ -937,22 +1012,18 @@ if mobs_spawn then
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name] local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class local mob_spawn_class = mob_def_ent.spawn_class
--mcl_log("mob_spawn_class: " .. mob_spawn_class) local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide) if cap_space_available > 0 then
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available") --mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat -- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though. -- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile") local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive)) --mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile)) --mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
@ -984,12 +1055,9 @@ if mobs_spawn then
if not group_min then group_min = 1 end if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min, spawn_in_group) local amount_to_spawn = math.random(group_min, spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn) mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide) amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
amount_to_spawn = cap_space_wide mcl_log("throttled spawning quantity: " .. amount_to_spawn)
end
if logging then if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1)) minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
@ -1004,7 +1072,7 @@ if mobs_spawn then
if spawned then if spawned then
--mcl_log("We have spawned") --mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos) mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN) local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then if new_spawning_position then
mcl_log("Setting new spawning position") mcl_log("Setting new spawning position")
@ -1014,10 +1082,10 @@ if mobs_spawn then
end end
end end
else else
mcl_log("Spawn check failed") --mcl_log("Spawn check failed")
end end
else else
mcl_log("Cap space full") --mcl_log("Cap space full")
end end
end end
@ -1037,7 +1105,13 @@ if mobs_spawn then
timer = 0 timer = 0
local players = get_connected_players() local players = get_connected_players()
local total_mobs = count_mobs_total_cap() local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.") minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return return
@ -1048,21 +1122,49 @@ if mobs_spawn then
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area -- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos) spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end end
end end
end) end)
end end
local function despawn_allowed(self)
local nametag = self.nametag and self.nametag ~= ""
local not_busy = self.state ~= "attack" and self.following == nil
if self.can_despawn == true then
if not nametag and not_busy and not self.tamed == true and not self.persistent == true then
return true
end
end
return false
end
function mob_class:despawn_allowed()
despawn_allowed(self)
end
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
function mob_class:check_despawn(pos, dtime) function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob -- Despawning: when lifetimer expires, remove mob
if remove_far if remove_far and despawn_allowed(self) then
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
if self.despawn_immediately or self.lifetimer <= 0 then if self.despawn_immediately or self.lifetimer <= 0 then
if logging then if logging then
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out") minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")

View File

@ -0,0 +1,2 @@
# textdomain:mcl_paintings
Painting=Maleri

View File

@ -0,0 +1,2 @@
# textdomain:mcl_paintings
Painting=Cuadro

View File

@ -1,2 +1,2 @@
# textdomain:mcl_paintings # textdomain:mcl_paintings
Painting=Рисование Painting=Картина

View File

@ -2,6 +2,9 @@ local dim = {"x", "z"}
local modpath = minetest.get_modpath(minetest.get_current_modname()) local modpath = minetest.get_modpath(minetest.get_current_modname())
local anti_troll = minetest.settings:get_bool("wither_anti_troll_measures", false)
local peaceful = minetest.settings:get_bool("only_peaceful_mobs", false)
local function load_schem(filename) local function load_schem(filename)
local file = io.open(modpath .. "/schems/" .. filename, "r") local file = io.open(modpath .. "/schems/" .. filename, "r")
local data = minetest.deserialize(file:read()) local data = minetest.deserialize(file:read())
@ -9,6 +12,14 @@ local function load_schem(filename)
return data return data
end end
local wboss_overworld = 0
local wboss_nether = 0
local wboss_end = 0
local LIM_OVERWORLD = tonumber(minetest.settings:get("wither_cap_overworld")) or 3
local LIM_NETHER = tonumber(minetest.settings:get("wither_cap_nether")) or 10
local LIM_END = tonumber(minetest.settings:get("wither_cap_end")) or 5
local wither_spawn_schems = {} local wither_spawn_schems = {}
for _, d in pairs(dim) do for _, d in pairs(dim) do
@ -16,8 +27,13 @@ for _, d in pairs(dim) do
end end
local function check_schem(pos, schem) local function check_schem(pos, schem)
local cn_name
for _, n in pairs(schem) do for _, n in pairs(schem) do
if minetest.get_node(vector.add(pos, n)).name ~= n.name then cn_name = minetest.get_node(vector.add(pos, n)).name
if string.find(cn_name, "mcl_heads:wither_skeleton") then
cn_name = "mcl_heads:wither_skeleton"
end
if cn_name ~= n.name then
return false return false
end end
end end
@ -30,14 +46,32 @@ local function remove_schem(pos, schem)
end end
end end
local function wither_spawn(pos) local function check_limit(pos)
local dim = mcl_worlds.pos_to_dimension(pos)
if dim == "overworld" and wboss_overworld >= LIM_OVERWORLD then return false
elseif dim == "end" and wboss_end >= LIM_END then return false
elseif wboss_nether >= LIM_NETHER then return false
else return true end
end
local function wither_spawn(pos, player)
if peaceful then return end
for _, d in pairs(dim) do for _, d in pairs(dim) do
for i = 0, 2 do for i = 0, 2 do
local p = vector.add(pos, {x = 0, y = -2, z = 0, [d] = -i}) local p = vector.add(pos, {x = 0, y = -2, z = 0, [d] = -i})
local schem = wither_spawn_schems[d] local schem = wither_spawn_schems[d]
if check_schem(p, schem) then if check_schem(p, schem) and (not anti_troll or check_limit(pos)) then
remove_schem(p, schem) remove_schem(p, schem)
minetest.add_entity(vector.add(p, {x = 0, y = 1, z = 0, [d] = 1}), "mobs_mc:wither") local wither = minetest.add_entity(vector.add(p, {x = 0, y = 1, z = 0, [d] = 1}), "mobs_mc:wither")
if not wither then return end
local wither_ent = wither:get_luaentity()
wither_ent._spawner = player:get_player_name()
local dim = mcl_worlds.pos_to_dimension(pos)
if dim == "overworld" then
wboss_overworld = wboss_overworld + 1
elseif dim == "end" then
wboss_end = wboss_end + 1
else wboss_nether = wboss_nether + 1 end
local objects = minetest.get_objects_inside_radius(pos, 20) local objects = minetest.get_objects_inside_radius(pos, 20)
for _, players in ipairs(objects) do for _, players in ipairs(objects) do
if players:is_player() then if players:is_player() then
@ -54,7 +88,19 @@ local old_on_place = wither_head.on_place
function wither_head.on_place(itemstack, placer, pointed) function wither_head.on_place(itemstack, placer, pointed)
local n = minetest.get_node(vector.offset(pointed.above,0,-1,0)) local n = minetest.get_node(vector.offset(pointed.above,0,-1,0))
if n and n.name == "mcl_nether:soul_sand" then if n and n.name == "mcl_nether:soul_sand" then
minetest.after(0, wither_spawn, pointed.above) minetest.after(0, wither_spawn, pointed.above, placer)
end end
return old_on_place(itemstack, placer, pointed) return old_on_place(itemstack, placer, pointed)
end end
if anti_troll then
-- pull wither counts per dimension
minetest.register_globalstep(function(dtime)
wboss_overworld = mobs_mc.wither_count_overworld
wboss_nether = mobs_mc.wither_count_nether
wboss_end = mobs_mc.wither_count_end
mobs_mc.wither_count_overworld = 0
mobs_mc.wither_count_nether = 0
mobs_mc.wither_count_end = 0
end)
end

View File

@ -191,9 +191,10 @@ Origin of those models:
* [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0) * [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0)
* `mcl_totems_totem.ogg` * `mcl_totems_totem.ogg`
* Source: <https://freesound.org/people/Spennnyyy/sounds/323502/> * Source: <https://freesound.org/people/Spennnyyy/sounds/323502/>
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) * [Baŝto](https://opengameart.org/users/ba%C5%9Dto) (remixer) and [kantouth](https://freesound.org/people/kantouth/) (original author)
* `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0) * `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0)
* Source: <https://opengameart.org/content/walking-skeleton> * Source: <https://opengameart.org/content/walking-skeleton>
* Based on: <https://freesound.org/people/kantouth/sounds/115113/>
* [spookymodem](https://freesound.org/people/spookymodem/) * [spookymodem](https://freesound.org/people/spookymodem/)
* `mobs_mc_skeleton_death.ogg` (CC0) * `mobs_mc_skeleton_death.ogg` (CC0)
* <https://freesound.org/people/spookymodem/sounds/202091/> * <https://freesound.org/people/spookymodem/sounds/202091/>
@ -307,4 +308,4 @@ Origin of those models:
Note: Many of these sounds have been more or less modified to fit the game. Note: Many of these sounds have been more or less modified to fit the game.
Sounds not mentioned hre are licensed under CC0. Sounds not mentioned here are licensed under CC0.

