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root = true
[*]
end_of_line = lf
[*.lua]
charset = utf8
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true
keep_one_space_between_table_and_bracket = false
spaces_around_operators = true

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---
name: "Bug report"
about: "File a bug report"
labels:
- unconfirmed
- bug
---
<!--
Thanks for taking the time to fill out this bug report!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
<!--
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
Current latest version is listed here, at the top:
https://git.minetest.land/MineClone2/MineClone2/tags
-->
MineClone2 version:
### What happened?
Report about the bug! Please send large log snippets as an attachement file.
### What should happen:
Tell us what should happen!
### Steps to reproduce
Tell us how we can reproduce the bug!

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@ -1,26 +0,0 @@
---
name: "Feature request"
about: "File a feature request not in Minecraft"
labels:
- "non-Minecraft feature"
- "needs discussion"
---
<!--
Got a new non-Minecraft feature request? Explain to us why we should consider your idea.
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Feature
Tell us about your requested feature not in Minecraft!
### Why
Tell us why should we implement it!

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---
name: "Missing Feature request"
about: "File a missing feature request in Minecraft but not in MineClone2"
labels:
- "missing feature"
---
<!--
Thanks for taking the time to fill out this missing feature request!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Current feature in Minecraft
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
### Current feature in MineClone2
Tell us about the feature currently in MineClone2! What is different?

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---
name: "Pull request"
about: "Submit a pull request"
labels:
---
<!--
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
By submitting this pull request, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
Tell us about your pull request! Reference related issues, if necessary
### Testing
Tell us how to test your changes!

8
.gitignore vendored
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# Text Editor TMP Files
*.swp
*.blend1
*.blend2
*.blend3
/.idea/
*.xcf
.Rproj.user

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---@diagnostic disable
unused_args = false unused_args = false
allow_defined_top = true allow_defined_top = true
max_line_length = false max_line_length = false
redefined = false redefined = false
globals = { globals = {
"minetest", "core", "minetest", "core",
} }
read_globals = { read_globals = {
@ -42,16 +40,16 @@ read_globals = {
"factorial" "factorial"
} }
}, },
------ ------
--MODS --MODS
------ ------
--GENERAL --GENERAL
"default", "default",
--ENTITIES --ENTITIES
"cmi", "cmi",
--HUD --HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus", "sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
} }

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{
"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"]
}

3
API.md
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@ -41,9 +41,8 @@ A lot of things are possible by using one of the APIs in the mods. Note that not
* Beds: `ITEMS/mcl_beds` * Beds: `ITEMS/mcl_beds`
* Buckets: `ITEMS/mcl_buckets` * Buckets: `ITEMS/mcl_buckets`
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers` * Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
* Campfires: `ITEMS/mcl_campfires`
### Mobs ## Mobs
* Mobs: `ENTITIES/mcl_mobs` * Mobs: `ENTITIES/mcl_mobs`
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short. MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.

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# Contributor Covenant Code of Conduct
## Our Pledge
We as members, contributors, and leaders pledge to make participation in our
community a harassment-free experience for everyone, regardless of age, body
size, visible or invisible disability, ethnicity, sex characteristics, gender
identity and expression, level of experience, education, socio-economic status,
nationality, personal appearance, race, religion, or sexual identity
and orientation.
We pledge to act and interact in ways that contribute to an open, welcoming,
diverse, inclusive, and healthy community.
## Our Standards
Examples of behavior that contributes to a positive environment for our
community include:
* Demonstrating empathy and kindness toward other people
* Being respectful of differing opinions, viewpoints, and experiences
* Giving and gracefully accepting constructive feedback
* Accepting responsibility and apologizing to those affected by our mistakes,
and learning from the experience
* Focusing on what is best not just for us as individuals, but for the
overall community
Examples of unacceptable behavior include:
* The use of sexualized language or imagery, and sexual attention or
advances of any kind
* Trolling, insulting or derogatory comments, and personal or political attacks
* Public or private harassment
* Publishing others' private information, such as a physical or email
address, without their explicit permission
* Other conduct which could reasonably be considered inappropriate in a
professional setting
## Enforcement Responsibilities
Community leaders are responsible for clarifying and enforcing our standards of
acceptable behavior and will take appropriate and fair corrective action in
response to any behavior that they deem inappropriate, threatening, offensive,
or harmful.
Community leaders have the right and responsibility to remove, edit, or reject
comments, commits, code, wiki edits, issues, and other contributions that are
not aligned to this Code of Conduct, and will communicate reasons for moderation
decisions when appropriate.
## Scope
This Code of Conduct applies within all community spaces, and also applies when
an individual is officially representing the community in public spaces.
Examples of representing our community include using an official e-mail address,
posting via an official social media account, or acting as an appointed
representative at an online or offline event.
## Enforcement
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
ancientmariner_dev@proton.me.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the
reporter of any incident.
## Enforcement Guidelines
Community leaders will follow these Community Impact Guidelines in determining
the consequences for any action they deem in violation of this Code of Conduct:
### 1. Correction
**Community Impact**: Use of inappropriate language or other behavior deemed
unprofessional or unwelcome in the community.
**Consequence**: A private, written warning from community leaders, providing
clarity around the nature of the violation and an explanation of why the
behavior was inappropriate. A public apology may be requested.
### 2. Warning
**Community Impact**: A violation through a single incident or series
of actions.
**Consequence**: A warning with consequences for continued behavior. No
interaction with the people involved, including unsolicited interaction with
those enforcing the Code of Conduct, for a specified period of time. This
includes avoiding interactions in community spaces as well as external channels
like social media. Violating these terms may lead to a temporary or
permanent ban.
### 3. Temporary Ban
**Community Impact**: A serious violation of community standards, including
sustained inappropriate behavior.
**Consequence**: A temporary ban from any sort of interaction or public
communication with the community for a specified period of time. No public or
private interaction with the people involved, including unsolicited interaction
with those enforcing the Code of Conduct, is allowed during this period.
Violating these terms may lead to a permanent ban.
### 4. Permanent Ban
**Community Impact**: Demonstrating a pattern of violation of community
standards, including sustained inappropriate behavior, harassment of an
individual, or aggression toward or disparagement of classes of individuals.
**Consequence**: A permanent ban from any sort of public interaction within
the community.
## Attribution
This Code of Conduct is adapted from the [Contributor Covenant][homepage],
version 2.0, available at
https://www.contributor-covenant.org/version/2/0/code_of_conduct.html.
Community Impact Guidelines were inspired by [Mozilla's code of conduct
enforcement ladder](https://github.com/mozilla/diversity).
[homepage]: https://www.contributor-covenant.org
For answers to common questions about this code of conduct, see the FAQ at
https://www.contributor-covenant.org/faq. Translations are available at
https://www.contributor-covenant.org/translations.

