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Author SHA1 Message Date
Dieter44 ffde25c3ce ITEMS/mcl_anvils: fix renaming items w/o desc… 2022-03-08 23:19:18 +01:00
MysticTempest d2e635b13f Rename a few textures to help support texture packs. 2022-03-08 23:19:18 +01:00
Elias Åström 00cb4f6233 Rewrite portal removal to avoid stack overflow
This solves a problem were nether portal removal would trigger deep
recursion through node callbacks.  For large portals this could result
in stack overflow crashes on LuaJIT.  The issue is solved by rewriting
the portal removal to avoid recursion and removing the portal in one
operation using minetest.bulk_set_node.
2022-03-08 23:19:18 +01:00
kabou cff49c015a Fix fire HUD not showing on join while burning.
* Add the fire HUD to a player who joins the server while still burning
  from the previous session.
2022-03-08 23:19:18 +01:00
kabou 03c5f24649 Add comments to mcl_burning.update_hud(). 2022-03-08 23:19:18 +01:00
kabou c83e6c3267 Do not set fire to objects that are already burning.
Changes to mcl_burning.set_on_fire():
* Add logic that only updates the burn time, but skips adding fire
  entities to objects that are already burning.
* Condense code a little, remove single use variables.
* Add a comment to a questionable piece of code.
* Add comments to the function.
2022-03-08 23:19:18 +01:00
kabou 97fb9e5828 Add comments to "storage" table.
* Document attributes of the "storage" table.
2022-03-08 23:19:18 +01:00
kabou 08775b0cc9 Add local copy of minetest.find_nodes_in_area. 2022-03-08 23:19:17 +01:00
kabou ed9a403d78 Make player burning HUD work without csm.
* Add update_hud() function.
* Remove the client channels.
* Unglobalize animation_frames variable.
* Fix bug where player state was not stored on shutdown of singleplayer
  game.
* Remove superfluous sanity_check() function, this code could easily be
  inlined in its only caller.
2022-03-08 23:19:17 +01:00
kabou 3f1247d4cf Fix burning entity animation.
The parameters for the flames sprite were incorrect, causing the reverse
side of the sprite to appear as an opaque black rectangle.  Use the
correct incantation.
2022-03-08 23:19:17 +01:00
Nils Dagsson Moskopp 84fa3db68a Fix TGA file writing on Windows
Before this patch, the tga_encoder mod would write corrupted TGA files
on Windows: Bytes that looked like newlines were replaced by a carriage
return and a newline.
2022-03-08 23:19:17 +01:00
AFCMS 1048b3a38f make all arrow types activate target (+ depends and code fixes) 2022-03-08 23:19:17 +01:00
AFCMS fb35af4dba make lingering potions activate target (+ indentation fix) 2022-03-08 23:19:17 +01:00
AFCMS 1a1c592452 make splash potions activate target 2022-03-08 23:19:17 +01:00
AFCMS 6299cd07fa make fire charges activate target (+ fix possible crash) 2022-03-08 23:19:14 +01:00
AFCMS b0695cf233 make bottle o enchanting activate target 2022-03-08 23:16:54 +01:00
AFCMS 1cf53722a4 make ender pearls activate target 2022-03-08 23:16:54 +01:00
AFCMS bb1586ce72 make eggs activate target 2022-03-08 23:16:54 +01:00
AFCMS a848b9d158 add target help text 2022-03-08 23:16:54 +01:00
AFCMS 8f5bb24771 add target crafting receipe 2022-03-08 23:16:54 +01:00
AFCMS 25f9baff2c make snowballs activate target 2022-03-08 23:16:54 +01:00
AFCMS 01c9fc9652 add target with API 2022-03-08 23:16:54 +01:00
E b737e3bc39 mapgen/mcl_mapgen_core: move set_node decorations a node callback
During the rewrite in 89e55e9065, a queue system was added to allow
using both VoxelManip-based generation steps, and set_node-based steps,
however some set_node-based steps (underground mushrooms, nether
decorations, and structures) were missed and remained in a VoxelManip
step. The result is that the changes made by the set_node stages were
overwritten after the (now-stale) VoxelManip data was committed later.