View File

@ -39,7 +39,7 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers
* Cave Spider * Cave Spider
* Enderman * Enderman
* Zombie Villager * Zombie Villager
* Zombie Pigman * Zombie Piglin
* Wither Skeleton * Wither Skeleton
* Magma Cube * Magma Cube
* Blaze * Blaze

View File

@ -2,7 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local axolotl = { local axolotl = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "axolotl",
can_despawn = true, can_despawn = true,
passive = false, passive = false,
hp_min = 14, hp_min = 14,
@ -13,7 +13,7 @@ local axolotl = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = -1, bone_eye_height = -1,
head_eye_height = -0.5, head_eye_height = -0.5,
horrizonatal_head_height = 0, horizontal_head_height = 0,
curiosity = 10, curiosity = 10,
head_yaw="z", head_yaw="z",
@ -78,7 +78,6 @@ local axolotl = {
attack_animals = true, attack_animals = true,
specific_attack = { specific_attack = {
"extra_mobs_cod", "extra_mobs_cod",
"mobs_mc:sheep",
"extra_mobs_glow_squid", "extra_mobs_glow_squid",
"extra_mobs_salmon", "extra_mobs_salmon",
"extra_mobs_tropical_fish", "extra_mobs_tropical_fish",

View File

@ -2,6 +2,18 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
local date = os.date("*t")
local maxlight
if (date.month == 10 and date.day >= 20) or (date.month == 11 and date.day <= 3) then
maxlight = 6
else
maxlight = 3
end
return artificial_light <= maxlight
end
mcl_mobs.register_mob("mobs_mc:bat", { mcl_mobs.register_mob("mobs_mc:bat", {
description = S("Bat"), description = S("Bat"),
type = "animal", type = "animal",
@ -50,6 +62,7 @@ mcl_mobs.register_mob("mobs_mc:bat", {
jump = false, jump = false,
fly = true, fly = true,
makes_footstep_sound = false, makes_footstep_sound = false,
spawn_check = spawn_check,
}) })

View File

@ -11,6 +11,9 @@ local mod_target = minetest.get_modpath("mcl_target")
--################### BLAZE --################### BLAZE
--################### --###################
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
return artificial_light <= 11
end
mcl_mobs.register_mob("mobs_mc:blaze", { mcl_mobs.register_mob("mobs_mc:blaze", {
description = S("Blaze"), description = S("Blaze"),
@ -137,6 +140,7 @@ mcl_mobs.register_mob("mobs_mc:blaze", {
}, },
}) })
end, end,
spawn_check = spawn_check,
}) })
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(

View File

@ -23,7 +23,7 @@ mcl_mobs.register_mob("mobs_mc:chicken", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 4, bone_eye_height = 4,
head_eye_height = 1.5, head_eye_height = 1.5,
horrizonatal_head_height = -.3, horizontal_head_height = -.3,
curiosity = 10, curiosity = 10,
head_yaw="z", head_yaw="z",
visual_size = {x=1,y=1}, visual_size = {x=1,y=1},

View File

@ -31,7 +31,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local cod = { local cod = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_ambient",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,

View File

@ -24,7 +24,7 @@ local cow_def = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 10, bone_eye_height = 10,
head_eye_height = 1.1, head_eye_height = 1.1,
horrizonatal_head_height=-1.8, horizontal_head_height=-1.8,
curiosity = 2, curiosity = 2,
head_yaw="z", head_yaw="z",
makes_footstep_sound = true, makes_footstep_sound = true,
@ -105,7 +105,7 @@ mooshroom_def.on_rightclick = function(self, clicker)
end end
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
-- Use shears to get mushrooms and turn mooshroom into cow -- Use shears to get mushrooms and turn mooshroom into cow
if item:get_name() == "mcl_tools:shears" then if minetest.get_item_group(item:get_name(), "shears") > 0 then
local pos = self.object:get_pos() local pos = self.object:get_pos()
minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true) minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true)

View File

@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
mcl_mobs.register_mob("mobs_mc:creeper", { mcl_mobs.register_mob("mobs_mc:creeper", {
description = S("Creeper"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
spawn_in_group = 1, spawn_in_group = 1,
@ -23,6 +24,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
mesh = "mobs_mc_creeper.b3d", mesh = "mobs_mc_creeper.b3d",
head_swivel = "Head_Control", head_swivel = "Head_Control",
bone_eye_height = 2.35, bone_eye_height = 2.35,
head_eye_height = 1.8;
curiosity = 2, curiosity = 2,
textures = { textures = {
{"mobs_mc_creeper.png", {"mobs_mc_creeper.png",
@ -39,7 +41,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
}, },
makes_footstep_sound = true, makes_footstep_sound = true,
walk_velocity = 1.05, walk_velocity = 1.05,
run_velocity = 2.1, run_velocity = 2.0,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" }, runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode", attack_type = "explode",
@ -48,7 +50,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
explosion_strength = 3, explosion_strength = 3,
explosion_radius = 3.5, explosion_radius = 3.5,
explosion_damage_radius = 3.5, explosion_damage_radius = 3.5,
explosiontimer_reset_radius = 6, explosiontimer_reset_radius = 3,
reach = 3, reach = 3,
explosion_timer = 1.5, explosion_timer = 1.5,
allow_fuse_reset = true, allow_fuse_reset = true,
@ -170,7 +172,7 @@ mcl_mobs.register_mob("mobs_mc:creeper_charged", {
explosion_strength = 6, explosion_strength = 6,
explosion_radius = 8, explosion_radius = 8,
explosion_damage_radius = 8, explosion_damage_radius = 8,
explosiontimer_reset_radius = 6, explosiontimer_reset_radius = 3,
reach = 3, reach = 3,
explosion_timer = 1.5, explosion_timer = 1.5,
allow_fuse_reset = true, allow_fuse_reset = true,

View File

@ -136,6 +136,7 @@ mcl_mobs.register_mob("mobs_mc:enderdragon", {
end end
end, end,
fire_resistant = true, fire_resistant = true,
is_boss = true,
}) })

View File

@ -24,6 +24,12 @@
-- added rain damage. -- added rain damage.
-- fixed the grass_with_dirt issue. -- fixed the grass_with_dirt issue.
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
minetest.register_entity("mobs_mc:ender_eyes", { minetest.register_entity("mobs_mc:ender_eyes", {
visual = "mesh", visual = "mesh",
mesh = "mobs_mc_spider.b3d", mesh = "mobs_mc_spider.b3d",
@ -60,13 +66,6 @@ end
local pr = PseudoRandom(os.time()*(-334)) local pr = PseudoRandom(os.time()*(-334))
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox -- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
-- and the textures have tranparent pixels. -- and the textures have tranparent pixels.
local block_texture_overrides local block_texture_overrides
@ -491,7 +490,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
local dug = minetest.get_node_or_nil(take_pos) local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then if dug and dug.name == "air" then
self._taken_node = node.name self._taken_node = node.name
self.can_despawn = false self.persistent = true
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation and texture accordingly (adds visibly carried block) -- Update animation and texture accordingly (adds visibly carried block)
local block_type local block_type
@ -542,7 +541,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
if success then if success then
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block) -- Update animation accordingly (removes visible block)
self.can_despawn = true self.persistent = false
self.animation = select_enderman_animation("normal") self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current) self:set_animation(self.animation.current)
if def.sounds and def.sounds.place then if def.sounds and def.sounds.place then