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# Contributing to MineClone2 # Contributing to MineClone 2
So you want to contribute to MineClone2? So you want to contribute to MineClone 2?
Wow, thank you! :-) Wow, thank you! :-)
MineClone2 is maintained by AncientMariner and Nicu. If you have any But first, some things to note:
problems or questions, contact us on Discord/Matrix (See Links section below).
You can help with MineClone2's development in many different ways, MineClone 2's development target is to make a free software clone of Minecraft,
whether you're a programmer or not. ***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
## MineClone2's development target is to... MineClone 2 is maintained by three persons. Namely, kay27, EliasFleckenstein and jordan4ibanez. You can find us
- Create a stable, peformant, moddable, free/libre game based on Minecraft in the Minetest forums (forums.minetest.net), in IRC in the #mineclone2
using the Minetest engine, usable in both singleplayer and multiplayer. channel on irc.freenode.net. And finally, you can send e-mails to
- Currently, a lot of features are already implemented. <eliasfleckenstein@web.de> or <kay27@bk.ru>.
Polishing existing features is always welcome.
## Links By sending us patches or asking us to include your changes in this game,
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2) you agree that they fall under the terms of the LGPLv2.1, which basically
* [Discord](https://discord.gg/xE4z8EEpDC) means they will become part of a free software.
* [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/)
* [OpenCollective](https://opencollective.com/mineclone2)
## Using git ## The suggested workflow
MineClone2 is developed using the version control system We don't **dictate** your workflow, but in order to work with us in an efficient
[git](https://git-scm.com/). If you want to contribute code to the way, you can follow these suggestions:
project, it is **highly recommended** that you learn the git basics.
For non-programmers and people who do not plan to contribute code to
MineClone2, git is not required. However, git is a tool that will be
referenced frequently because of its usefulness. As such, it is valuable
in learning how git works and its terminology. It can also help you
keeping your game updated, and easily test pull requests.
Look at our wiki for some concrete guides: For small and medium changes:
https://git.minetest.land/MineClone2/MineClone2/wiki/
## How you can help as a non-programmer * Fork the repository
As someone who does not know how to write programs in Lua or does not
know how to use the Minetest API, you can still help us out a lot. For
example, by opening an issue in the
[Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
you can report a bug or request a feature.
### Rules about both bugs and feature requests
* Stay polite towards the developers and anyone else involved in the
discussion.
* Choose a descriptive title (e.g. not just "crash", "bug" or "question"
).
* Always check the currently opened issues before creating a new one.
Try not to report bugs that have already been reported or request features
that already have been requested. This can often be ambiguous though.
If in doubt open an issue!
* If you know about Minetest's inner workings, please think about
whether the bug / the feature that you are reporting / requesting is
actually an issue with Minetest itself, and if it is, head to the
[Minetest issue tracker](https://github.com/minetest/minetest/issues)
instead.
* If you need any help regarding creating a Mesehub account or opening
an issue, feel free to ask on the Discord / Matrix server or the IRC
channel.
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
(It appears to sometimes get lost on the page itsself)
### Reporting bugs
* A bug is an unintended behavior or, in the worst case, a crash.
However, it is not a bug if you believe something is missing in the
game. In this case, please read "Requesting features"
* If you report a crash, always include the error message. If you play
in singleplayer, post a screenshot of the message that Minetest showed
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
server.
* 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
the bug, e.g. before the crash happened or what causes the faulty
behavior.
### Requesting features
* Ensure the requested feature fulfills our development targets and
goals.
* Begging or excessive attention seeking does not help us in the
slightest, and may very well disrupt MineClone2 development. It's better
to put that energy into helping or researching the feature in question.
After all, we're just volunteers working on our spare time.
* Ensure the requested feature has not been implemented in MineClone2
latest or development versions.
### Testing code
If you want to help us with speeding up MineClone2 development and
making the game more stable, a great way to do that is by testing out
new features from contributors. For most new things that get into the
game, a pull request is created. A pull request is essentially a
programmer saying "Look, I modified the game, please apply my changes
to the upstream version of the game". However, every programmer makes
mistakes sometimes, some of which are hard to spot. You can help by
downloading this modified version of the game and trying it out - then
tell us if the code works as expected without any issues. Ideally, you
would report issues will pull requests similar to when you were
reporting bugs that are the mainline (See Reporting bugs section). You
can find currently open pull requests here:
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
requests that start with a `WIP:` are not done yet and therefore could
still undergo substantial change. Testing these is still helpful however
because that is the reason developers put them up as WIP so other people
can have a look at the PR.
### Contributing assets
Due to license problems, MineClone2 cannot use Minecraft's assets,
therefore we are always looking for asset contributions.
To contribute assets, it can be useful to learn git basics and read
the section for Programmers of this document, however this is not required.
It's also a good idea to join the Discord server
(or alternatively IRC or Matrix).
#### Textures
For textures we prefer original art, but in the absence of that will accept
Pixel Perfection texture pack contributions. Be warned many of the newer
textures in it are copies or slight modifications of the original MC textures
so great caution needs to be taken when using any textures coming from
Minecraft texture packs.
If you want to make such contributions, join our Discord server. Demands
for textures will be communicated there.
#### Sounds
MineClone2 currently does not have a consistent way to handle sounds.
The sounds in the game come from different sources, like the SnowZone
resource pack or minetest_game. Unfortunately, MineClone2 does not play
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
probably work together with a programmer, to write the code to actually
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
Most of the 3D Models in MineClone2 come from
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
Similar to the textures, we need people that can make 3D Models with
Blender on demand. Many of the models have to be patched, some new
animations have to be added etc.
#### Crediting
Asset contributions will be credited in their mods and their own respective
sections in CREDITS.md. If you have commited the results yourself, you will
also be credited in the Contributors section.
### Contributing Translations
#### Workflow
To add/update support for your language to MineClone2, you should take
the steps documented in the section for Programmers, add/update the
translation files of the mods that you want to update. You can add
support for all mods, just some of them or only one mod; you can update
the translation file entirely or only partly; basically any effort is
valued. If your changes are small, you can also send them to developers
via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
#### Things to note
You can use the script at `tools/check_translate_files.py` to compare
the translation files for the language you are working on with the
template files, to see what is missing and what is out of date with
the template file. However, template files are often incomplete and/or
out of date, sometimes they don't match the code. You can update the
translation files if that is required, you can also modify the code in
your translation PR if it's related to translation. You can also work on
multiple languages at the same time in one PR.
#### Crediting
Translation contributions will be credited in their own in CREDITS.md.
If you have commited the results yourself, you will also be credited in
the Contributors section.
### Profiling
If you own a server, a great way to help us improve MineClone2's code
is by giving us profiler results. Profiler results give us detailed
information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster.
#### Using Minetest's profiler
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
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
upload the file. You can name the issue "<Server name> profiler
results".
### Let us know your opinion
It is always encouraged to actively contribute to issue discussions on
MeseHub, let us know what you think about a topic and help us make
decisions. Also, note that a lot of discussion takes place on the
Discord server, so it's definitely worth checking it out.
### Funding
You can help pay for our infrastructure (Mesehub) by donating to our
OpenCollective link (See Links section).
### Crediting
If you opened or have contributed to an issue, you receive the
`Community` role on our Discord (after asking for it).
OpenCollective Funders are credited in their own section in
`CREDITS.md` and receive a special role "Funder" on our discord (unless
they have made their donation Incognito).
## How you can help as a programmer
(Almost) all the MineClone2 development is done using pull requests.
### Recommended workflow
* 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
* It is important that conflicts are resolved prior to merging the pull
request.
* 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 For small changes, sending us a patch is also good.
If you feel like a problem needs to fixed or you want to make a new
feature, you could start writing the code right away and notifying us
when you're done, but it never hurts to discuss things first. If there
is no issue on the topic, open one. If there is an issue, tell us that
you'd like to take care of it, to avoid duplicate work.
### Don't hesitate to ask for help For big changes: Same as above, but consider notifying us first to avoid
We appreciate any contributing effort to MineClone2. If you are a duplicate work and possible tears of rejection. ;-)
relatively new programmer, you can reach us on Discord, Matrix or IRC
for questions about git, Lua, Minetest API, MineClone2 codebase or
anything related to MineClone2. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with MineClone2
better, or assist you use development tools.
### Maintain your own code, even if already got merged For trusted people, we might give them direct commit access to this
Sometimes, your code may cause crashes or bugs - we try to avoid such repository. In this case, you obviously don't need to fork, but you still
scenarios by testing every time before merging it, but if your merged need to show your contributions align with the project goals. We still
work causes problems, we ask you fix the issues as soon as possible. reserve the right to revert everything that we don't like.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
### Changing Gameplay If your code causes bugs and crashes, it is your responsibility to fix them as soon as possible.
Pull Requests that change gameplay have to be properly researched and
need to state their sources. These PRs also need the maintainer's approval
before they are merged.
You can use these sources:
* Testing things inside of Minecraft (Attach screenshots / video footage We mostly use plain merging rather than rebasing or squash merging.
of the results)
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
### Guidelines Your commit names should be relatively descriptive, e.g. when saying "Fix #issueid", the commit message should also contain the title of the issue.
#### Git Guidelines Contributors will be credited in `CREDITS.md`.
* Pushing to master is disabled - don't even try it.
* Every change is tracked as a PR.
* All but the tiniest changes require at least one approval from a Developer
* To update branches we use rebase not merge (so we don't end up with
excessive git bureaucracy commits in master)
* We use merge to add the commits from a PR/branch to master
* 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
needed (this has never been the case before, hence mcl2 is submodule free so far)
* Commit messages should be descriptive
* Try to group your submissions best as you can:
* 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.
* Similarly multiple small commits are better than a giant one. (use git commit -p)
#### Code Guidelines ## Code Style
* Each mod must provide `mod.conf`.
* Mod names are snake case, and newly added mods start with `mcl_`, e.g.
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
does not support capital letters in mod names.
* To export functions, store them inside a global table named like the
mod, e.g.
```lua Each mod must provide `mod.conf`.
mcl_example = {} Each mod which add API functions should store functions inside a global table named like the mod.
Public functions should not use self references but rather just access the table directly.
function mcl_example.do_something() Functions should be defined in this way:
-- ... ```
end function mcl_xyz.stuff(param) end
```
Insteed of this way:
```
mcl_xyz.stuff = function(param) end
```
Indentation must be unified, more likely with tabs.
Time sensitive mods should make a local copy of most used API functions to improve performances.
```
local vector = vector
local get_node = minetest.get_node
``` ```
* Public functions should not use self references but rather just access
the table directly, e.g.
```lua ## Features > 1.12
-- bad
function mcl_example:do_something()
end
-- good If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.
function mcl_example.do_something()
end
```
* Use modern Minetest API, e.g. no usage of `minetest.env` ## What we accept
* Tabs should be used for indent, spaces for alignment, e.g.
```lua * Every MC features up to version 1.12 JE.
* Every already finished and working good features from versions above (only when making a MineClone5 PR / Contribution).
* Except features which couldn't be done easily and bugfree because of Minetest engine limitations. Eg. we CAN extend world boundaries by playing with map chunks, just teleporting player onto next layer after 31000 , but it would cost too much (time, code, bugs, performance, stability, etc).
* Some features, approved by the rest of the community, I mean maybe some voting and really missing any negative feedback.
-- use tabs for indent ## What we reject
for i = 1, 10 do * Any features which cause critical bugs, sending them to rework/fix or trying to fix immediately.
if i % 3 == 0 then * Some small portions of big entirely missing features which just definitely break gamplay balance give nothing useful
print(i) * Controversial features, which some people support while others do not should be discussed well, with publishing forum announcements, at least during the week. In case if there are still doubts - send them into the mod.
end
end
-- use tabs for indent and spaces to align things ## Reporting bugs
Report all bugs and missing Minecraft features here:
some_table = { <https://git.minetest.land/MineClone2/MineClone2/issues>
{"a string", 5},
{"a very much longer string", 10},
}
```
* Use double quotes for strings, e.g. `"asdf"` rather than `'asdf'` ## Direct discussion
* Use snake_case rather than CamelCase, e.g. `my_function` rather than We have an IRC channel! Join us on #mineclone2 in freenode.net.
`MyFunction`
* Don't declare functions as an assignment, e.g.
```lua <ircs://irc.freenode.net:6697/#mineclone2>
-- bad
local some_local_func = function()
-- ...
end
my_mod.some_func = function() ## Creating releases
-- ...
end
-- good
local function some_local_func()
-- ...
end
function my_mod.some_func()
-- ...
end
```
### Developer status
Active and trusted contributors are often granted write access to the
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
- If you have developer/contributor privileges you can just open a new branch
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
before they get merged.
- 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.
- Any developer is welcome to review, test and approve PRs. A maintainer may prefer
to merge the PR especially if it is in a similar area to what has been worked on
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
Maintainers carry the main responsibility for the project.
#### Maintainer responsibilities
- Making sure issues are addressed and pull requests are reviewed and
merged.
- Making releases
- Making project decisions based on community feedback
- Granting/revoking developer access
- Enforcing the code of conduct (See CODE_OF_CONDUCT.md)
- Moderating official community spaces (See Links section)
- Resolving conflicts and problems within the community
#### Current maintainers
* AncientMariner - responsible for gameplay review, publishing releases,
technical guidelines
* Nicu - responsible for community related issues
#### Release process
* Run `tools/generate_ingame_credits.lua` to update the ingame credits
from `CREDITS.md` and commit the result (if anything changed)
* Launch MineClone2 to make sure it still runs * Launch MineClone2 to make sure it still runs
* Update the version number in README.md * Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the * Use `git tag <version number>` to tag the latest commit with the version number
version number * Push to repo (don't forget `--tags`!)
* Push to repository (don't forget `--tags`!) * Update ContentDB (https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Update ContentDB * Update first post in forum thread (https://forum.minetest.net/viewtopic.php?f=50&t=16407)
(https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Update first post in forum thread
(https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* Post release announcement and changelog in forums * Post release announcement and changelog in forums
### Licensing
By asking us to include your changes in this game, you agree that they
fall under the terms of the GPLv3, which basically means they will
become part of a free/libre software.
### Crediting
Contributors, Developers and Maintainers will be credited in
`CREDITS.md`. If you make your first time contribution, please add
yourself to this file. There are also Discord roles for Contributors,
Developers and Maintainers.