(ref. Mineclonia/Mineclonia#26)
2022-03-08 23:16:54 +01:00
cora b35959e005 do not randomseed twice 2022-03-08 23:16:54 +01:00
cora 56ec2b8066 fix beds dropping when burning up 2022-03-08 23:16:54 +01:00
cora c0fdd12172 make fire use abms instead of laggy node timers 2022-03-08 23:16:54 +01:00
Nils Dagsson Moskopp 6e3f22c1ca Fix handheld maps not displaying in Minetest 5.5.0
The function dynamic_add_media() was changed in incompatible ways in
several minor versions of Minetest, breaking the display of handheld
maps in Minetest 5.5.0. This patch makes handheld maps display there.

The function was blocking with one argument in Minetest 5.3. It was also
blocking in Minetest 5.4, but took an additional argument for a function
to execute once the media had been received. Calling dynamic_add_media()
with a single argument had been deprecated; a function that did nothing
was provided in mcl_maps to satisfy the changed argument requirements.

In Minetest 5.5, dynamic_add_media() was changed to non-blocking. This
introduced a race condition in mcl_maps, where a client often tried to
display a map before it had received the map texture from the server.

Opening an issue on the Minetest issue tracker led to it being closed in
about 20 minutes: <https://github.com/minetest/minetest/issues/11997>
2022-03-08 23:16:54 +01:00
Nils Dagsson Moskopp 3cfa41de6d Fix redstone comparator flooding crash
Redstone comparators have two modes, comparison mode & subtraction mode.
Before this patch, the functions to turn comparators on or off attempted
to swap nodes with comparators in the same mode, but failed to determine
the correct replacement node, if the existing node was not a comparator.

When a comparator in an on state (e.g. powered by a filled cauldron) was
flooded, the flooding dropped the comparator and replaced the comparator
node that was to be swapped out with air, which lead to a server crash.

This patch changes the functions that turn comparators on or off so they
only swap existing nodes with comparators in the same mode if the name
of the replacement node can be determined – i.e. if it is not nil.
2022-03-08 23:16:54 +01:00
AFCMS 86cf8010af add `.blend2` and `.blend3` files to gitignore 2022-03-08 23:16:54 +01:00
AFCMS b9eb00613c add `.blend1` files to gitignore 2022-03-08 23:16:54 +01:00
AFCMS fe4f18705e remove blender backup file 2022-03-08 23:16:54 +01:00
kabou 178b929c6c Fix hopper breakage in get_item_group return value.
In commit 55009c257e that added vectors to
mcl_composters, mcl_hoppers was accidentally patched with a unrelated
change, updating it to get_item_group().  This mostly works, but in one
particular case the semantics of the return value differs.  Instead of
returning 'nil' it returns '0'.  That altered the evaluation of an if
condition, breaking the abm that sucks in items.