View File

@ -31,7 +31,7 @@ end
mcl_mobs.register_mob("mobs_mc:glow_squid", { mcl_mobs.register_mob("mobs_mc:glow_squid", {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_underground",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 10, hp_min = 10,

View File

@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
--################### --###################
local hoglin = { local hoglin = {
description = S("Hoglin"),
type = "monster", type = "monster",
passive = false, passive = false,
spawn_class = "hostile", spawn_class = "hostile",
@ -19,8 +20,9 @@ local hoglin = {
xp_max = 9, xp_max = 9,
armor = {fleshy = 90}, armor = {fleshy = 90},
attack_type = "dogfight", attack_type = "dogfight",
attack_frequency = 3;
damage = 4, damage = 4,
reach = 3, reach = 1.9,
collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6}, collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
visual = "mesh", visual = "mesh",
mesh = "extra_mobs_hoglin.b3d", mesh = "extra_mobs_hoglin.b3d",
@ -36,7 +38,7 @@ local hoglin = {
jump = true, jump = true,
makes_footstep_sound = true, makes_footstep_sound = true,
walk_velocity = 1, walk_velocity = 1,
run_velocity = 4, run_velocity = 2.8,
drops = { drops = {
{name = "mobs_mcitems:leather", {name = "mobs_mcitems:leather",
chance = 1, chance = 1,
@ -63,7 +65,7 @@ local hoglin = {
punch_end = 32, punch_end = 32,
}, },
fear_height = 4, fear_height = 4,
view_range = 32, view_range = 16,
floats = 0, floats = 0,
custom_attack = function(self) custom_attack = function(self)
if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then
@ -87,6 +89,7 @@ local hoglin = {
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin) mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
local zoglin = table.copy(hoglin) local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1 zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"} zoglin.textures = {"extra_mobs_zoglin.png"}
zoglin.do_custom = function() zoglin.do_custom = function()
@ -100,6 +103,7 @@ mcl_mobs.register_mob("mobs_mc:zoglin", zoglin)
-- Baby hoglin. -- Baby hoglin.
local baby_hoglin = table.copy(hoglin) local baby_hoglin = table.copy(hoglin)
baby_hoglin.description = S("Baby hoglin")
baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3} baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3}
baby_hoglin.xp_min = 20 baby_hoglin.xp_min = 20
baby_hoglin.xp_max = 20 baby_hoglin.xp_max = 20
@ -120,7 +124,6 @@ mcl_mobs:spawn_specific(
"nether", "nether",
"ground", "ground",
{ {
"Nether",
"CrimsonForest" "CrimsonForest"
}, },
0, 0,

View File

@ -139,7 +139,6 @@ dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt
dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/zombiepig.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/slime+magma_cube.lua") -- Wuzzy dofile(path .. "/slime+magma_cube.lua") -- Wuzzy
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture) dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)
dofile(path .. "/vex.lua") -- KrupnoPavel dofile(path .. "/vex.lua") -- KrupnoPavel
@ -153,7 +152,7 @@ dofile(path .. "/dolphin.lua")
dofile(path .. "/glow_squid.lua") dofile(path .. "/glow_squid.lua")
dofile(path .. "/piglin.lua") dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/hoglin+zoglin.lua") dofile(path .. "/hoglin+zoglin.lua")
dofile(path .. "/strider.lua") dofile(path .. "/strider.lua")

View File

@ -4,12 +4,14 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local allow_nav_hacks = minetest.settings:get_bool("mcl_mob_allow_nav_hacks ",false)
--################### --###################
--################### IRON GOLEM --################### IRON GOLEM
--################### --###################
local etime = 0 local walk_dist = 40
local tele_dist = 80
mcl_mobs.register_mob("mobs_mc:iron_golem", { mcl_mobs.register_mob("mobs_mc:iron_golem", {
description = S("Iron Golem"), description = S("Iron Golem"),
@ -85,11 +87,23 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
punch_start = 40, punch_end = 50, punch_start = 40, punch_end = 50,
}, },
jump = true, jump = true,
on_step = function(self,dtime) do_custom = function(self, dtime)
etime = etime + dtime self.home_timer = (self.home_timer or 0) + dtime
if etime > 10 then
if self._home and vector.distance(self._home,self.object:get_pos()) > 50 then if self.home_timer > 10 then
self:gopath(self._home) self.home_timer = 0
if self._home and self.state ~= "attack" then
local dist = vector.distance(self._home,self.object:get_pos())
if allow_nav_hacks and dist >= tele_dist then
self.object:set_pos(self._home)
self.state = "stand"
self.order = "follow"
elseif dist >= walk_dist then
self:gopath(self._home, function(self)
self.state = "stand"
self.order = "follow"
end)
end
end end
end end
end, end,

View File

@ -62,7 +62,7 @@ mcl_mobs.register_mob("mobs_mc:llama", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 11, bone_eye_height = 11,
head_eye_height = 3, head_eye_height = 3,
horrizonatal_head_height=0, horizontal_head_height=0,
curiosity = 60, curiosity = 60,
head_yaw = "z", head_yaw = "z",

View File

@ -48,7 +48,7 @@ Wither=Wither
Wolf=Wolf Wolf=Wolf
Husk=Wüstenzombie Husk=Wüstenzombie
Zombie=Zombie Zombie=Zombie
Zombie Pigman=Schweinezombie Zombie Piglin=Schweinezombie
Farmer=Bauer Farmer=Bauer
Fisherman=Fischer Fisherman=Fischer
Fletcher=Pfeilmacher Fletcher=Pfeilmacher

View File

@ -0,0 +1,70 @@
# textdomain: mobs_mc
Agent=Agent
Axolotl=Salamander
Bat=Flagermus
Blaze=Blaze
Chicken=Kylling
Cow=Ko
Mooshroom=Svamp
Creeper=Creeper
Ender Dragon=Enderdrage
Enderman=Enderman
Endermite=Endermide
Ghast=Ghast
Elder Guardian=Gammel beskytter
Guardian=Beskytter
Horse=Hest
Skeleton Horse=Skelethest
Zombie Horse=Zombiehest
Donkey=Æsel
Mule=Muldyr
Iron Golem=Jerngolem
Llama=Lama
Ocelot=Ozelot
Parrot=Papegøje
Pig=Gris
Polar Bear=Isbjørn
Rabbit=Kanin
Killer Bunny=Dræberkanin
Sheep=Får
Shulker=Shulker
Silverfish=Sølvfisk
Skeleton=Skelet
Stray=Omstrejfer
Wither Skeleton=Wither-skelet
Magma Cube=Magmakube
Slime=Slimklump
Snow Golem=Snegolem
Spider=Edderkop
Cave Spider=Huleedderkop
Squid=Blæksprutte
Vex=Vex
Evoker=Fremkalder
Illusioner=Illusionist
Villager=Landsbyboer
Vindicator=Hævner
Zombie Villager=Zombie landsbyboer
Witch=Heks
Wither=Wither
Wolf=Ulv
Husk=Udtørretskal
Zombie=Zombie
Zombie Pigman=Zombificeret piglin
Farmer=Landmand
Fisherman=Fisker
Fletcher=Pilemager
Shepherd=Fårehyrde
Librarian=Bibliotikar
Cartographer=Kartograf
Armorer=Rustningesmed
Leatherworker=Læderarbejder
Butcher=Slagter
Weapon Smith=Våbensmed
Tool Smith=Værktøjssmed
Cleric=Gejstlig
Nitwit=Tåbe
Cod=Torsk
Salmon=Laks
Dolphin=Delfin
Pillager=Plyndrer
Tropical fish=Tropisk fisk