View File

@ -7,41 +7,24 @@
* Wuzzy * Wuzzy
## Maintainers ## Maintainers
* AncientMariner
* Nicu
## Previous Maintainers
* Fleckenstein * Fleckenstein
* cora * kay27
* jordan4ibanez
## Developers ## Developers
* bzoss
* AFCMS * AFCMS
* epCode * epCode
* chmodsayshello * ryvnf
* PrairieWind
* MrRar
* FossFanatic
* SmokeyDope
## Past Developers
* jordan4ibanez
* iliekprogrammar * iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest * MysticTempest
* Rootyjr
* Nicu
* aligator
* Code-Sploit
* NO11 * NO11
* SumianVoice
## Contributors ## Contributors
* RandomLegoBrick
* rudzik8
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher * Laurent Rocher
* HimbeerserverDE * HimbeerserverDE
* TechDudie * TechDudie
@ -65,60 +48,15 @@
* dBeans * dBeans
* nickolas360 * nickolas360
* yutyo * yutyo
* Tianyang Zhang * ztianyang
* j45 * j45
* Marcin Serwin
* erlehmann
* E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz
* Doloment
* Sydney Gems
* Emily2255
* Emojigit
* FinishedFragment
* sfan5
* Blue Blancmange
* Jared Moody
* SmallJoker
* Sven792
* aldum
* Dieter44
* Pepebotella
* Lazerbeak12345
* mrminer
* Thunder1035
* opfromthestart
* snowyu
* FaceDeer
* Herbert West
* GuyLiner
* 3raven
* anarquimico
* TheOnlyJoeEnderman
* Ranko Saotome
* Gregor Parzefall
* Wbjitscool
* b3nderman
* CyberMango
* gldrk
* atomdmac
* emptyshore
* FlamingRCCars
* uqers
* Niterux
* appgurueu
* seventeenthShulker
## Music ## MineClone5
* Jordach for the jukebox music compilation from Big Freaking Dig * kay27
* 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/ * Debiankaios
* 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) * epCode
* 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) * NO11
* 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) * j45
## Original Mod Authors ## Original Mod Authors
* Wuzzy * Wuzzy
@ -136,6 +74,7 @@
* Rochambeau * Rochambeau
* rubenwardy * rubenwardy
* stu * stu
* jordan4ibanez
* 4aiman * 4aiman
* Kahrl * Kahrl
* Krock * Krock
@ -150,18 +89,11 @@
* 4Evergreen4 * 4Evergreen4
* jordan4ibanez * jordan4ibanez
* paramat * paramat
* debian044 / debian44
* chmodsayshello
* cora
* Faerraven / Michieal
* PrairieWind
## 3D Models ## 3D Models
* 22i * 22i
* tobyplowy * tobyplowy
* epCode * epCode
* Faerraven / Michieal
* SumianVoice
## Textures ## Textures
* XSSheep * XSSheep
@ -171,16 +103,6 @@
* xMrVizzy * xMrVizzy
* yutyo * yutyo
* NO11 * NO11
* kay27
* MysticTempest
* RandomLegoBrick
* cora
* Faerraven / Michieal
* Nicu
* Exhale
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
## Translations ## Translations
* Wuzzy * Wuzzy
@ -188,25 +110,9 @@
* wuniversales * wuniversales
* kay27 * kay27
* pitchum * pitchum
* todoporlalibertad
* Marcin Serwin
* Pepebotella
* Emojigit
* snowyu
* 3raven
* SakuraRiu
* anarquimico
* syl
* Temak
* megustanlosfrijoles
* kbundg
## Funders
* 40W
* bauknecht
* Cora
## Special thanks ## Special thanks
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible * celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* 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

View File

@ -41,7 +41,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `flammable=-1` Does not get destroyed by fire * `flammable=-1` Does not get destroyed by fire
* `fire_encouragement`: How quickly this block catches fire * `fire_encouragement`: How quickly this block catches fire
* `fire_flammability`: How fast the block will burn away * `fire_flammability`: How fast the block will burn away
* `path_creation_possible=1`: Node can be turned into grass path by using a shovel on it
* `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks * `spreading_dirt_type=1`: A dirt-type block with a cover (e.g. grass) which may spread to neighbor dirt blocks
* `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top * `dirtifies_below_solid=1`: This node turns into dirt immediately when a solid or dirtifier node is placed on top
* `dirtifier=1`: This node turns nodes the above group into dirt when placed above * `dirtifier=1`: This node turns nodes the above group into dirt when placed above
@ -57,7 +56,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored. * `no_eat_delay=1`: Only for foodstuffs. When eating this, all eating delays are ignored.
* `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar * `can_eat_when_full=1`: Only for foodstuffs. This item can be eaten when the user has a full hunger bar
* `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes * `attached_node_facedir=1`: Like `attached_node`, but for facedir nodes
* `supported_node=1`: Like `attached_node`, but can be placed on any nodes that do not have the `drawtype="airlike"` attribute.
* `cauldron`: Cauldron. 1: Empty. 2-4: Water height * `cauldron`: Cauldron. 1: Empty. 2-4: Water height
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels * `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
* `no_rename=1`: Item cannot be renamed by anvil * `no_rename=1`: Item cannot be renamed by anvil
@ -73,9 +71,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `coral_block=X`: Coral block (1 = alive, 2 = dead) * `coral_block=X`: Coral block (1 = alive, 2 = dead)
* `coral_species=X`: Specifies the species of a coral; equal X means equal species * `coral_species=X`: Specifies the species of a coral; equal X means equal species
* `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching * `set_on_fire=X`: Sets any (not fire-resistant) mob or player on fire for X seconds when touching
* `compostability=X`: Item can be used on a composter block; X (1-100) is the % chance of adding a level of compost
* `leaves=X`: Node will spotaneously decay if no tree trunk nodes remain within 6 blocks distance.
* `leaves_orphan`: See above, these nodes are in the process of decayed.
#### Footnotes #### Footnotes
@ -104,8 +99,6 @@ Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times
* `water_bucket=1`: Bucket containing a liquid of group “water” * `water_bucket=1`: Bucket containing a liquid of group “water”
* `enchantability=X`: How good the enchantments are the item gets (1 equals book) * `enchantability=X`: How good the enchantments are the item gets (1 equals book)
* `enchanted=1`: The item is already enchanted, meaning that it can't be enchanted using an enchanting table * `enchanted=1`: The item is already enchanted, meaning that it can't be enchanted using an enchanting table
* `cobble=1`: Cobblestone of any kind
* `soul_block`: Fire burning on these blocks turns to soul fire, can be used to craft soul torch
### Material groups ### Material groups
@ -156,7 +149,7 @@ These groups are used mostly for informational purposes
* `trapdoor=2`: Open trapdoor * `trapdoor=2`: Open trapdoor
* `glass=1`: Glass (full cubes only) * `glass=1`: Glass (full cubes only)
* `rail=1`: Rail * `rail=1`: Rail
* `music_record`: Item is Music Disc * `music_record`: Music Disc (rating is track ID)
* `tnt=1`: Block is TNT * `tnt=1`: Block is TNT
* `boat=1`: Boat * `boat=1`: Boat
* `minecart=1`: Minecart * `minecart=1`: Minecart
@ -207,9 +200,6 @@ These groups are used mostly for informational purposes
* `building_block=1`: Block is a building block * `building_block=1`: Block is a building block
* `deco_block=1`: Block is a decorational block * `deco_block=1`: Block is a decorational block
* `blast_furnace_smeltable=1` : Item or node is smeltable by a blast furnace
* `smoker_cookable=1` : Food is cookable by a smoker.
## Fake item groups ## Fake item groups
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item. These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.

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@ -1,21 +0,0 @@
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
How to play:
#### Download Minetest
- Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab
#### Install MineClone2 from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "MineClone2" (should be first on the list or on the first page)
- Click the [+] button next to MineClone2 and wait for download to finish
- Click "Back to Main Menu"
#### Create new world and play
- Click "Start Game" tab
- At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
- Click "New", give your world a name
- You can leave seed blank or put in a word of your choice
- Select your new world
- Click "Play Game" and enjoy!

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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 Lizzy Fleckenstein, Wuzzy, davedevils and countless others) MineClone 2 (by kay27, EliasFleckenstein, 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
@ -38,15 +38,11 @@ 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/)
Armor trim models were created by Aeonix_Aeon The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
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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@ -1,75 +0,0 @@
# Models in Minetest/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
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
### Blender
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
Download blender [Here](https://www.blender.org/download/)
### .b3d addon for blender
Blitz 3D (.b3d) Is one of the main animated model formats used for entities in the minetest engine. It cannot be imported to blender without a plugin called "Import-Export:Bitz 3D format (.b3d)".
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
## Types of model formats
### Animated, skinned models
* Blitz 3D files (.b3d)
* Microsoft DirectX (.x) (binary & text, compression is not supported)
### Static meshes
* Wavefront OBJ (.obj)
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
Note: Do not use .b3d and .x files for static meshes at the moment, Minetest currently spawns animated mesh scene nodes for these, which may result in reduced performance.
### Supported texture formats
* .png
* .jpg
* .bmp (depreciated, please use .png or .jpg)
* .tga (depreciated, please use .png or .jpg)
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
## Pros & Cons of .b3d vs .x
### B3D
* [+] Binary format means a small size
* [-] Difficult to postprocess after exporting
* [-] Difficult to debug problems
### X (text version)
* [+] Can be parsed easily with lua scripts
* [+] Can be easily generated by scripts
* [+] Easy to debug issues (you can just read it)
* [+] Can be optimized by quantizing some data
* [-] Blender exporter is kinda buggy and inefficient
* [-] Probably still bigger than an equivalent .b3d
Note: Avoid using the binary X format! It's actually just a tokenized version of the ASCII representation, and may actually be less efficient than a sufficiently optimized text .x file!

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@ -1,7 +1,11 @@
# MineClone2 # (Currently in feature freeze)
# MineClone 2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB. Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.72.0 (in development)
### Gameplay ### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore You start in a randomly-generated world made entirely of cubes. You can explore
the world and dig and build almost every block in the world to create new the world and dig and build almost every block in the world to create new
@ -27,7 +31,7 @@ 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 +41,15 @@ Or you can play in “creative mode” in which you can build almost anything in
### Farming ### Farming
* Find seeds * Find seeds
* Craft a hoe * Craft hoe
* Rightclick dirt or a similar block with a hoe to create farmland * Rightclick dirt or similar block with hoe to create farmland
* Place seeds on farmland and watch them grow * Place seeds on farmland and watch them grow
* Collect plants when fully grown * Collect plant 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 a furnace * Craft furnace
* The furnace allows you to obtain more items * 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
@ -64,47 +68,46 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation. an explanation.
## Installation ## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported. are officially supported.
There is no support for running MineClone2 in development versions of Minetest. There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone2 (if you haven't already), move this directory into the To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of “games” directory of your Minetest data directory. Consult the help of
Minetest to learn more. Minetest to learn more.
## Useful links ## Reporting bugs
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there. Please report all bugs and missing Minecraft features here:
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> <https://git.minetest.land/MineClone2/MineClone2/issues>
* 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>
* 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 ## Chatting with the community
- Create a stable, moddable, free/libre game based on Minecraft Join our discord server at:
on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java <https://discord.gg/xE4z8EEpDC>
Edition** features are already implemented and polishing existing
features are prioritized over new feature requests. ## Project description
- Implement features targetting The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). * **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
- Create a performant experience that will run relatively * MineClone2 also includes Optifine features supported by the Minetest
well on really low spec computers. * In general, Minecraft is aimed to be cloned as good as possible
* Cloning the gameplay has highest priority
* MineClone 2 will use different assets, but with a similar style
* Limitations found in Minetest will be documented in the course of development
* Features of later Minecraft versions are collected in the mineclone5 branch
## Using features from newer versions of Minecraft
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions.
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5
## 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. If you want to use the git version of MineClone2 in production, consider using the production branch.
It is updated weekly and contains relatively stable code for servers.
The following main features are available: The following main features are available:
@ -119,7 +122,7 @@ The following main features are available:
* Most blocks in the overworld * Most blocks in the overworld
* Water and lava * Water and lava
* Weather * Weather
* 28 biomes + 5 Nether Biomes * 28 biomes
* The Nether, a fiery underworld in another dimension * The Nether, a fiery underworld in another dimension
* Redstone circuits (partially) * Redstone circuits (partially)
* Minecarts (partial) * Minecarts (partial)
@ -154,15 +157,15 @@ The following features are incomplete:
* Some monsters and animals * Some monsters and animals
* Redstone-related things * Redstone-related things
* Some special minecarts (hopper and chest minecarts work) * Special minecarts
* A couple of non-trivial blocks and items * A couple of non-trivial blocks and items
Bonus features (not found in Minecraft): Bonus features (not found in Minecraft 1.12):
* 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](https://wiki.minetest.net/Map_generator#v6) * Saplings in chests in mapgen 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
@ -170,9 +173,6 @@ Bonus features (not found in Minecraft):
* Nether Brick Fence Gate * Nether Brick Fence Gate
* Red Nether Brick Fence * Red Nether Brick Fence
* Red Nether Brick Fence Gate * Red Nether Brick Fence Gate
* Structure replacements - these small variants of Minecraft structures serve as replacements until we can get large structures working:
* Woodland Cabin (Mansions)
* Nether Outpost (Fortress)
Technical differences from Minecraft: Technical differences from Minecraft:
@ -187,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest) * Different engine (Minetest)
* Different easter eggs * Different easter eggs
… and finally, MineClone2 is free software (“free” as in “freedom”)! … and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Other readme files ## Other readme files