This commit fixes the conditional by explicitly comparing  '~= 0'.
2022-03-08 23:16:54 +01:00
1F616EMO de929349b9 mcl_tools 2022-03-08 23:16:54 +01:00
1F616EMO 2bd8f5bdb7 mcl_flowers 2022-03-08 23:16:54 +01:00
1F616EMO f51e01ae80 mcl_books 2022-03-08 23:16:54 +01:00
1F616EMO 5b75bf74fc mcl_dye 2022-03-08 23:16:54 +01:00
1F616EMO 6fd55fb10c mcl_flowerpots 2022-03-08 23:16:54 +01:00
1F616EMO ec9db5830a mcl_mushrooms 2022-03-08 23:16:54 +01:00
1F616EMO fa8d9e2dc0 mcl_doors 2022-03-08 23:16:54 +01:00
1F616EMO 83b7f03f0d mcl_commands 2022-03-08 23:16:54 +01:00
1F616EMO fd00164bde xpanes 2022-03-08 23:16:54 +01:00
1F616EMO 87dba5f3fb mcl_armor 2022-03-08 23:16:54 +01:00
1F616EMO 5ba99c8a19 mcl_inventory 2022-03-08 23:16:54 +01:00
1F616EMO 6094f115dc mcl_fire 2022-03-08 23:16:54 +01:00
1F616EMO 5cf10b28e9 mcl_fishing 2022-03-08 23:16:54 +01:00
1F616EMO 23f6cdb492 mcl_fences 2022-03-08 23:16:54 +01:00
1F616EMO 7358ef40cc mcl_buckets 2022-03-08 23:16:54 +01:00
1F616EMO 574ca21018 mcl_walls 2022-03-08 23:16:54 +01:00
1F616EMO 2358a8be4f mcl_hoppers 2022-03-08 23:16:54 +01:00
1F616EMO 7e94436cfb mcl_anvils 2022-03-08 23:16:54 +01:00
1F616EMO 2932209f60 mcl_portals 2022-03-08 23:16:54 +01:00
1F616EMO 15a4a1f31f mcl_bows 2022-03-08 23:16:54 +01:00
1F616EMO 968385acd8 mcl_skins 2022-03-08 23:16:54 +01:00
1F616EMO 188dbfc6b9 mcl_throwing 2022-03-08 23:16:54 +01:00
1F616EMO 3efeaf0fe2 mcl_cake 2022-03-08 23:16:54 +01:00
1F616EMO c69cbe85fe mcl_jukebox 2022-03-08 23:16:54 +01:00
1F616EMO fe309e802d mcl_heads 2022-03-08 23:16:54 +01:00
1F616EMO 10b0a86c8e mcl_cauldrons 2022-03-08 23:16:54 +01:00
1F616EMO 7a431037e0 mcl_mobs 2022-03-08 23:16:54 +01:00
1F616EMO 6c9fab1e82 findbiome 2022-03-08 23:16:54 +01:00
1F616EMO bcfddc1b78 mcl_sponges 2022-03-08 23:16:54 +01:00
1F616EMO d1d81d9cc7 mcl_maps 2022-03-08 23:16:54 +01:00
1F616EMO 62e32d6fb2 mcl_brewing 2022-03-08 23:16:54 +01:00
1F616EMO a1213f2465 mcl_signs 2022-03-08 23:16:54 +01:00
1F616EMO f55e1f5a7d mcl_monster_eggs 2022-03-08 23:16:54 +01:00
1F616EMO 8d220039b0 mcl_furnaces 2022-03-08 23:16:54 +01:00
1F616EMO 9035e1292f mcl_hunger 2022-03-08 23:16:54 +01:00
1F616EMO 50f9291469 mcl_tnt 2022-03-08 23:16:54 +01:00
1F616EMO 7681ca8122 mcl_crafting_table 2022-03-08 23:16:54 +01:00
1F616EMO 6ec838c05d mcl_weather 2022-03-08 23:16:54 +01:00
1F616EMO f48e2c691b mcl_structures 2022-03-08 23:16:54 +01:00
1F616EMO c6bbfbe49f mcl_experience 2022-03-08 23:16:54 +01:00
1F616EMO 1dcac179e5 mcl_cocoas 2022-03-08 23:16:54 +01:00
1F616EMO 9d5465a2d2 hudbars 2022-03-08 23:16:54 +01:00
1F616EMO c5f6068a9d mclx_core 2022-03-08 23:16:54 +01:00
1F616EMO 8257e539c4 mcl_paintings 2022-03-08 23:16:54 +01:00
1F616EMO 3e25d63881 mcl_mobspawners 2022-03-08 23:16:54 +01:00
1F616EMO 32c102cf6d mcl_itemframes 2022-03-08 23:16:54 +01:00
1F616EMO 087596ee27 mcl_clock 2022-03-08 23:16:54 +01:00
1F616EMO 8b5946c603 mcl_armor_stand 2022-03-08 23:16:53 +01:00
1F616EMO 8f81d9cc39 mcl_spawn 2022-03-08 23:16:53 +01:00
1F616EMO a196cde3cf mcl_wip 2022-03-08 23:16:53 +01:00