View File

@ -54,5 +54,21 @@ Baby Husk=Bebé Zombi Momificado
Baby Zombie=Bebé Zombi Baby Zombie=Bebé Zombi
Husk=Zombi Momificado Husk=Zombi Momificado
Zombie=Zombi Zombie=Zombi
Baby Zombie Pigman=Bebé Hombrecerdo Zombi Baby Zombie Piglin=Bebé Hombrecerdo Zombi
Zombie Pigman=Hombrecerdo Zombi Zombie Piglin=Hombrecerdo Zombi
Cartographer=Cartógrafo
Armorer=Escudero
Leatherworker=Peletero
Butcher=Carnicero
Weapon Smith=Armero
Tool Smith=Herrero
Cleric=Clérigo
Nitwit=Holgazán
Cod=Bacalao
Salmon=Salmón
Dolphin=Delfín
Pillager=Saqueador
Tropical fish=Pez tropical
Hoglin=Hoglin
Strider=Lavagante
Glow Squid=Calamar luminoso

View File

@ -1,5 +1,6 @@
# textdomain: mobs_mc # textdomain: mobs_mc
Agent=Agent Agent=Agent
Axolotl=Axolotl
Bat=Chauve-souris Bat=Chauve-souris
Blaze=Blaze Blaze=Blaze
Chicken=Poulet Chicken=Poulet
@ -20,6 +21,7 @@ Mule=Mule
Iron Golem=Golem de fer Iron Golem=Golem de fer
Llama=Lama Llama=Lama
Ocelot=Ocelot Ocelot=Ocelot
Cat=Chat
Parrot=Perroquet Parrot=Perroquet
Pig=Cochon Pig=Cochon
Polar Bear=Ours blanc Polar Bear=Ours blanc
@ -47,8 +49,15 @@ Witch=Sorcière
Wither=Wither Wither=Wither
Wolf=Loup Wolf=Loup
Husk=Zombie Momifié Husk=Zombie Momifié
Baby Husk=Bébé Zombie Momifié
Zombie=Zombie Zombie=Zombie
Zombie Pigman=Zombie Cochon Baby Zombie=Bébé Zombie
Piglin=Piglin
Baby Piglin=Bébé Piglin
Zombie Piglin=Piglin Zombie
Baby Zombie Piglin=Bébé Piglin Zombie
Sword Piglin=Piglin avec une épée
Piglin Brute=Piglin Barbare
Farmer=Fermier Farmer=Fermier
Fisherman=Pêcheur Fisherman=Pêcheur
Fletcher=Archer Fletcher=Archer
@ -67,3 +76,8 @@ Salmon=Saumon
Dolphin=Dauphin Dolphin=Dauphin
Pillager=Pilleur Pillager=Pilleur
Tropical fish=Poisson tropical Tropical fish=Poisson tropical
Hoglin=Hoglin
Baby hoglin=Bébé Hoglin
Zoglin=Zoglin
Strider=Arpenteur
Glow Squid=Poulpe Brillant

View File

@ -49,7 +49,7 @@ Wither=ウィザー
Wolf=オオカミ Wolf=オオカミ
Husk=ハスク Husk=ハスク
Zombie=ゾンビ Zombie=ゾンビ
Zombie Pigman=ゾンビピッグマン Zombie Piglin=ゾンビピッグマン
Farmer=農民 Farmer=農民
Fisherman=漁師 Fisherman=漁師
Fletcher=矢師 Fletcher=矢師

View File

@ -1,25 +1,27 @@
# textdomain: mobs_mc # textdomain: mobs_mc
Agent=Агент Agent=Агент
Axolotl=Аксолотль
Bat=Летучая мышь Bat=Летучая мышь
Blaze=Ифрит Blaze=Ифрит
Chicken=Курица Chicken=Курица
Cow=Корова Cow=Корова
Mooshroom=Гриб Mooshroom=Грибная корова
Creeper=Крипер Creeper=Крипер
Ender Dragon=Дракон Предела Ender Dragon=Дракон Края
Enderman=Эндермен Enderman=Эндермен
Endermite=Эндермит Endermite=Эндермит
Ghast=Гаст Ghast=Гаст
Elder Guardian=Древний страж Elder Guardian=Древний страж
Guardian=Страж Guardian=Страж
Horse=Лошадь Horse=Лошадь
Skeleton Horse=Скелет лошади Skeleton Horse=Лошадь-скелет
Zombie Horse=Зомби-лошадь Zombie Horse=Лошадь-зомби
Donkey=Ослик Donkey=Ослик
Mule=Мул Mule=Мул
Iron Golem=Железный голем Iron Golem=Железный голем
Llama=Лама Llama=Лама
Ocelot=Оцелот Ocelot=Оцелот
Cat=Кошка
Parrot=Попугай Parrot=Попугай
Pig=Свинья Pig=Свинья
Polar Bear=Полярный медведь Polar Bear=Полярный медведь
@ -32,13 +34,13 @@ Skeleton=Скелет
Stray=Странник Stray=Странник
Wither Skeleton=Скелет-иссушитель Wither Skeleton=Скелет-иссушитель
Magma Cube=Лавовый куб Magma Cube=Лавовый куб
Slime=Слизняк Slime=Слизень
Snow Golem=Снежный голем Snow Golem=Снежный голем
Spider=Паук Spider=Паук
Cave Spider=Пещерный паук Cave Spider=Пещерный паук
Squid=Кальмар Squid=Спрут
Vex=Досаждатель Vex=Досаждатель
Evoker=Маг Evoker=Вызыватель
Illusioner=Иллюзор Illusioner=Иллюзор
Villager=Житель Villager=Житель
Vindicator=Поборник Vindicator=Поборник
@ -47,8 +49,15 @@ Witch=Ведьма
Wither=Иссушитель Wither=Иссушитель
Wolf=Волк Wolf=Волк
Husk=Кадавр Husk=Кадавр
Baby Husk=Кадавр-ребёнок
Zombie=Зомби Zombie=Зомби
Zombie Pigman=Зомби-свиночеловек Baby Zombie=Зомби-ребёнок
Piglin=Пиглин
Baby Piglin=Пиглин-ребёнок
Zombie Piglin=Зомби-пиглин
Baby Zombie Piglin=Зомби-пиглин-ребёнок
Sword Piglin=Пиглин-мечник
Piglin Brute=Жестокий пиглин
Farmer=Фермер Farmer=Фермер
Fisherman=Рыбак Fisherman=Рыбак
Fletcher=Лучник Fletcher=Лучник
@ -62,3 +71,13 @@ Weapon Smith=Оружейник
Tool Smith=Инструментальщик Tool Smith=Инструментальщик
Cleric=Церковник Cleric=Церковник
Nitwit=Нищий Nitwit=Нищий
Cod=Треска
Salmon=Лосось
Dolphin=Дельфин
Pillager=Разбойник
Tropical fish=Тропическая рыба
Hoglin=Хоглин
Baby hoglin=Детёныш хоглина
Zoglin=Зоглин
Strider=Страйдер
Glow Squid=Светящийся спрут