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@ -1,173 +0,0 @@
# MineClone2
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.
### 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.
### Résumé du Gameplay
* Jeu de type bac-à-sable, sans objetifs
* Survie : combattez des monstres hostiles et la faim
* Creusez pour du minerai et d'autres trésors
* Magie : gagnez de l'expérience et enchantez les outils
* Utilisez les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la seule limite
* Ramassez des fleurs (et d'autres sources de teinture) et colorez votre monde
* Trouvez des graines et commencez à cultiver
* Trouvez ou fabriquez des centaines d'objets
* 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
## Comment jouer (démarrer rapidement)
### Commencer
* **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
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez-les !
* Continuez à jouer comme vous voulez. Amusez-vous !
### Agriculture
* Trouvez des graines
* Fabriquez une houe
* 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
* Récoltez les plantes une fois matûres
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four
* Fabriquez un four
* Le four permet d'obtenir plus d'objets
* L'emplacement du haut doit contenir un objet fondable (par ex : minerai de fer)
* 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
### Aide supplémentaire
Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire.
### Objets spéciaux
Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif.
* Barrière : `mcl_core:barrier`
Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au jeu pour une explication.
## Installation
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
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
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
* Discord : <https://discord.gg/xE4z8EEpDC>
* 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/>
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective : <https://opencollective.com/mineclone2>
## Objectif
* 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 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 basses performances, les optimisations sont difficiles à explorer.
## Statut de complétion
Ce jeu est actuellement au stade **beta**.
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.
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 fonctionnalités suivantes sont disponibles :
* Outils, armes
* Armure
* Système de fabrication : grille 2x2, établi (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boites de Shulker
* Fours, entonnoirs
* Faim
* La plupart des monstres et animaux
* Tous les minerais de Minecraft
* La plupart des blocs de l'overworld
* Eau et lave
* Météo
* 28 biomes + 5 biomes du Nether
* Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel)
* Effets de Statut (partiel)
* Expérience
* Enchantement
* Brassage, potions, flèches trempées (partiel)
* Bâteaux
* Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
* Horloge
* Boussole
* Éponge
* Bloc de slime
* Petites plantes et pousses
* Teintures
* Bannières
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets
* Juke-boxes
* Lits
* Menu d'inventaire
* Inventaire créatif
* Agriculture
* Livres pour écrire
* Commandes
* Villages
* L'End
* et plus !
Les fonctionnalités suivantes sont incomplètes :
* Certains monstres et animaux
* Certains composants de Redstone
* Wagonnets spéciaux
* Quelques blocs et objets non-triviaux
Fonctionnalités bonus (absentes de Minecraft) :
* 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
* 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](https://wiki.minetest.net/Map_generator#v6)
* Entièrement moddable (grâce la puissante API Lua de Minetest)
* Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche
* Plus de dalles et d'escaliers
* Portillon en briques du Nether
* Barrière en briques du Nether rouges
* Portillon en briques du Nether rouges
* Structures de remplacement - ces petites variantes de structures de Minecraft servent de remplacement en attendant qu'on arrive à en faire fonctionner de plus grandes :
* Cabine dans les bois (Manoir des bois)
* Avant-poste du Nether (Forteresse)
Différences techniques avec 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)
* Toujours assez incomplet et buggé
* Des blocs, objets, ennemis et fonctionnalités manquent
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
* Des musiques différentes pour le juke-boxe
* Des textures différentes (Pixel Perfection)
* Des sons différents (sources diverses)
* Un moteur de jeu différent (Minetest)
* Des bonus cachés différents
...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme
* `LICENSE.txt` : Le texte de la licence GPLv3
* `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer
* `API.md` : Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md` : Information légale
* `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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# MineClone 2
一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
版本0.71.0
### 遊玩
你開始在一個完全由方塊隨機生成的世界裡。你可以探索這個世界,挖掘和建造世界上幾乎所有的方塊,以創造新的結構。你可以選擇在「生存模式」中進行遊戲,在這個模式中,你必須與怪物戰鬥,飢餓求生,並在遊戲的其他各個環節中慢慢進步,如採礦、養殖、建造機器等等。
或者你也可以在「創造模式」中玩,在這個模式中,你可以瞬間建造大部分東西。
#### Gameplay summary
* 沙盒式遊戲,沒有明確目標
* 生存:與怪物和飢餓搏鬥
* 挖礦來獲得礦物和寶物
* 附魔:獲得經驗值並以附魔強化你的工具
* 使用收集的方塊來創造偉大的建築
* 收集鮮花(和其他染料來源),令世界多姿多彩
* 找些種子並開始耕種
* 尋找或合成數百個物品之一
* 建立一個鐵路系統,並從礦車中得到樂趣
* 用紅石電路建造複雜的機器
* 在創造模式下,你幾乎可以免費建造任何東西,而且沒有限制。
## 如何開始
### 開始生存
* **挖樹幹**直到其破裂並收集木材
* 將木頭**放入2×2的格子中**你的物品欄中的「合成格子」然後製作4塊木材。
* 將4塊木材按2×2的形狀擺放在合成格子裡製作成合成臺。
* **右鍵單擊製作臺**以獲得3×3製作網格製作更複雜的東西
* 使用**合成指南**(書形圖標)了解所有可能的合成方式
* **製作一個木鎬**,這樣你就可以挖石頭了。
* 不同的工具可以打破不同種類的方塊。試試吧!
* 繼續玩你想玩的。盡情享受吧!
### 耕種
* 找到種子
* 合成鋤頭
* 用鋤頭右鍵點擊泥土或類似的方塊,創建農田
* 將種子放在農田上,看著它們長出來
* Collect plant when fully grown
* If near water, farmland becomes wet and speeds up growth
### Furnace
* Craft furnace
* Furnace allows you to obtain more items
* Upper slot must contain a smeltable item (example: iron ore)
* Lower slot must contain a fuel item (example: coal)
* See tooltips in crafting guide to learn about fuels and smeltable items
### Additional help
More help about the gameplay, blocks items and much more can be found from inside
the game. You can access the help from your inventory menu.
### Special items
The following items are interesting for Creative Mode and for adventure
map builders. They can not be obtained in-game or in the creative inventory.
* Barrier: `mcl_core:barrier`
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **開發目標:我的世界, Java版, 版本 1.12**
* MineClone2還包括Minetest支持的Optifine功能。
* 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。
* 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。
* 克隆Minecraft是最優先的。
* MineClone2將使用不同的圖形和聲音但風格相似。
* 克隆界面沒有優先權。只會被粗略地模仿。
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
## 完成程度
該遊戲目前處於**alpha**階段。
它是可玩的,但尚未完成,預計會出現許多錯誤。
向後兼容性是**不能保證的**更新你的世界可能會造成大大小小的bug比如「缺少節點」的錯誤甚至崩潰
已經實現以下功能:
* 工具,武器
* 盔甲
* 合成和熔煉系統2×2 合成格, 合成臺 (3×3 合成格), 熔爐, 合成教學
* 儲物箱,大型儲物箱,終界箱和界伏盒
* 熔爐, 漏斗
* 飢餓和飽食
* 大多數怪物和動物
* Minecraft 1.12中的所有礦物<!-- Minecraft 1.17 added copper, so here must mark the version is 1.12, then main README should also add this -->
* 主世界的大部分方塊
* 水和岩漿
* 天氣
* 28個生態域
* 地獄,熾熱的維度
* 紅石電路(部分)
* 礦車(部分)
* 狀態效果(部分)
* 經驗系統
* 附魔
* 釀造,藥水,藥水箭(部分)
* 船
* 火
* 建築方塊:樓梯、半磚、門、地板門、柵欄、柵欄門、牆。
* 時鐘
* 指南針
* 海綿
* 史萊姆方塊(不與紅石互動)
* 小植物和樹苗
* 染料
* 旗幟
* 裝飾方塊:玻璃、染色玻璃、玻璃片、鐵柵欄、陶土(和染色版本)、頭顱等
* 物品展示框
* 唱片機
* 床
* 物品欄
* 創造模式物品欄
* 生產
* 書和羽毛筆
* 一些服務器命令
* 還有更多!
以下是不完整的特性:
* 生成結構(特別是村莊)
* 一些怪物和動物
* 紅石系統
* 終界
* 特殊的礦車
* 一些不簡單的方塊和物品。
額外功能在Minecraft 1.11中沒有)。
* 內置合成指南,向你展示製作和熔煉的配方
* 遊戲中的幫助系統包含了大量關於遊戲基礎知識、方塊、物品等方面的幫助。
* 臨時製作配方。它們的存在只是為了在你不在創造模式下時,提供一些其他無法獲得的物品。這些配方將隨著開發的進行和更多功能的出現而被移除。
* v6地圖生成器中箱子裡的樹苗。
* 完全可修改得益於Minetest強大的Lua API
* 新的方塊和物品:
* 查找工具,顯示觸及事物的幫助
* 更多的半磚和樓梯
* 地獄磚柵欄門
* 紅地獄磚柵欄
* 紅地獄磚柵欄門
與Minecraft的技性術差異
* 高度限制為31000格(遠高於Minecraft)
* 水平世界大小約為62000×62000格比Minecraft中的小得多但仍然非常大
* 仍然非常不完整和有問題
* 塊、物品、敵人和其他功能缺失。
* 一些項目的名稱略有不同,以便於區分。
* 唱片機的音樂不同
* 不同的材質(像素完美)
* 不同的聲音(各種來源)
* 不同的引擎Minetest
...最後MineClone2是自由軟件
## 錯誤報告
請在此處報告所有錯誤和缺少的功能:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
我們有Discord交流羣
<https://discord.gg/84GKcxczG3>
## Other readme files
* `LICENSE.txt`GPLv3許可文本
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
* `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进Minetest中缺失的功能列表。
* `API.md`: 關於MineClone2的API
## 參與者
有這麼多人要列出抱歉。詳情請查看各mod目錄。本節只是粗略地介紹了本遊戲的核心作者。
### 程式碼
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082)大多數mod的主要程序員已退休
* davedevilsMineClone 2的原型——「MineClone」的創造者
* [ex-bart](https://github.com/ex-bart):紅石比較器
* [Rootyjr](https://github.com/Rootyjr):釣竿和錯誤修復
* [aligator](https://github.com/aligator):改進門
* [ryvnf](https://github.com/ryvnf):爆炸物理
* MysticTempest錯誤修復
* [bzoss](https://github.com/bzoss):狀態效果,釀造,藥水
* kay27 <kay27@bk.ru>:經驗系統,錯誤修復和優化(當前維護者)
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03):終界水晶,附魔,燃燒的怪物/玩家,箱子的動畫和錯誤修復(當前維護者)
* epCode更好的玩家動畫新徽標
* 2mac修復動力鐵軌的錯誤
* 更多:待篇寫 (請查看各mod目錄)
#### Mod概括
* `controls`: Arcelmi
* `flowlib`: Qwertymine13
* `walkover`: lordfingle
* `drippingwater`: kddekadenz
* `mobs_mc`: maikerumine, 22i and others
* `awards`: rubenwardy
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
* `xpanes`: Minetest contributors
* `mesecons` mods: Jeija and contributors
* `wieldview`: Stuart Jones
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
* 大多其他的Mod: Wuzzy
每个mod的详细參與者可以在各个mod目录中找到。
### 圖形
* [XSSheep](http://www.minecraftforum.net/members/XSSheep)主要作者Minecraft 1.11的Pixel Perfection资源包的制作者
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082):主菜單圖像和各種編輯和添加的材質包
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
* yutyo <tanakinci2002@gmail.com>MineClone2標志
* 其他GUI圖片
### 翻譯
* Wuzzy德語
* Rocher Laurent <rocherl@club-internet.fr>:法語
* wuniversales西班牙語
* kay27 <kay27@bk.ru>:俄語
* [Emoji](https://toyshost2.ddns.net):繁體中文<!-- Hi, after the translate finish, this name should add to the main README too! -->
### 模型
* [22i](https://github.com/22i):所有模型的作者
* [tobyplowy](https://github.com/tobyplowy)對上述模型進行UV映射修復
### 聲音和音樂
多種來源。 有關詳細信息請參見相應的mod目錄。
### 特殊感謝
* Wuzzy感謝他啟動和維護MineClone2多年。
* celeron55創建Minetest。
* Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。
* Jordach為《Big Freaking Dig》的唱片機音樂合輯而來
* 花了太多時間為Minecraft Wiki寫作的工作狂。它是創建這個遊戲的寶貴資源。
* Notch和Jeb是Minecraft背后的主要力量
* XSSheep用於創建Pixel Perfection資源包。
* [22i](https://github.com/22i) 提供出色的模型和支持
* [maikerumine](http://github.com/maikerumine) 揭開生物和生物群落的序幕
## 給程序員的信息
你可以在「API.md」中找到有趣和有用的信息。
## 法律信息
這是一款粉絲開發的遊戲並非由Mojang AB開發或認可。
複製是一種愛的行為。請複制和分享! <3
下面是詳細的法律條文,有需要的朋友可以參考。
### License of source code
```
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
```
### License of media (textures and sounds)
```
No non-free licenses are used anywhere.
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
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
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/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.
```