1F616EMO 41c2c1bb54 mclx_fences 2022-03-08 23:16:53 +01:00
1F616EMO 48bd9259f6 mcl_compass 2022-03-08 23:16:53 +01:00
1F616EMO f6743c6a84 lightning 2022-03-08 23:16:53 +01:00
1F616EMO 33b42594a6 mcl_playerplus 2022-03-08 23:16:53 +01:00
1F616EMO 7efea28e55 mcl_torches 2022-03-08 23:16:53 +01:00
1F616EMO 5fad369709 mcl_void_damage 2022-03-08 23:16:53 +01:00
1F616EMO 0acaf04212 mcl_falling_nodes 2022-03-08 23:16:53 +01:00
1F616EMO 2711d5dcc4 mcl_privs 2022-03-08 23:16:53 +01:00
1F616EMO 6677e7f590 screwdriver 2022-03-08 23:16:53 +01:00
1F616EMO 5cb517faba mcl_hbarmor 2022-03-08 23:16:53 +01:00
1F616EMO 86e63b74d7 mcl_explosions 2022-03-08 23:16:53 +01:00
1F616EMO 4c0edaa3f7 mcl_farming 2022-03-08 23:16:53 +01:00
1F616EMO 0228758559 (WIP) mcl_farming 2022-03-08 23:16:53 +01:00
1F616EMO 2e446737cb MORE MESS SORRY XD 2022-03-08 23:16:53 +01:00
1F616EMO 8c17897801 Revert "add translates for `mcl_boats`"
This reverts commit 2ee84f2ad3bd1f067a43c9382d7fc70f30fab9f0.
2022-03-08 23:16:53 +01:00
1F616EMO 25fa3cab03 add translates for `mcl_boats`
Co-authored-by: Emojigit <emojigit@noreply.git.minetest.land>
2022-03-08 23:16:53 +01:00
1F616EMO acbaf0fb65 add translate of README.md 2022-03-08 23:16:53 +01:00
1F616EMO cca4260f1c add translate for `doc_identifier` 2022-03-08 23:16:53 +01:00
1F616EMO 03c7e6df8a add zh_TW translate to `mcl_beds` and `mcl_core` 2022-03-08 23:16:53 +01:00
AFCMS c5e372f825 obtimize icons again
`optipng -strip all -o9`
2022-03-08 23:16:53 +01:00
AFCMS 599c147ec8 make menu icon smaller (128x) 2022-03-08 23:16:53 +01:00
AFCMS d242167048 add @epCode logo 2022-03-08 23:16:53 +01:00
AFCMS dfec4a5422 Revert "move barrels to mcl_chests"
This reverts commit a272322cb5.
2022-03-08 23:16:53 +01:00
AFCMS cfe9067393 apply @kay27 fix to `mcl_util.drop_items_from_meta_container` 2022-03-08 23:16:53 +01:00
AFCMS 1f000e760d move barrels to mcl_chests 2022-03-08 23:16:53 +01:00
AFCMS a7e234765e fix barrel top texture rotation 2022-03-08 23:16:53 +01:00
AFCMS 29e9f45b6e cleanup barrel TODO list 2022-03-08 23:16:53 +01:00
AFCMS 6e0adcedef simplify random dropping position code 2022-03-08 23:16:53 +01:00
AFCMS 4a8f73dd10 rename `mcl_util.drop_items_container_get` to `drop_items_from_meta_container` 2022-03-08 23:16:53 +01:00
AFCMS 3c2182a677 add barrel tooltip help text 2022-03-08 23:16:53 +01:00
AFCMS 87fde16918 add doc description to barrels 2022-03-08 23:16:53 +01:00
AFCMS 3eb6753d92 fix broken tree placement 2022-03-08 23:16:53 +01:00
AFCMS 80bfb18d35 fixes 2022-03-08 23:16:53 +01:00
AFCMS 2d07f85697 add craft 2022-03-08 23:16:53 +01:00
AFCMS eeb288dca7 add barrel 2022-03-08 23:16:53 +01:00
cora 0886f16618 Do not send redundant bone position and properties 2022-03-08 23:16:53 +01:00
kabou 77c893453f Reinstate nil check in on_place_bucket.
* Oops, nil checks on registered_node[name] were erroneously optimized
  away, risking crashes.  Reinstate those checks.
2022-03-08 23:16:52 +01:00
5047 changed files with 28839 additions and 86890 deletions