View File

@ -21,6 +21,7 @@ Mule=
Iron Golem= Iron Golem=
Llama= Llama=
Ocelot= Ocelot=
Cat=
Parrot= Parrot=
Pig= Pig=
Polar Bear= Polar Bear=
@ -48,8 +49,15 @@ Witch=
Wither= Wither=
Wolf= Wolf=
Husk= Husk=
Baby Husk=
Zombie= Zombie=
Zombie Pigman= Baby Zombie=
Piglin=
Baby Piglin=
Zombie Piglin=
Baby Zombie Piglin=
Sword Piglin=
Piglin Brute=
Farmer= Farmer=
Fisherman= Fisherman=
Fletcher= Fletcher=
@ -68,3 +76,8 @@ Salmon=
Dolphin= Dolphin=
Pillager= Pillager=
Tropical fish= Tropical fish=
Hoglin=
Baby hoglin=
Zoglin=
Strider=
Glow Squid=

View File

@ -2,4 +2,4 @@ name = mobs_mc
author = maikerumine author = maikerumine
description = Adds Minecraft-like monsters and animals. description = Adds Minecraft-like monsters and animals.
depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util depends = mcl_init, mcl_particles, mcl_mobs, mcl_wip, mcl_core, mcl_util
optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items optional_depends = default, mcl_tnt, mcl_bows, mcl_throwing, mcl_fishing, bones, mesecons_materials, doc_items, mcl_worlds

View File

@ -39,7 +39,7 @@ local ocelot = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 6.2, bone_eye_height = 6.2,
head_eye_height = 0.4, head_eye_height = 0.4,
horrizonatal_head_height=-0, horizontal_head_height=-0,
head_yaw="z", head_yaw="z",
curiosity = 4, curiosity = 4,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.69, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 0.69, 0.3},

View File

@ -137,7 +137,7 @@ mcl_mobs.register_mob("mobs_mc:parrot", {
xp_max = 3, xp_max = 3,
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 1.1, bone_eye_height = 1.1,
horrizonatal_head_height=0, horizontal_head_height=0,
curiosity = 10, curiosity = 10,
collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25}, collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.89, 0.25},
visual = "mesh", visual = "mesh",

View File

@ -22,7 +22,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 7.5, bone_eye_height = 7.5,
head_eye_height = 0.8, head_eye_height = 0.8,
horrizonatal_head_height=-1, horizontal_head_height=-1,
curiosity = 3, curiosity = 3,
head_yaw="z", head_yaw="z",
makes_footstep_sound = true, makes_footstep_sound = true,
@ -82,7 +82,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end end
-- if driver present allow control of horse -- if driver present allow control of horse
if self.driver then if self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
mcl_mobs.drive(self, "walk", "stand", false, dtime) mcl_mobs.drive(self, "walk", "stand", false, dtime)
@ -149,18 +149,14 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return return
end end
-- Mount or detach player -- Should make pig go faster when right clicked with carrot on a stick.
local name = clicker:get_player_name() -- FIXME: needs work on the going faster part.
if self.driver and clicker == self.driver then --[[if self.driver and clicker == self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
-- Detach if already attached if not self.v3 then
mcl_mobs.detach(clicker, {x=1, y=0, z=0}) self.v3 = 0
return self.max_speed_forward = 100
self.accel = 10
elseif not self.driver and self.saddle == "yes" and wielditem:get_name() == "mcl_mobitems:carrot_on_a_stick" then end
-- Ride pig if it has a saddle and player uses a carrot on a stick
mcl_mobs.attach(self, clicker)
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
local inv = self.driver:get_inventory() local inv = self.driver:get_inventory()
@ -177,6 +173,19 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end end
inv:set_stack("main",self.driver:get_wield_index(), wielditem) inv:set_stack("main",self.driver:get_wield_index(), wielditem)
end end
end]]
-- Mount or detach player
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then -- and self.driver:get_wielded_item():get_name() ~= "mcl_mobitems:carrot_on_a_stick" then -- Note: This is for when the ability to make the pig go faster is implemented
-- Detach if already attached
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
return
elseif not self.driver and self.saddle == "yes" then
-- Ride pig if it has a saddle
mcl_mobs.attach(self, clicker)
return return
-- Capture pig -- Capture pig
@ -195,6 +204,18 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return false return false
end end
end, end,
after_activate = function(self, staticdata, def, dtime)
if self.saddle == "yes" then -- Make saddle load upon rejoin
self.base_texture = {
"mobs_mc_pig.png", -- base
"mobs_mc_pig_saddle.png", -- saddle
}
self.object:set_properties({
textures = self.base_texture
})
end
end,
}) })
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(