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### Standard Release
# File to document release steps with a view to evolving into a script
# Update CREDITS.md
# Update version in game.conf
```
lua tools/generate_ingame_credits.lua
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add game.conf
#git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.83.0
git push origin 0.83.0
```
# Update version in game.conf to the next version with -SNAPSHOT suffix
`git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
### Hotfix Release
##### Prepare release branch
When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
* Create release branch from the last release tag, push it:
```
git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1
```
##### 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)
`git checkout -b hotfix_bug_1_branch`
* 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)
##### Update version and tag the release
* After all fixes are in release branch, pull it locally (best to avoid a merge conflict as feature branch will need to be merged into master also, which already changed version):
* Update version in game.conf to hotfix version and commit it. Example: version=0.82.1
* Tag it, push tag and branch:
```
git tag 0.82.1
git push origin 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.
### Release via ContentDB
* Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Click +Release
* Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
* In the minimum minetest version, put the oldest supported version (as of 14/02/2023 it is 5.5), leave the Maximum minetest version blank
* Click save. Release is now live.
##### Inform people
* Upload video to YouTube
* 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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A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. 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!

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title = MineClone 2 name = 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
version=0.85.0-SNAPSHOT

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@ -204,21 +204,13 @@ end
-- Checks if the given node would drop its useful drop if dug by a given tool. -- Checks if the given node would drop its useful drop if dug by a given tool.
-- Returns true if it will yield its useful drop, false otherwise. -- Returns true if it will yield its useful drop, false otherwise.
function mcl_autogroup.can_harvest(nodename, toolname, player) function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename] local ndef = minetest.registered_nodes[nodename]
if not ndef then
return false
end
if minetest.get_item_group(nodename, "dig_immediate") >= 2 then if minetest.get_item_group(nodename, "dig_immediate") >= 2 then
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
@ -232,9 +224,7 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
end end
-- Check if it can be dug by hand -- Check if it can be dug by hand
if not player or not player:is_player() then return false end local tdef = minetest.registered_tools[""]
local name = player:get_inventory():get_stack("hand", 1):get_name()
local tdef = minetest.registered_items[name]
if tdef then if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then if ndef.groups[g] then
@ -266,7 +256,7 @@ local function get_tool_capabilities(tdef)
-- If the damage group and punch interval from hand is not included, -- If the damage group and punch interval from hand is not included,
-- then the user will not be able to attack with the tool. -- then the user will not be able to attack with the tool.
local hand_toolcaps = mcl_meshhand.survival_hand_tool_caps local hand_toolcaps = minetest.registered_tools[""].tool_capabilities
return { return {
full_punch_interval = hand_toolcaps.full_punch_interval, full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups damage_groups = hand_toolcaps.damage_groups
@ -286,7 +276,7 @@ end
-- would have to add _mcl_autogroup as a dependency which would break the mod -- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order. -- loading order.
function mcl_autogroup.get_groupcaps(toolname, efficiency) function mcl_autogroup.get_groupcaps(toolname, efficiency)
local tdef = minetest.registered_items[toolname] local tdef = minetest.registered_tools[toolname]
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {}) local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency) add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps return groupcaps
@ -304,10 +294,6 @@ 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
@ -360,7 +346,7 @@ local function overwrite()
end end
end end
for tname, tdef in pairs(minetest.registered_items) do for tname, tdef in pairs(minetest.registered_tools) do
-- Assign groupcaps for digging the registered digging groups -- Assign groupcaps for digging the registered digging groups
-- depending on the _mcl_diggroups in the tool definition -- depending on the _mcl_diggroups in the tool definition
if tdef._mcl_diggroups then if tdef._mcl_diggroups then

View File

@ -1,98 +1,29 @@
-- Overrides the builtin minetest.check_single_for_falling.
-- We need to do this in order to handle nodes in mineclone specific groups
-- "supported_node" and "attached_node_facedir".
--
-- Nodes in group "supported_node" can be placed on any node that does not
-- have the "airlike" drawtype. Carpets are an example of this type.
local pairs = pairs
local math = math
local vector = vector local vector = vector
local facedir_to_dir = minetest.facedir_to_dir local facedir_to_dir = minetest.facedir_to_dir
local get_item_group = minetest.get_item_group local get_item_group = minetest.get_item_group
local remove_node = minetest.remove_node local remove_node = minetest.remove_node
local get_node = minetest.get_node local get_node = minetest.get_node
local get_meta = minetest.get_meta
local registered_nodes = minetest.registered_nodes
local get_node_drops = minetest.get_node_drops
local add_item = minetest.add_item
-- drop_attached_node(p)
--
-- This function is copied verbatim from minetest/builtin/game/falling.lua
-- We need this to do the exact same dropping node handling in our override
-- minetest.check_single_for_falling() function as in the builtin function.
--
---@param p Vector
local function drop_attached_node(p)
local n = get_node(p)
local drops = get_node_drops(n, "")
local def = registered_nodes[n.name]
if def and def.preserve_metadata then
local oldmeta = get_meta(p):to_table().fields
-- Copy pos and node because the callback can modify them.
local pos_copy = vector.copy(p)
local node_copy = { name = n.name, param1 = n.param1, param2 = n.param2 }
local drop_stacks = {}
for k, v in pairs(drops) do
drop_stacks[k] = ItemStack(v)
end
drops = drop_stacks
def.preserve_metadata(pos_copy, node_copy, oldmeta, drops)
end
if def and def.sounds and def.sounds.fall then
minetest.sound_play(def.sounds.fall, { pos = p }, true)
end
remove_node(p)
for _, item in pairs(drops) do
local pos = vector.offset(p,
math.random() / 2 - 0.25,
math.random() / 2 - 0.25,
math.random() / 2 - 0.25
)
add_item(pos, item)
end
end
-- minetest.check_single_for_falling(pos)
--
-- * causes an unsupported `group:falling_node` node to fall and causes an
-- unattached `group:attached_node` or `group:attached_node_facedir` node
-- or unsupported `group:supported_node` node to drop.
-- * does not spread these updates to neighbours.
--
-- Returns true if the node at <pos> has spawned a falling node or has been
-- dropped as item(s).
--
local original_function = minetest.check_single_for_falling local original_function = minetest.check_single_for_falling
function minetest.check_single_for_falling(pos) function minetest.check_single_for_falling(pos)
if original_function(pos) then local ret_o = original_function(pos)
return true local ret = false
end local node = minetest.get_node(pos)
local node = get_node(pos)
if get_item_group(node.name, "attached_node_facedir") ~= 0 then if get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2) local dir = facedir_to_dir(node.param2)
if dir then if dir then
if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
drop_attached_node(pos) remove_node(pos)
return true local drops = minetest.get_node_drops(node.name, "")
for dr=1, #drops do
minetest.add_item(pos, drops[dr])
end
ret = true
end end
end end
end end
return ret_o or ret
if get_item_group(node.name, "supported_node") ~= 0 then
local def = registered_nodes[get_node(vector.offset(pos, 0, -1, 0)).name]
if def and def.drawtype == "airlike" then
drop_attached_node(pos)
return true
end
end
return false
end end

View File

@ -1,11 +1,10 @@
# mcl_autogroup # mcl_autogroup
This mod emulate digging times from mc. This mod emulate digging times from mc.
## mcl_autogroup.can_harvest(nodename, toolname, player) ## mcl_autogroup.can_harvest(nodename, toolname)
Return true if <nodename> can be dig with <toolname> by <player>. Return true if <nodename> can be dig with <toolname>.
* nodename: string, valid nodename * nodename: string, valid nodename
* toolname: (optional) string, valid toolname * toolname: (optional) string, valid toolname
* player: (optinal) ObjectRef, valid player
## mcl_autogroup.get_groupcaps(toolname, efficiency) ## mcl_autogroup.get_groupcaps(toolname, efficiency)
This function is used to calculate diggroups for tools. This function is used to calculate diggroups for tools.

View File

@ -1,15 +0,0 @@
# mcl_damage
This mod is intended to overall minetest's native damage system, to provide a better integration between features that deals with entities' health.
WARNING: Not using it inside your mods may cause strange bugs (using the native damage system may cause conflicts with this system).
## Callbacks
To modify the amount of damage made by something:
```lua
--obj: an ObjectRef
mcl_damage.register_modifier(function(obj, damage, reason)
end, 0)
```

View File

@ -12,10 +12,9 @@ mcl_damage = {
drown = {bypasses_armor = true}, drown = {bypasses_armor = true},
starve = {bypasses_armor = true, bypasses_magic = true}, starve = {bypasses_armor = true, bypasses_magic = true},
cactus = {}, cactus = {},
sweet_berry = {},
fall = {bypasses_armor = true}, fall = {bypasses_armor = true},
fly_into_wall = {bypasses_armor = true}, -- unused fly_into_wall = {bypasses_armor = true}, -- unused
out_of_world = {bypasses_armor = true, bypasses_magic = true, bypasses_invulnerability = true, bypasses_totem = true}, out_of_world = {bypasses_armor = true, bypasses_magic = true, bypasses_invulnerability = true},
generic = {bypasses_armor = true}, generic = {bypasses_armor = true},
magic = {is_magic = true, bypasses_armor = true}, magic = {is_magic = true, bypasses_armor = true},
dragon_breath = {is_magic = true, bypasses_armor = true}, -- this is only used for dragon fireball; dragon fireball does not actually deal impact damage tho, so this is unreachable dragon_breath = {is_magic = true, bypasses_armor = true}, -- this is only used for dragon fireball; dragon fireball does not actually deal impact damage tho, so this is unreachable
@ -34,8 +33,6 @@ mcl_damage = {
} }
} }
local damage_enabled = minetest.settings:get_bool("enabled_damage",true)
function mcl_damage.register_modifier(func, priority) function mcl_damage.register_modifier(func, priority)
table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0}) table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0})
end end
@ -81,7 +78,7 @@ function mcl_damage.from_punch(mcl_reason, object)
mcl_reason.type = "arrow" mcl_reason.type = "arrow"
elseif luaentity._is_fireball then elseif luaentity._is_fireball then
mcl_reason.type = "fireball" mcl_reason.type = "fireball"
elseif luaentity.is_mob then elseif luaentity._cmi_is_mob then
mcl_reason.type = "mob" mcl_reason.type = "mob"
end end
mcl_reason.source = mcl_reason.source or luaentity._source_object mcl_reason.source = mcl_reason.source or luaentity._source_object