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@ -1,12 +0,0 @@
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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@ -1,36 +0,0 @@
---
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!

View File

@ -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!

View File

@ -1,25 +0,0 @@
---
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?

View File

@ -1,20 +0,0 @@
---
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!

3
.gitignore vendored
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@ -3,6 +3,3 @@
*.blend1
*.blend2
*.blend3
/.idea/
*.xcf
.Rproj.user

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@ -1,12 +1,10 @@
---@diagnostic disable
unused_args = false
allow_defined_top = true
max_line_length = false
redefined = false
globals = {
"minetest", "core",
"minetest", "core",
}
read_globals = {
@ -42,16 +40,16 @@ read_globals = {
"factorial"
}
},
------
--MODS
------
------
--MODS
------
--GENERAL
"default",
--GENERAL
"default",
--ENTITIES
"cmi",
--ENTITIES
"cmi",
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}
--HUD
"sfinv", "sfinv_buttons", "unified_inventory", "cmsg", "inventory_plus",
}

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@ -1,22 +0,0 @@
{
"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
View File

@ -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`
* Buckets: `ITEMS/mcl_buckets`
* Dispenser support: `ITEMS/REDSTONE/mcl_dispensers`
* Campfires: `ITEMS/mcl_campfires`
### Mobs
## Mobs
* Mobs: `ENTITIES/mcl_mobs`
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.

View File

@ -60,7 +60,7 @@ representative at an online or offline event.
Instances of abusive, harassing, or otherwise unacceptable behavior may be
reported to the community leaders responsible for enforcement at
ancientmariner_dev@proton.me.
eliasfleckenstein@web.de.
All complaints will be reviewed and investigated promptly and fairly.
All community leaders are obligated to respect the privacy and security of the