View File

@ -25,7 +25,10 @@ function mobs_mc.player_wears_gold(player)
for i=1, 6 do for i=1, 6 do
local stack = player:get_inventory():get_stack("armor", i) local stack = player:get_inventory():get_stack("armor", i)
local item = stack:get_name() local item = stack:get_name()
if item == "mcl_armor:chestplate_gold" or item == "mcl_armor:leggings_gold" or item == "mcl_armor:helmet_gold" or item == "mcl_armor:boots_gold" then if string.find(item, "mcl_armor:chestplate_gold")
or string.find(item, "mcl_armor:leggings_gold")
or string.find(item, "mcl_armor:helmet_gold")
or string.find(item, "mcl_armor:boots_gold") then
return true return true
end end
end end
@ -35,9 +38,11 @@ end
--################### piglin --################### piglin
--################### --###################
local piglin = { local piglin = {
description = S("Piglin"),
type = "monster", type = "monster",
passive = false, passive = false,
spawn_class = "hostile", spawn_class = "hostile",
group_attack = {"mobs_mc:piglin", "mobs_mc:sword_piglin", "mobs_mc:piglin_brute"},
hp_min = 16, hp_min = 16,
hp_max = 16, hp_max = 16,
xp_min = 9, xp_min = 9,
@ -62,8 +67,8 @@ local piglin = {
}, },
jump = true, jump = true,
makes_footstep_sound = true, makes_footstep_sound = true,
walk_velocity = 4.317, walk_velocity = 1.4,
run_velocity = 5.6121, run_velocity = 2.8,
drops = { drops = {
{name = "mcl_bows:crossbow", {name = "mcl_bows:crossbow",
chance = 10, chance = 10,
@ -178,6 +183,7 @@ mcl_mobs.register_mob("mobs_mc:piglin", piglin)
local sword_piglin = table.copy(piglin) local sword_piglin = table.copy(piglin)
sword_piglin.description = S("Sword Piglin")
sword_piglin.mesh = "extra_mobs_sword_piglin.b3d" sword_piglin.mesh = "extra_mobs_sword_piglin.b3d"
sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"} sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"}
sword_piglin.on_spawn = function(self) sword_piglin.on_spawn = function(self)
@ -206,43 +212,132 @@ sword_piglin.animation = {
punch_start = 189, punch_start = 189,
punch_end = 198, punch_end = 198,
} }
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin) mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
local zombified_piglin = table.copy(piglin)
zombified_piglin.fire_resistant = 1 -- Zombified Piglin --
zombified_piglin.do_custom = function()
return
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
return artificial_light <= 11
end end
zombified_piglin.on_spawn = function()
return local zombified_piglin = {
end description = S("Zombie Piglin"),
zombified_piglin.on_rightclick = function() -- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
return type = "animal",
end passive = false,
zombified_piglin.lava_damage = 0 spawn_class = "passive",
zombified_piglin.fire_damage = 0 hp_min = 20,
zombified_piglin.attack_animals = true hp_max = 20,
zombified_piglin.mesh = "extra_mobs_sword_piglin.b3d" xp_min = 6,
zombified_piglin.textures = {"extra_mobs_zombified_piglin.png", "default_tool_goldsword.png", "extra_mobs_trans.png"} xp_max = 6,
zombified_piglin.attack_type = "dogfight" armor = {undead = 90, fleshy = 90},
zombified_piglin.animation = { attack_type = "dogfight",
stand_speed = 30, group_attack = {"mobs_mc:zombified_piglin", "mobs_mc:baby_zombified_piglin"},
walk_speed = 30, damage = 9,
punch_speed = 45, reach = 2,
run_speed = 30, head_swivel = "head.control",
stand_start = 0, bone_eye_height = 2.4,
stand_end = 79, head_eye_height = 1.4,
walk_start = 168, curiosity = 15,
walk_end = 187, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same
run_start = 440, visual = "mesh",
run_end = 459, mesh = "mobs_mc_zombie_pigman.b3d",
punch_start = 189, textures = { {
punch_end = 198, "blank.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
} },
visual_size = {x=3, y=3},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry",
death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt",
distance = 16,
},
jump = true,
makes_footstep_sound = true,
spawn_check = spawn_check,
walk_velocity = .8,
run_velocity = 2.6,
pathfinding = 1,
drops = {
{name = "mcl_mobitems:rotten_flesh",
chance = 1,
min = 1,
max = 1,
looting = "common"},
{name = "mcl_core:gold_nugget",
chance = 1,
min = 0,
max = 1,
looting = "common"},
{name = "mcl_core:gold_ingot",
chance = 40, -- 2.5%
min = 1,
max = 1,
looting = "rare"},
{name = "mcl_tools:sword_gold",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare"},
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
stand_start = 40,
stand_end = 80,
walk_start = 0,
walk_end = 40,
run_start = 0,
run_end = 40,
punch_start = 90,
punch_end = 130,
},
lava_damage = 0,
fire_damage = 0,
fear_height = 4,
view_range = 16,
harmed_by_heal = true,
fire_damage_resistant = true,
} }
mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin) mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin)
local baby_zombified_piglin = table.copy(zombified_piglin)
baby_zombified_piglin.description = S("Baby Zombie Piglin")
baby_zombified_piglin.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_zombified_piglin.xp_min = 13
baby_zombified_piglin.xp_max = 13
baby_zombified_piglin.textures = {
{
"mobs_mc_zombie_pigman.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
}
}
baby_zombified_piglin.walk_velocity = 1.2
baby_zombified_piglin.run_velocity = 2.4
baby_zombified_piglin.light_damage = 0
baby_zombified_piglin.child = 1
mcl_mobs.register_mob("mobs_mc:baby_zombified_piglin", baby_zombified_piglin)
-- Compatibility code. These were removed, and now are called zombie piglins. They don't spawn.
-- This is only to catch old cases. Maybe could be an alias?
mcl_mobs.register_mob("mobs_mc:pigman", zombified_piglin)
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_zombified_piglin)
-- Piglin Brute --
local piglin_brute = table.copy(piglin) local piglin_brute = table.copy(piglin)
piglin_brute.description = S("Piglin Brute")
piglin_brute.xp_min = 20 piglin_brute.xp_min = 20
piglin_brute.xp_max = 20 piglin_brute.xp_max = 20
piglin_brute.hp_min = 50 piglin_brute.hp_min = 50
@ -279,11 +374,17 @@ piglin_brute.animation = {
punch_end = 198, punch_end = 198,
} }
piglin_brute.can_despawn = false piglin_brute.can_despawn = false
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
piglin_brute.drops = {
{name = "mcl_tools:axe_gold",
chance = 8.5,
min = 1,
max = 1,},
}
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute) mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
-- Regular spawning in the Nether -- Regular spawning in the Nether
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:piglin", "mobs_mc:piglin",
@ -300,7 +401,7 @@ minetest.LIGHT_MAX+1,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:sword_piglin", "mobs_mc:sword_piglin",
"nether", "nether",
@ -316,7 +417,45 @@ minetest.LIGHT_MAX+1,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
-- spawn eggs
mcl_mobs:spawn_specific(
"mobs_mc:zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Baby zombie is 20 times less likely than regular zombies
mcl_mobs:spawn_specific(
"mobs_mc:baby_zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
100000,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:zombified_piglin","overworld",0,minetest.LIGHT_MAX+1)
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0) mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0)
mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0) mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7) mcl_mobs.register_egg("mobs_mc:zombified_piglin", S("Zombie Piglin"), "#ea9393", "#4c7129", 0)

View File

@ -27,7 +27,7 @@ mcl_mobs.register_mob("mobs_mc:polar_bear", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 2.6, bone_eye_height = 2.6,
head_eye_height = 1, head_eye_height = 1,
horrizonatal_head_height = 0, horizontal_head_height = 0,
curiosity = 20, curiosity = 20,
head_yaw="z", head_yaw="z",
visual_size = {x=3.0, y=3.0}, visual_size = {x=3.0, y=3.0},

View File

@ -18,7 +18,7 @@ local rabbit = {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 2, bone_eye_height = 2,
head_eye_height = 0.5, head_eye_height = 0.5,
horrizonatal_head_height = -.3, horizontal_head_height = -.3,
curiosity = 20, curiosity = 20,
head_yaw="z", head_yaw="z",
visual = "mesh", visual = "mesh",

View File

@ -11,7 +11,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local salmon = { local salmon = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_ambient",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,

View File

@ -6,6 +6,8 @@ local S = minetest.get_translator("mobs_mc")
--################### SHEEP --################### SHEEP
--################### --###################
local WOOL_REPLACE_RATE = 80
local colors = { local colors = {
-- group = { wool, textures } -- group = { wool, textures }
unicolor_white = { "mcl_wool:white", "#FFFFFF00" }, unicolor_white = { "mcl_wool:white", "#FFFFFF00" },
@ -65,7 +67,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
head_swivel = "head.control", head_swivel = "head.control",
bone_eye_height = 3.3, bone_eye_height = 3.3,
head_eye_height = 1.1, head_eye_height = 1.1,
horrizonatal_head_height=-.7, horizontal_head_height=-.7,
curiosity = 6, curiosity = 6,
head_yaw="z", head_yaw="z",
visual = "mesh", visual = "mesh",
@ -101,17 +103,20 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
stand_start = 0, stand_end = 0, stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 30, walk_start = 0, walk_end = 40, walk_speed = 30,
run_start = 0, run_end = 40, run_speed = 40, run_start = 0, run_end = 40, run_speed = 40,
eat_start = 40, eat_end = 80, eat_loop = false,
}, },
child_animations = { child_animations = {
stand_start = 81, stand_end = 81, stand_start = 81, stand_end = 81,
walk_start = 81, walk_end = 121, walk_speed = 45, walk_start = 81, walk_end = 121, walk_speed = 45,
run_start = 81, run_end = 121, run_speed = 60, run_start = 81, run_end = 121, run_speed = 60,
eat_start = 121, eat_start = 161, eat_loop = false,
}, },
follow = { "mcl_farming:wheat_item" }, follow = { "mcl_farming:wheat_item" },
view_range = 12, view_range = 12,
-- Eat grass -- Eat grass
replace_rate = 20, replace_rate = WOOL_REPLACE_RATE,
replace_delay = 1.3,
replace_what = { replace_what = {
{ "mcl_core:dirt_with_grass", "mcl_core:dirt", -1 }, { "mcl_core:dirt_with_grass", "mcl_core:dirt", -1 },
{ "mcl_flowers:tallgrass", "air", 0 }, { "mcl_flowers:tallgrass", "air", 0 },
@ -121,9 +126,8 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
if not self.color or not colors[self.color] then if not self.color or not colors[self.color] then
self.color = "unicolor_white" self.color = "unicolor_white"
end end
self.gotten = false
self.base_texture = sheep_texture(self.color) self.base_texture = sheep_texture(self.color)
self.object:set_properties({ textures = self.base_texture })
self.drops = { self.drops = {
{name = "mcl_mobitems:mutton", {name = "mcl_mobitems:mutton",
chance = 1, chance = 1,
@ -134,6 +138,27 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
min = 1, min = 1,
max = 1,}, max = 1,},
} }
self.state = "eat"
self:set_animation("eat")
self:set_velocity(0)
minetest.after(self.replace_delay, function()
if self and self.object and self.object:get_velocity() and self.health > 0 then
self.object:set_velocity(vector.zero())
self.gotten = false
self.object:set_properties({ textures = self.base_texture })
end
end)
minetest.after(2.5, function()
if self and self.object and self.state == 'eat' and self.health > 0 then
self.state = "walk"
end
end)
end, end,
-- Set random color on spawn -- Set random color on spawn
@ -209,7 +234,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
if self:feed_tame(clicker, 1, true, false) then return end if self:feed_tame(clicker, 1, true, false) then return end
if mcl_mobs:protect(self, clicker) then return end if mcl_mobs:protect(self, clicker) then return end
if item:get_name() == "mcl_tools:shears" and not self.gotten and not self.child then if minetest.get_item_group(item:get_name(), "shears") > 0 and not self.gotten and not self.child then
self.gotten = true self.gotten = true
local pos = self.object:get_pos() local pos = self.object:get_pos()
minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true) minetest.sound_play("mcl_tools_shears_cut", {pos = pos}, true)
@ -226,12 +251,6 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
item:add_wear(mobs_mc.shears_wear) item:add_wear(mobs_mc.shears_wear)
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item) clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end end
self.drops = {
{name = "mcl_mobitems:mutton",
chance = 1,
min = 1,
max = 2,},
}
return return
end end
-- Dye sheep -- Dye sheep