@ -96,8 +93,8 @@ 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_cached_reason then if mt_reason._mcl_chached_reason then
return mt_reason._mcl_cached_reason return mt_reason._mcl_chached_reason
end end
local mcl_reason local mcl_reason
@ -142,7 +139,6 @@ function mcl_damage.register_type(name, def)
end end
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason) minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end
if hp_change < 0 then if hp_change < 0 then
if player:get_hp() <= 0 then if player:get_hp() <= 0 then
return 0 return 0
@ -153,8 +149,8 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, true) end, true)
minetest.register_on_player_hpchange(function(player, hp_change, mt_reason) minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
if not damage_enabled then return 0 end
if player:get_hp() > 0 then if player:get_hp() > 0 then
mt_reason.approved = true
if hp_change < 0 then if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason)) mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end end
@ -162,10 +158,12 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false) end, false)
minetest.register_on_dieplayer(function(player, mt_reason) minetest.register_on_dieplayer(function(player, mt_reason)
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason)) if mt_reason.approved then
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos()))) mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
end) end)
minetest.register_on_mods_loaded(function() minetest.register_on_mods_loaded(function()
table.sort(mcl_damage.modifiers, function(a, b) return a.priority < b.priority end) table.sort(mcl_damage.modifiers, function(a, b) return a.priority < b.priority end)
end) end)

View File

@ -1,27 +0,0 @@
## mcl_events
### Registering Events
`mlc_events.register_event("name",def)`
#### Event Definition
{
stage = 0,
max_stage = 1,
percent = 100,
bars = {},
completed = false,
cond_start = function() end,
--return table of paramtables e.g. { { player = playername, pos = position, ... } }, custom parameters will be passed to the event object/table
on_step = function(event) end,
--this function is run every game step when the event is active
on_start = function(event) end,
-- this function is run when the event starts
on_stage_begin = function(event) end,
-- this function runs when a new stage of the event starts
cond_progress = function(event) end, --return false or next stage id
--this function checks if the event should progress to the next (or any other) stage
cond_complete = function(event) end,
--return true if event finished successfully
}
### Debugging
* /event_start <event> -- starts the given event at the current player coordinates

View File

@ -1,155 +0,0 @@
mcl_events = {}
mcl_events.registered_events = {}
local disabled_events = minetest.settings:get("mcl_disabled_events")
if disabled_events then disabled_events = disabled_events:split(",")
else disabled_events = {} end
local DBG = minetest.settings:get_bool("mcl_logging_event_api",false)
local active_events = {}
local event_tpl = {
stage = 0,
max_stage = 1,
percent = 100,
bars = {},
completed = false,
cond_start = function(event) end, --return table of positions
on_step = function(event) end,
on_start = function(event) end,
on_stage_begin = function(event) end,
cond_progress = function(event) end, --return next stage
cond_complete = function(event) end, --return success
}
local function mcl_log(m,l)
if DBG then
if not l then l = "action" end
minetest.log(l,"[mcl_events] "..m)
end
end
function mcl_events.register_event(name,def)
if table.indexof(disabled_events,name) ~= -1 then return end
mcl_events.registered_events[name] = def
mcl_events.registered_events[name].name = name
end
local function addbars(self)
if not self.enable_bossbar then return end
for _,player in pairs(minetest.get_connected_players()) do
if vector.distance(self.pos,player:get_pos()) < 64 then
local bar = mcl_bossbars.add_bar(player, {color = "red", text = self.readable_name .. ": Wave "..self.stage.." / "..self.max_stage, percentage = self.percent }, true,1)
table.insert(self.bars,bar)
end
end
end
local function start_event(p,e)
mcl_log("[mcl_events] Event started: "..e.readable_name.." at "..minetest.pos_to_string(vector.round(p.pos)))
local idx = #active_events + 1
active_events[idx] = table.copy(e)
setmetatable(active_events[idx],{__index = event_tpl})
for k,v in pairs(p) do active_events[idx][k] = v end
active_events[idx].stage = 0
active_events[idx].percent = 100
active_events[idx].bars = {}
active_events[idx].time_start = os.time()
if active_events[idx].on_start then
active_events[idx]:on_start(p.pos)
end
addbars(active_events[idx])
end
local function finish_event(self,idx)
mcl_log("[mcl_events] Finished: "..self.readable_name.." at "..minetest.pos_to_string(vector.round(self.pos)))
if self.on_complete then self:on_complete() end
for _,b in pairs(self.bars) do
mcl_bossbars.remove_bar(b)
end
table.remove(active_events,idx)
end
local etime = 0
function check_events(dtime)
--process active events
for idx,ae in pairs(active_events) do
if ae.cond_complete and ae:cond_complete() then
ae.finished = true
finish_event(ae,idx)
elseif not ae.cond_complete and ae.max_stage and ae.max_stage <= ae.stage then
ae.finished = true
finish_event(ae,idx)
elseif not ae.finished and ae.cond_progress then
local p = ae:cond_progress()
if p == true then
ae.stage = ae.stage + 1
if ae:on_stage_begin() == true then
mcl_log("[mcl_events] Event "..ae.readable_name.." at "..minetest.pos_to_string(vector.round(ae.pos)).." failed at stage_begin of stage "..ae.stage )
active_events[idx] = nil
end
elseif tonumber(p) then
ae.stage = tonumber(p) or ae.stage + 1
ae:on_stage_begin()
end
elseif not ae.finished and ae.on_step then
ae:on_step(dtime)
end
addbars(ae)
end
-- check if a new event should be started
etime = etime - dtime
if etime > 0 then return end
etime = 10
for _,e in pairs(mcl_events.registered_events) do
local pp = e.cond_start()
if pp then
--minetest.log("It's gonna start the raid maybe")
for _,p in pairs(pp) do
local start = true
if e.exclusive_to_area then
for _,ae in pairs(active_events) do
if e.name == ae.name and vector.distance(p.pos,ae.pos) < e.exclusive_to_area then start = false end
end
end
if start then
--minetest.log("It's gonna start the raid definitely")
start_event(p,e)
elseif DBG then
mcl_log("[mcl_events] Event "..e.readable_name.." already active at "..minetest.pos_to_string(vector.round(p.pos)))
end
end
else
--minetest.log("Do not start this raid")
end
end
for idx,ae in pairs(active_events) do
local player_near = false
for _,pl in pairs(minetest.get_connected_players()) do
if ae.pos and vector.distance(pl:get_pos(),ae.pos) < 64 then player_near = true end
end
if ae.pos and not player_near then
mcl_log("[mcl_events] Event "..ae.readable_name.." at "..minetest.pos_to_string(vector.round(ae.pos)).." aborted - no players near." )
active_events[idx] = nil
end
end
end
minetest.register_globalstep(check_events)
mcl_info.register_debug_field("Active Events",{
level = 4,
func = function(pl,pos)
return tostring(#active_events)
end
})
minetest.register_chatcommand("event_start",{
privs = {debug = true},
description = "Debug command to start events",
func = function(pname,param)
local p = minetest.get_player_by_name(pname)
local evdef = mcl_events.registered_events[param]
if not evdef then return false,"Event "..param.." doesn't exist.'" end
start_event({pos=p:get_pos(),player=pname,factor=1},evdef)
return true,"Started event "..param
end,
})

View File

@ -1,3 +0,0 @@
name = mcl_events
author = cora
depends = mcl_mobs,mcl_bossbars, mcl_info

View File

@ -13,7 +13,6 @@ 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
@ -131,10 +130,10 @@ local function add_particles(pos, radius)
time = 0.125, time = 0.125,
minpos = pos, minpos = pos,
maxpos = pos, maxpos = pos,
minvel = vector.new(-radius, -radius, -radius), minvel = {x = -radius, y = -radius, z = -radius},
maxvel = vector.new(radius, radius, radius), maxvel = {x = radius, y = radius, z = radius},
minacc = vector.zero(), minacc = vector.new(),
maxacc = vector.zero(), maxacc = vector.new(),
minexptime = 0.5, minexptime = 0.5,
maxexptime = 1.0, maxexptime = 1.0,
minsize = radius * 0.5, minsize = radius * 0.5,
@ -192,7 +191,7 @@ 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 and explosions_griefing then if info.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
@ -208,7 +207,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local npos_z = math.floor(rpos_z + 0.5) local npos_z = math.floor(rpos_z + 0.5)
local npos = { x = npos_x, y = npos_y, z = npos_z } local npos = { x = npos_x, y = npos_y, z = npos_z }
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride + local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
npos_x - emin_x + 1 npos_x - emin_x + 1
local cid = data[idx] local cid = data[idx]
local br = node_blastres[cid] or INDESTRUCT_BLASTRES local br = node_blastres[cid] or INDESTRUCT_BLASTRES
@ -289,7 +288,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
rdir_y = rdir_y / rdir_len rdir_y = rdir_y / rdir_len
rdir_z = rdir_z / rdir_len rdir_z = rdir_z / rdir_len
for i = 0, rdir_len / STEP_LENGTH do for i=0, rdir_len / STEP_LENGTH do
rpos_x = rpos_x + rdir_x * STEP_LENGTH rpos_x = rpos_x + rdir_x * STEP_LENGTH
rpos_y = rpos_y + rdir_y * STEP_LENGTH rpos_y = rpos_y + rdir_y * STEP_LENGTH
rpos_z = rpos_z + rdir_z * STEP_LENGTH rpos_z = rpos_z + rdir_z * STEP_LENGTH
@ -297,7 +296,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local npos_y = math.floor(rpos_y + 0.5) local npos_y = math.floor(rpos_y + 0.5)
local npos_z = math.floor(rpos_z + 0.5) local npos_z = math.floor(rpos_z + 0.5)
local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride + local idx = (npos_z - emin_z) * zstride + (npos_y - emin_y) * ystride +
npos_x - emin_x + 1 npos_x - emin_x + 1
local cid = data[idx] local cid = data[idx]
@ -334,17 +333,17 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end end
if sleep_formspec_doesnt_close_mt53 then if sleep_formspec_doesnt_close_mt53 then
minetest.after(0.3, minetest.after(0.3, function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE if not obj:is_player() then
if not obj:is_player() then return
return end
end
mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source })
obj:add_velocity(vector.multiply(punch_dir, impact * 20)) mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
end)
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end)
else else
mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source }) mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
if obj:is_player() or ent.tnt_knockback then if obj:is_player() or ent.tnt_knockback then
obj:add_velocity(vector.multiply(punch_dir, impact * 20)) obj:add_velocity(vector.multiply(punch_dir, impact * 20))
@ -352,23 +351,6 @@ 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 = {}, {}
@ -407,24 +389,23 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
-- We use bulk_set_node instead of LVM because we want to have on_destruct and -- We use bulk_set_node instead of LVM because we want to have on_destruct and
-- on_construct being called -- on_construct being called
if #airs > 0 then if #airs > 0 then
bulk_set_node(airs, { name = "air" }) bulk_set_node(airs, {name="air"})
end end
if #fires > 0 then if #fires > 0 then
bulk_set_node(fires, { name = "mcl_fire:fire" }) bulk_set_node(fires, {name="mcl_fire:fire"})
end end
-- Update falling nodes -- Update falling nodes
for a = 1, #airs do for a=1, #airs do
local p = airs[a] local p = airs[a]
check_for_falling(vector.offset(p, 0, 1, 0)) check_for_falling({x=p.x, y=p.y+1, z=p.z})
end end
for f = 1, #fires do for f=1, #fires do
local p = fires[f] local p = fires[f]
check_for_falling(vector.offset(p, 0, 1, 0)) check_for_falling({x=p.x, y=p.y+1, z=p.z})
end end
-- Log explosion -- Log explosion