View File

@ -4,6 +4,10 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local function spawn_check(pos, environmental_light, artificial_light, sky_light)
return artificial_light <= 11
end
mcl_mobs.register_mob("mobs_mc:silverfish", { mcl_mobs.register_mob("mobs_mc:silverfish", {
description = S("Silverfish"), description = S("Silverfish"),
type = "monster", type = "monster",
@ -53,6 +57,7 @@ mcl_mobs.register_mob("mobs_mc:silverfish", {
view_range = 16, view_range = 16,
attack_type = "dogfight", attack_type = "dogfight",
damage = 1, damage = 1,
spawn_check = spawn_check,
}) })
mcl_mobs.register_egg("mobs_mc:silverfish", S("Silverfish"), "#6d6d6d", "#313131", 0) mcl_mobs.register_egg("mobs_mc:silverfish", S("Silverfish"), "#6d6d6d", "#313131", 0)

View File

@ -45,7 +45,7 @@ local skeleton = {
} }
}, },
walk_velocity = 1.2, walk_velocity = 1.2,
run_velocity = 2.4, run_velocity = 2.0,
damage = 2, damage = 2,
reach = 2, reach = 2,
drops = { drops = {
@ -91,7 +91,7 @@ local skeleton = {
}, },
on_spawn = function(self) on_spawn = function(self)
if math.random(100) == 1 then if math.random(100) == 1 then
self:jock_to("mobs_mc:spider", vector.new(0,0,0), vector.new(0,0,0)) self:jock_to("mobs_mc:spider", vector.zero(), vector.zero())
end end
return true return true
end, end,
@ -105,8 +105,7 @@ local skeleton = {
if self.attack then if self.attack then
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos()))) self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
end end
-- 2-4 damage per arrow local dmg = math.random(2, 4)
local dmg = math.max(4, math.random(2, 8))
mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end end
end, end,

View File

@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
distance = 16, distance = 16,
}, },
walk_velocity = 1.2, walk_velocity = 1.2,
run_velocity = 2.4, run_velocity = 2.0,
damage = 7, damage = 7,
reach = 2, reach = 2,
drops = { drops = {
@ -96,6 +96,11 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
fear_height = 4, fear_height = 4,
harmed_by_heal = true, harmed_by_heal = true,
fire_resistant = true, fire_resistant = true,
dealt_effect = {
name = "withering",
factor = 1,
dur = 10,
},
}) })
--spawn --spawn