minetest.log("action", "Explosion at " .. pos_to_string(pos) .. " with strength " .. strength .. " and radius " .. minetest.log("action", "Explosion at "..pos_to_string(pos).." with strength "..strength.." and radius "..radius)
radius)
end end
-- Create an explosion with strength at pos. -- Create an explosion with strength at pos.
@ -448,11 +429,6 @@ end
-- griefing - If true, the explosion will destroy nodes (default: true) -- griefing - If true, the explosion will destroy nodes (default: true)
-- grief_protected - If true, the explosion will also destroy nodes which have -- grief_protected - If true, the explosion will also destroy nodes which have
-- been protected (default: false) -- been protected (default: false)
---@param pos Vector
---@param strength number
---@param info {drop_chance: number, max_blast_resistance: number, sound: boolean, particles: boolean, fire: boolean, griefing: boolean, grief_protected: boolean}
---@param direct? ObjectRef
---@param source? ObjectRef
function mcl_explosions.explode(pos, strength, info, direct, source) function mcl_explosions.explode(pos, strength, info, direct, source)
if info == nil then if info == nil then
info = {} info = {}

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

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@ -1,2 +0,0 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1は爆発に巻き込まれた。

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

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

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

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@ -3,26 +3,26 @@ mcl_vars = {}
mcl_vars.redstone_tick = 0.1 mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings --- GUI / inventory menu settings
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]" mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
-- nonbg is added as formspec prepend in mcl_formspec_prepend -- nonbg is added as formspec prepend in mcl_formspec_prepend
mcl_vars.gui_nonbg = table.concat({ mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
mcl_vars.gui_slots, "style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]", "style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]", "style_type[field;textcolor=#323232]"..
"style_type[field;textcolor=#323232]", "style_type[label;textcolor=#323232]"..
"style_type[label;textcolor=#323232]", "style_type[textarea;textcolor=#323232]"..
"style_type[textarea;textcolor=#323232]", "style_type[checkbox;textcolor=#323232]"
"style_type[checkbox;textcolor=#323232]",
})
-- Background stuff must be manually added by mods (no formspec prepend) -- Background stuff must be manually added by mods (no formspec prepend)
mcl_vars.gui_bg_color = "bgcolor[#00000000]" mcl_vars.gui_bg_color = "bgcolor[#00000000]"
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]" mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
-- Legacy
mcl_vars.inventory_header = ""
-- Tool wield size -- Tool wield size
mcl_vars.tool_wield_scale = vector.new(1.8, 1.8, 1) mcl_vars.tool_wield_scale = { x = 1.8, y = 1.8, z = 1 }
-- Mapgen variables -- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name") local mg_name = minetest.get_mapgen_setting("mg_name")
@ -32,72 +32,58 @@ local singlenode = mg_name == "singlenode"
-- Calculate mapgen_edge_min/mapgen_edge_max -- Calculate mapgen_edge_min/mapgen_edge_max
mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5) mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize")) or 5)
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16) mcl_vars.MAP_BLOCKSIZE = math.max(1, core.MAP_BLOCKSIZE or 16)
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000) mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000) mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, core.MAX_MAP_GENERATION_LIMIT or 31000)
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2) local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1 local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
mcl_vars.MAP_BLOCKSIZE)
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1 local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits. local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes
---@param x integer
---@return integer
local function coordinate_to_block(x) local function coordinate_to_block(x)
return math.floor(x / mcl_vars.MAP_BLOCKSIZE) return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
end end
---@param x integer
---@return integer
local function coordinate_to_chunk(x) local function coordinate_to_chunk(x)
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize) return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
end end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_block(pos) function mcl_vars.pos_to_block(pos)
return vector.new( return {
coordinate_to_block(pos.x), x = coordinate_to_block(pos.x),
coordinate_to_block(pos.y), y = coordinate_to_block(pos.y),
coordinate_to_block(pos.z) z = coordinate_to_block(pos.z)
) }
end end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_chunk(pos) function mcl_vars.pos_to_chunk(pos)
return vector.new( return {
coordinate_to_chunk(pos.x), x = coordinate_to_chunk(pos.x),
coordinate_to_chunk(pos.y), y = coordinate_to_chunk(pos.y),
coordinate_to_chunk(pos.z) z = coordinate_to_chunk(pos.z)
) }
end end
local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes) local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes)
local k_positive_z = k_positive * 2 local k_positive_z = k_positive * 2
local k_positive_y = k_positive_z * k_positive_z local k_positive_y = k_positive_z * k_positive_z
---@param pos Vector
---@return integer
function mcl_vars.get_chunk_number(pos) -- unsigned int function mcl_vars.get_chunk_number(pos) -- unsigned int
local c = mcl_vars.pos_to_chunk(pos) local c = mcl_vars.pos_to_chunk(pos)
return (c.y + k_positive) * k_positive_y + return
(c.y + k_positive) * k_positive_y +
(c.z + k_positive) * k_positive_z + (c.z + k_positive) * k_positive_z +
c.x + k_positive c.x + k_positive
end end
if not superflat and not singlenode then if not superflat and not singlenode then
@ -131,8 +117,11 @@ elseif singlenode then
mcl_vars.mg_bedrock_is_rough = false mcl_vars.mg_bedrock_is_rough = false
else else
-- Classic superflat -- Classic superflat
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8 local ground = minetest.get_mapgen_setting("mgflat_ground_level")
ground = tonumber(ground)
if not ground then
ground = 8
end
mcl_vars.mg_overworld_min = ground - 3 mcl_vars.mg_overworld_min = ground - 3
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
@ -149,7 +138,6 @@ mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128 mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
mcl_vars.mg_nether_deco_max = mcl_vars.mg_nether_max -11 -- this is so ceiling decorations don't spill into other biomes as bedrock generation calls minetest.generate_decorations to put netherrack under the bedrock
if not superflat then if not superflat then
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4 mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4 mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
@ -174,8 +162,7 @@ end
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000 mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 64, z = 0 } mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
-- Realm barrier used to safely separate the End from the void below the Overworld -- Realm barrier used to safely separate the End from the void below the Overworld
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
@ -192,16 +179,14 @@ minetest.craftitemdef_default.stack_max = 64
math.randomseed(os.time()) math.randomseed(os.time())
local chunks = {} -- intervals of chunks generated local chunks = {} -- intervals of chunks generated
---@param pos Vector
function mcl_vars.add_chunk(pos) function mcl_vars.add_chunk(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int local n = mcl_vars.get_chunk_number(pos) -- unsigned int
local prev local prev
for i, d in pairs(chunks) do for i, d in pairs(chunks) do
if n <= d[2] then -- we've found it if n <= d[2] then -- we've found it
if (n == d[2]) or (n >= d[1]) then return end -- already here if (n == d[2]) or (n >= d[1]) then return end -- already here
if n == d[1] - 1 then -- right before: if n == d[1]-1 then -- right before:
if prev and (prev[2] == n - 1) then if prev and (prev[2] == n-1) then
prev[2] = d[2] prev[2] = d[2]
table.remove(chunks, i) table.remove(chunks, i)
return return
@ -209,20 +194,17 @@ function mcl_vars.add_chunk(pos)
d[1] = n d[1] = n
return return
end end
if prev and (prev[2] == n - 1) then --join to previous if prev and (prev[2] == n-1) then --join to previous
prev[2] = n prev[2] = n
return return
end end
table.insert(chunks, i, { n, n }) -- insert new interval before i table.insert(chunks, i, {n, n}) -- insert new interval before i
return return
end end
prev = d prev = d
end end
chunks[#chunks + 1] = { n, n } chunks[#chunks+1] = {n, n}
end end
---@param pos Vector
---@return boolean
function mcl_vars.is_generated(pos) function mcl_vars.is_generated(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int local n = mcl_vars.get_chunk_number(pos) -- unsigned int
for i, d in pairs(chunks) do for i, d in pairs(chunks) do
@ -233,46 +215,47 @@ function mcl_vars.is_generated(pos)
return false return false
end end
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does. -- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return. -- p: Position, if it's wrong, {name="error"} node will return.
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout. -- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job -- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`. --
---@nodiscard -- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(pos, force, us_timeout) function mcl_vars.get_node(p, force, us_timeout)
-- check initial circumstances -- check initial circumstances
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end if not p or not p.x or not p.y or not p.z then return {name="error"} end
-- try common way -- try common way
local node = minetest.get_node(pos) local node = minetest.get_node(p)
if node.name ~= "ignore" then if node.name ~= "ignore" then
return node return node
end end
-- copy vector to get sure it won't changed by other threads -- copy table to get sure it won't changed by other threads
local pos_copy = vector.copy(pos) local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM -- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy) minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then if node.name ~= "ignore" or not force then
return node return node
end end
-- all ways failed - need to emerge (or forceload if generated) -- all ways failed - need to emerge (or forceload if generated)
if mcl_vars.is_generated(pos_copy) then local us_timeout = us_timeout or 244
if mcl_vars.is_generated(pos) then
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!") minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
minetest.forceload_block(pos_copy) minetest.forceload_block(pos)
else else
minetest.emerge_area(pos_copy, pos_copy) minetest.emerge_area(pos, pos)
end end
local t = minetest.get_us_time() local t = minetest.get_us_time()
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
end end
return node return node

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@ -58,27 +58,26 @@ function mcl_loot.get_loot(loot_definitions, pr)
end end
if item then if item then
local itemstring = item.itemstring local itemstring = item.itemstring
local itemstack = item.itemstack
if itemstring then if itemstring then
local stack = ItemStack(itemstring)
if item.amount_min and item.amount_max then if item.amount_min and item.amount_max then
stack:set_count(pr:next(item.amount_min, item.amount_max)) itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
end end
if item.wear_min and item.wear_max then if item.wear_min and item.wear_max then
-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10 -- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
local wear_min = math.floor(item.wear_min / 10) local wear_min = math.floor(item.wear_min / 10)
local wear_max = math.floor(item.wear_max / 10) local wear_max = math.floor(item.wear_max / 10)
local wear = pr:next(wear_min, wear_max) * 10
stack:set_wear(pr:next(wear_min, wear_max) * 10) if not item.amount_min and not item.amount_max then
itemstring = itemstring .. " 1"
end
itemstring = itemstring .. " " .. tostring(wear)
end end
table.insert(items, itemstring)
if item.func then elseif itemstack then
item.func(stack, pr) table.insert(items, itemstack)
end
table.insert(items, stack)
else else
minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!") minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
end end

View File

@ -1,14 +0,0 @@
# 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"`.

View File

@ -1,12 +0,0 @@
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,
})

View File

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

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@ -11,22 +11,42 @@ Creative Commons Attribution 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by/3.0/ http://creativecommons.org/licenses/by/3.0/
Glass breaking sounds (CC BY 3.0): Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/ 1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/ 2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/ 3: http://www.freesound.org/people/lsprice/sounds/88808/
default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition
Mito551 (sounds) (CC BY-SA 3.0): Mito551 (sounds) (CC BY-SA 3.0):
default_dig_crumbly.ogg default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
default_dig_crumbly.2.ogg
default_dig_oddly_breakable_by_hand.ogg default_dig_oddly_breakable_by_hand.ogg
default_dug_node.*.ogg default_dug_node.1.ogg
default_grass_footstep.*.ogg default_dug_node.2.ogg
default_gravel_footstep.*.ogg default_grass_footstep.1.ogg
default_place_node.*.ogg default_grass_footstep.2.ogg
default_place_node_hard.*.ogg default_grass_footstep.3.ogg
default_wood_footstep.*.ogg default_gravel_footstep.1.ogg
default_dirt_footstep.*.ogg default_gravel_footstep.2.ogg
default_gravel_footstep.3.ogg
default_gravel_footstep.4.ogg
default_grass_footstep.1.ogg
default_place_node.1.ogg
default_place_node.2.ogg
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
default_sand_footstep.1.ogg
default_sand_footstep.2.ogg
default_wood_footstep.1.ogg
default_wood_footstep.2.ogg
default_dirt_footstep.1.ogg
default_dirt_footstep.2.ogg
default_glass_footstep.ogg default_glass_footstep.ogg
Metal sounds: Metal sounds:
@ -34,64 +54,35 @@ Metal sounds:
- https://www.freesound.org/people/yadronoff/sounds/320397/ - https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0 default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup - http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - (CC0 1.0) - CC0 1.0 default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://freesound.org/people/mypantsfelldown/sounds/398937/ - https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_place_node_metal.*.ogg - Ogrebane - CC0 default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2 - http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
AGFX (CC BY 3.0): AGFX (CC BY 3.0)
https://www.freesound.org/people/AGFX/packs/1253/ https://www.freesound.org/people/AGFX/packs/1253/
default_water_footstep.*.ogg default_water_footstep.1.ogg
default_water_footstep.2.ogg
default_water_footstep.3.ogg
(default_water_footstep.4.ogg is silent)
blukotek (CC0 1.0): blukotek (CC0 1.0)
https://www.freesound.org/people/blukotek/sounds/251660/ https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg default_dig_snappy.ogg
sonictechtonic (CC BY 3.0): sonictechtonic (CC BY 3.0)
https://www.freesound.org/people/sonictechtonic/sounds/241872/ https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg player_damage.ogg
Sheyvan (CC0 1.0): Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
https://freesound.org/people/Sheyvan/sounds/476113/
default_dig_choppy.*.ogg
lolamadeus (CC0 1.0):
https://freesound.org/people/lolamadeus/sounds/179341/
default_gravel_dig.*.ogg
default_gravel_dug.*.ogg
Benboncan (CC BY 3.0):
https://freesound.org/people/Benboncan/sounds/71823/
default_dig_cracky.*.ogg
Erdie (CC BY 3.0):
https://freesound.org/people/Erdie/sounds/41579/
default_hard_footstep.*.ogg
worthahep88 (CC0 1.0):
https://freesound.org/people/worthahep88/sounds/319224/
default_sand_footstep.*.ogg
dheming (CC BY 3.0):
https://freesound.org/people/dheming/sounds/268023/
default_ice_dig.*.ogg
InspectorJ (CC BY 3.0):
https://freesound.org/people/InspectorJ/sounds/416967/
default_ice_footstep.*.ogg
Angel_Perez_Grandi (CC BY 3.0):
https://freesound.org/people/Angel_Perez_Grandi/sounds/49190/
default_ice_dug.ogg
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0):
mcl_sounds_place_node_water.ogg mcl_sounds_place_node_water.ogg
mcl_sounds_dug_water.ogg mcl_sounds_dug_water.ogg
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier, (Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
Tom Peter, Telaron, juskiddink) Tom Peter, Telaron, juskiddink)
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0): Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
default_place_node_lava.ogg default_place_node_lava.ogg
Adam_N (CC0 1.0): Adam_N (CC0 1.0):
@ -99,7 +90,7 @@ Adam_N (CC0 1.0):
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/> Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
Alecia Shepherd (CC BY-SA 4.0): Alecia Shepherd (CC BY-SA 4.0):
mcl_sounds_cloth.*.ogg mcl_sounds_cloth.ogg
Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack> Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack>
Unknown authors (WTFPL): Unknown authors (WTFPL):

View File

@ -11,7 +11,7 @@ function mcl_sounds.node_sound_defaults(table)
table.dug = table.dug or table.dug = table.dug or
{name="default_dug_node", gain=0.25} {name="default_dug_node", gain=0.25}
table.dig = table.dig or table.dig = table.dig or
{name="default_dig_oddly_breakable_by_hand", gain=0.5} {name="default_dig_oddly_breakable_by_hand", gain=1.0}
table.place = table.place or table.place = table.place or
{name="default_place_node_hard", gain=1.0} {name="default_place_node_hard", gain=1.0}
return table return table
@ -20,11 +20,11 @@ end
function mcl_sounds.node_sound_stone_defaults(table) function mcl_sounds.node_sound_stone_defaults(table)
table = table or {} table = table or {}
table.footstep = table.footstep or table.footstep = table.footstep or
{name="default_hard_footstep", gain=0.2} {name="default_hard_footstep", gain=0.5}
table.dug = table.dug or table.dug = table.dug or
{name="default_hard_footstep", gain=1.0} {name="default_hard_footstep", gain=1.0}
table.dig = table.dig or table.dig = table.dig or
{name="default_dig_cracky", gain=0.5} {name="default_dig_cracky", gain=1.0}
mcl_sounds.node_sound_defaults(table) mcl_sounds.node_sound_defaults(table)
return table return table
end end
@ -32,13 +32,13 @@ end
function mcl_sounds.node_sound_metal_defaults(table) function mcl_sounds.node_sound_metal_defaults(table)
table = table or {} table = table or {}
table.footstep = table.footstep or table.footstep = table.footstep or
{name="default_metal_footstep", gain=0.2} {name="default_metal_footstep", gain=0.5}
table.dug = table.dug or table.dug = table.dug or
{name="default_dug_metal", gain=0.5} {name="default_dug_metal", gain=1.0}
table.dig = table.dig or table.dig = table.dig or
{name="default_dig_metal", gain=0.5} {name="default_dig_metal", gain=1.0}
table.place = table.place or table.place = table.place or
{name="default_place_node_metal", gain=0.5} {name="default_place_node_metal", gain=1.0}
mcl_sounds.node_sound_defaults(table) mcl_sounds.node_sound_defaults(table)
return table return table
end end
@ -46,11 +46,11 @@ end
function mcl_sounds.node_sound_dirt_defaults(table) function mcl_sounds.node_sound_dirt_defaults(table)
table = table or {} table = table or {}
table.footstep = table.footstep or table.footstep = table.footstep or
{name="default_dirt_footstep", gain=0.25}
table.dug = table.dug or
{name="default_dirt_footstep", gain=1.0} {name="default_dirt_footstep", gain=1.0}
table.dug = table.dug or
{name="default_dirt_footstep", gain=1.5}
table.dig = table.dig or table.dig = table.dig or
{name="default_dig_crumbly", gain=0.4} {name="default_dig_crumbly", gain=1.0}
table.place = table.place or table.place = table.place or
{name="default_place_node", gain=1.0} {name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table) mcl_sounds.node_sound_defaults(table)
@ -60,25 +60,11 @@ end
function mcl_sounds.node_sound_sand_defaults(table) function mcl_sounds.node_sound_sand_defaults(table)
table = table or {} table = table or {}
table.footstep = table.footstep or table.footstep = table.footstep or
{name="default_sand_footstep", gain=0.05} {name="default_sand_footstep", gain=0.5}
table.dug = table.dug or table.dug = table.dug or
{name="default_sand_footstep", gain=0.15} {name="default_sand_footstep", gain=1.0}
table.dig = table.dig or table.dig = table.dig or
{name="default_dig_crumbly", gain=0.4} {name="default_dig_crumbly", gain=1.0}
table.place = table.place or
{name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_gravel_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_gravel_footstep", gain=0.25}
table.dug = table.dug or
{name="default_gravel_dug", gain=1.0}
table.dig = table.dig or
{name="default_gravel_dig", gain=0.35}
table.place = table.place or table.place = table.place or
{name="default_place_node", gain=1.0} {name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table) mcl_sounds.node_sound_defaults(table)
@ -92,33 +78,21 @@ function mcl_sounds.node_sound_snow_defaults(table)
table.dug = table.dug or table.dug = table.dug or
{name="pedology_snow_soft_footstep", gain=1.0} {name="pedology_snow_soft_footstep", gain=1.0}
table.dig = table.dig or table.dig = table.dig or
{name="pedology_snow_soft_footstep", gain=1.0} {name="default_dig_crumbly", gain=1.0}
table.place = table.place or table.place = table.place or
{name="default_place_node", gain=1.0} {name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table) mcl_sounds.node_sound_defaults(table)
return table return table
end end
function mcl_sounds.node_sound_ice_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name="default_ice_footstep", gain=0.15}
table.dug = table.dug or
{name="default_ice_dug", gain=0.5}
table.dig = table.dig or
{name="default_ice_dig", gain=0.5}
mcl_sounds.node_sound_defaults(table)
return table
end
function mcl_sounds.node_sound_wood_defaults(table) function mcl_sounds.node_sound_wood_defaults(table)
table = table or {} table = table or {}
table.footstep = table.footstep or table.footstep = table.footstep or
{name="default_wood_footstep", gain=0.15} {name="default_wood_footstep", gain=0.5}
table.dug = table.dug or table.dug = table.dug or
{name="default_wood_footstep", gain=1.0} {name="default_wood_footstep", gain=1.0}
table.dig = table.dig or table.dig = table.dig or
{name="default_dig_choppy", gain=0.4} {name="default_dig_choppy", gain=1.0}
mcl_sounds.node_sound_defaults(table) mcl_sounds.node_sound_defaults(table)
return table return table
end end
@ -154,11 +128,11 @@ end
function mcl_sounds.node_sound_glass_defaults(table) function mcl_sounds.node_sound_glass_defaults(table)
table = table or {} table = table or {}
table.footstep = table.footstep or table.footstep = table.footstep or
{name="default_glass_footstep", gain=0.3} {name="default_glass_footstep", gain=0.5}
table.dug = table.dug or table.dug = table.dug or
{name="default_break_glass", gain=1.0} {name="default_break_glass", gain=1.0}
table.dig = table.dig or table.dig = table.dig or
{name="default_dig_cracky", gain=0.5} {name="default_dig_cracky", gain=1.0}
mcl_sounds.node_sound_defaults(table) mcl_sounds.node_sound_defaults(table)
return table return table
end end

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