View File

@ -1,10 +1,111 @@
--License for code WTFPL and otherwise stated in readmes --License for code WTFPL and otherwise stated in readmes
-- FIXME: Slimes should spawn only in "slime chunks" which make up only
-- 10% of the map.
--
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
local MAPBLOCK_SIZE = 16
local seed = minetest.get_mapgen_setting("seed")
local slime_chunk_match
local x_modifier
local z_modifier
local function split_by_char (inputstr, sep, limit)
if sep == nil then
sep = "%d"
end
local t = {}
local i = 0
for str in string.gmatch(inputstr, "(["..sep.."])") do
i = i --+ 1
table.insert(t, tonumber(str))
if limit and i >= limit then
break
end
end
return t
end
--Seed: "16002933932875202103" == random seed
--Seed: "1807191622654296300" == cheese
--Seed: "1" = 1
local function process_seed (seed)
--minetest.log("seed: " .. seed)
local split_chars = split_by_char(tostring(seed), nil, 10)
slime_chunk_match = split_chars[1]
x_modifier = split_chars[2]
z_modifier = split_chars[3]
--minetest.log("x_modifier: " .. tostring(x_modifier))
--minetest.log("z_modifier: " .. tostring(z_modifier))
--minetest.log("slime_chunk_match: " .. tostring(slime_chunk_match))
end
local processed = process_seed (seed)
local function convert_to_chunk_value (co_ord, modifier)
local converted = math.floor(math.abs(co_ord) / MAPBLOCK_SIZE)
if modifier then
converted = (converted + modifier)
end
converted = converted % 10
--minetest.log("co_ord: " .. co_ord)
--minetest.log("converted: " .. converted)
return converted
end
assert(convert_to_chunk_value(-16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(31) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(32) == 2, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1600) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0,9) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16,5) == 6, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599,4) == 3, "Incorrect convert_to_chunk_value result")
local function calculate_chunk_value (pos, x_mod, z_mod)
local chunk_val = math.abs(convert_to_chunk_value(pos.x, x_mod) - convert_to_chunk_value(pos.z, z_mod)) % 10
return chunk_val
end
assert(calculate_chunk_value(vector.new(0,0,0)) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 1, 1) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 2, 1) == 1, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(64,0,16)) == (4-1), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(16,0,64)) == (3), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(-160,0,-160)) == 0, "calculate_chunk_value failed")
local function is_slime_chunk(pos)
if not pos then return end
local chunk_val = calculate_chunk_value (pos, x_modifier, z_modifier)
local slime_chunk = chunk_val == slime_chunk_match
--minetest.log("x: " ..pos.x .. ", z:" .. pos.z)
--minetest.log("seed slime_chunk_match: " .. tostring(slime_chunk_match))
--minetest.log("chunk_val: " .. tostring(chunk_val))
--minetest.log("Is slime chunk: " .. tostring(slime_chunk))
return slime_chunk
end
local check_position = function (pos)
return is_slime_chunk(pos)
end
-- Returns a function that spawns children in a circle around pos. -- Returns a function that spawns children in a circle around pos.
-- To be used as on_die callback. -- To be used as on_die callback.
-- self: mob reference -- self: mob reference
@ -60,6 +161,18 @@ local spawn_children_on_die = function(child_mob, spawn_distance, eject_speed)
end end
end end
local swamp_light_max = 7
local function slime_spawn_check(pos, environmental_light, artificial_light, sky_light)
local maxlight = swamp_light_max
if is_slime_chunk(pos) then
maxlight = minetest.LIGHT_MAX + 1
end
return artificial_light <= maxlight
end
-- Slime -- Slime
local slime_big = { local slime_big = {
description = S("Slime"), description = S("Slime"),
@ -104,14 +217,15 @@ local slime_big = {
attack_type = "dogfight", attack_type = "dogfight",
passive = false, passive = false,
jump = true, jump = true,
walk_velocity = 2.5, walk_velocity = 1.9,
run_velocity = 2.5, run_velocity = 1.9,
walk_chance = 0, walk_chance = 0,
jump_height = 5.2, jump_height = 5.2,
fear_height = 0, fear_height = 0,
spawn_small_alternative = "mobs_mc:slime_small", spawn_small_alternative = "mobs_mc:slime_small",
on_die = spawn_children_on_die("mobs_mc:slime_small", 1.0, 1.5), on_die = spawn_children_on_die("mobs_mc:slime_small", 1.0, 1.5),
use_texture_alpha = true, use_texture_alpha = true,
spawn_check = slime_spawn_check,
} }
mcl_mobs.register_mob("mobs_mc:slime_big", slime_big) mcl_mobs.register_mob("mobs_mc:slime_big", slime_big)
@ -125,8 +239,8 @@ slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
slime_small.visual_size = {x=6.25, y=6.25} slime_small.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3 slime_small.damage = 3
slime_small.reach = 2.75 slime_small.reach = 2.75
slime_small.walk_velocity = 1.3 slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.3 slime_small.run_velocity = 1.8
slime_small.jump_height = 4.3 slime_small.jump_height = 4.3
slime_small.spawn_small_alternative = "mobs_mc:slime_tiny" slime_small.spawn_small_alternative = "mobs_mc:slime_tiny"
slime_small.on_die = spawn_children_on_die("mobs_mc:slime_tiny", 0.6, 1.0) slime_small.on_die = spawn_children_on_die("mobs_mc:slime_tiny", 0.6, 1.0)
@ -149,8 +263,8 @@ slime_tiny.drops = {
min = 0, min = 0,
max = 2,}, max = 2,},
} }
slime_tiny.walk_velocity = 0.7 slime_tiny.walk_velocity = 1.7
slime_tiny.run_velocity = 0.7 slime_tiny.run_velocity = 1.7
slime_tiny.jump_height = 3 slime_tiny.jump_height = 3
slime_tiny.spawn_small_alternative = nil slime_tiny.spawn_small_alternative = nil
slime_tiny.on_die = nil slime_tiny.on_die = nil
@ -168,7 +282,6 @@ local cave_biomes = {
"RoofedForest_underground", "RoofedForest_underground",
"Jungle_underground", "Jungle_underground",
"Swampland_underground", "Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground", "BirchForest_underground",
"Plains_underground", "Plains_underground",
"MesaPlateauF_underground", "MesaPlateauF_underground",
@ -197,7 +310,6 @@ local cave_min = mcl_vars.mg_overworld_min
local cave_max = water_level - 23 local cave_max = water_level - 23
local swampy_biomes = {"Swampland", "MangroveSwamp"} local swampy_biomes = {"Swampland", "MangroveSwamp"}
local swamp_light_max = 7
local swamp_min = water_level local swamp_min = water_level
local swamp_max = water_level + 27 local swamp_max = water_level + 27
@ -212,7 +324,8 @@ minetest.LIGHT_MAX+1,
12000, 12000,
4, 4,
cave_min, cave_min,
cave_max) cave_max,
nil, nil, check_position)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:slime_tiny", "mobs_mc:slime_tiny",
@ -238,7 +351,8 @@ minetest.LIGHT_MAX+1,
8500, 8500,
4, 4,
cave_min, cave_min,
cave_max) cave_max,
nil, nil, check_position)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:slime_small", "mobs_mc:slime_small",
@ -264,7 +378,8 @@ minetest.LIGHT_MAX+1,
10000, 10000,
4, 4,
cave_min, cave_min,
cave_max) cave_max,
nil, nil, check_position)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:slime_big", "mobs_mc:slime_big",
@ -278,6 +393,7 @@ swamp_light_max,
4, 4,
swamp_min, swamp_min,
swamp_max) swamp_max)
-- Magma cube -- Magma cube
local magma_cube_big = { local magma_cube_big = {
description = S("Magma Cube"), description = S("Magma Cube"),
@ -299,8 +415,8 @@ local magma_cube_big = {
attack = "mobs_mc_magma_cube_attack", attack = "mobs_mc_magma_cube_attack",
distance = 16, distance = 16,
}, },
walk_velocity = 4, walk_velocity = 2.5,
run_velocity = 4, run_velocity = 2.5,
damage = 6, damage = 6,
reach = 3, reach = 3,
armor = 53, armor = 53,
@ -352,7 +468,7 @@ magma_cube_small.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3 magma_cube_small.damage = 3
magma_cube_small.reach = 2.75 magma_cube_small.reach = 2.75
magma_cube_small.walk_velocity = .8 magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.6 magma_cube_small.run_velocity = 2.0
magma_cube_small.jump_height = 6 magma_cube_small.jump_height = 6
magma_cube_small.damage = 4 magma_cube_small.damage = 4
magma_cube_small.reach = 2.75 magma_cube_small.reach = 2.75

View File

@ -114,7 +114,7 @@ mcl_mobs.register_mob("mobs_mc:snowman", {
-- Remove pumpkin if using shears -- Remove pumpkin if using shears
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
local item = clicker:get_wielded_item() local item = clicker:get_wielded_item()
if self.gotten ~= true and item:get_name() == "mcl_tools:shears" then if self.gotten ~= true and minetest.get_item_group(item:get_name(), "shears") > 0 then
-- Remove pumpkin -- Remove pumpkin
self.gotten = true self.gotten = true
self.object:set_properties({ self.object:set_properties({

View File

@ -83,7 +83,7 @@ local spider = {
distance = 16, distance = 16,
}, },
walk_velocity = 1.3, walk_velocity = 1.3,
run_velocity = 2.8, run_velocity = 2.4,
jump = true, jump = true,
jump_height = 4, jump_height = 4,
view_range = 16, view_range = 16,
@ -114,9 +114,7 @@ mcl_mobs.register_mob("mobs_mc:spider", spider)
local cave_spider = table.copy(spider) local cave_spider = table.copy(spider)
cave_spider.description = S("Cave Spider") cave_spider.description = S("Cave Spider")
cave_spider.textures = { {"mobs_mc_cave_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"} } cave_spider.textures = { {"mobs_mc_cave_spider.png^(mobs_mc_spider_eyes.png^[makealpha:0,0,0)"} }
-- TODO: Poison damage cave_spider.damage = 2
-- TODO: Revert damage to 2
cave_spider.damage = 3 -- damage increased to undo non-existing poison
cave_spider.hp_min = 1 cave_spider.hp_min = 1
cave_spider.hp_max = 12 cave_spider.hp_max = 12
cave_spider.collisionbox = {-0.35, -0.01, -0.35, 0.35, 0.46, 0.35} cave_spider.collisionbox = {-0.35, -0.01, -0.35, 0.35, 0.46, 0.35}
@ -138,6 +136,11 @@ cave_spider.walk_velocity = 1.3
cave_spider.run_velocity = 3.2 cave_spider.run_velocity = 3.2
cave_spider.sounds = table.copy(spider.sounds) cave_spider.sounds = table.copy(spider.sounds)
cave_spider.sounds.base_pitch = 1.25 cave_spider.sounds.base_pitch = 1.25
cave_spider.dealt_effect = {
name = "poison",
factor = 2.5,
dur = 7,
}
mcl_mobs.register_mob("mobs_mc:cave_spider", cave_spider) mcl_mobs.register_mob("mobs_mc:cave_spider", cave_spider)

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