View File

@ -2,17 +2,27 @@
So you want to contribute to MineClone2?
Wow, thank you! :-)
MineClone2 is maintained by AncientMariner and Nicu. If you have any
problems or questions, contact us on Discord/Matrix (See Links section below).
MineClone2 is maintained by Nicu and Fleckenstein. If you have any
problems or questions, contact us (See Links section below).
You can help with MineClone2's development in many different ways,
whether you're a programmer or not.
## MineClone2's development target is to...
- Create a stable, peformant, moddable, free/libre game based on Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer.
- Currently, a lot of features are already implemented.
Polishing existing features is always welcome.
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, most of **Minecraft Java
Edition 1.12.2** features are already implemented and polishing existing
features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Links
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
@ -35,10 +45,8 @@ 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:
https://git.minetest.land/MineClone2/MineClone2/wiki/
## How you can help as a non-programmer
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
@ -50,10 +58,12 @@ you can report a bug or request a feature.
discussion.
* Choose a descriptive title (e.g. not just "crash", "bug" or "question"
).
* Please write in plain, understandable English. It will be easier to
communicate.
* Please start the issue title with a capital letter.
* 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!
Don't report bugs that have already been reported or request features
that already have been requested.
* 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
@ -63,9 +73,6 @@ instead.
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
@ -75,7 +82,7 @@ in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you
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 which MineClone2 and Minetest versions you are using.
* 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.
@ -104,28 +111,23 @@ 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.
requests that start with a `WIP:` are not done yet, and therefore might
not work, so it's not very useful to try them out yet.
### 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
Due to license problems, MineClone2 unfortunately 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.
For textures we use the Pixel Perfection texture pack. This is mostly
enough; however in some cases - e.g. for newer Minecraft features, it's
useful to have texture artists around. 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.
@ -134,10 +136,7 @@ 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.
play these sounds in game.
#### 3D Models
Most of the 3D Models in MineClone2 come from
@ -147,9 +146,9 @@ 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.
Asset contributions will be credited in 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
@ -184,12 +183,7 @@ 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
Minetest 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
@ -220,14 +214,10 @@ they have made their donation Incognito).
* Fork the repository (in case you have not already)
* Do your change in a new branch
* Create a pull request to get your changes merged into master
* It is important that conflicts are resolved prior to merging the pull
* Keep your pull request up to date by regularly merging upstream. It is
imperative 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.
* After the pull request got merged, you can delete the branch
### Discuss first
If you feel like a problem needs to fixed or you want to make a new
@ -251,7 +241,7 @@ work causes problems, we ask you fix the issues as soon as possible.
### Changing Gameplay
Pull Requests that change gameplay have to be properly researched and
need to state their sources. These PRs also need the maintainer's approval
need to state their sources. These PRs also need Fleckenstein's approval
before they are merged.
You can use these sources:
@ -261,23 +251,16 @@ of the results)
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
### Guidelines
### Stick to our guidelines
#### Git Guidelines
* 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)
* We use merge rather than rebase or squash merge
* We don't use git submodules.
* Your commit names should be relatively descriptive, e.g. when saying
"Fix #issueid", the commit message should also contain the title of the
issue.
* Try to keep your commits as atomic as possible (advise, but completely
optional)
#### Code Guidelines
* Each mod must provide `mod.conf`.
@ -357,32 +340,39 @@ 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.
MineClone2 repository.
#### 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.
- You should not push things directly to
MineClone2 master - rather, do your work on a branch on your private
repository, then create a pull request. This way other people can review
your changes and make sure they work before they get merged.
- Merge PRs only when they have recieved the necessary feedback and have
been tested by at least two different people (including the author of
the pull request), to avoid crashes or the introduction of new bugs.
- You may also be assigned to issues or pull
requests as a developer. In this case it is your responsibility to fix
the issue / review and merge the pull request when it is ready. You can
also unassign yourself from the issue / PR if you have no time or don't
want to take care of it for some other reason. After all, everyone is a
volunteer and we can't expect you to do work that you are not interested
in. **The important thing is that you make sure to inform us if you
won't take care of something that has been assigned to you.**
- Please assign yourself to something that you want to work on to avoid
duplicate work.
- As a developer, it should be easy to reach you about your work. You
should be in at least one of the public MineClone2 discussion rooms -
preferrably Discord, but if you really don't like Discord, Matrix
or IRC are fine too.
### Maintainer status
Maintainers carry the main responsibility for the project.
#### Maintainer responsibilities
- Making sure issues are addressed and pull requests are reviewed and
merged.
merged, by assigning either themselves or Developers to issues / PRs
- Making releases
- Making sure guidelines are kept
- Making project decisions based on community feedback
- Granting/revoking developer access
- Enforcing the code of conduct (See CODE_OF_CONDUCT.md)
@ -390,8 +380,8 @@ merged.
- Resolving conflicts and problems within the community
#### Current maintainers
* AncientMariner - responsible for gameplay review, publishing releases,
technical guidelines
* Fleckenstein - responsible for gameplay review, publishing releases,
technical guidelines and issue/PR delegation
* Nicu - responsible for community related issues
#### Release process

View File

@ -7,41 +7,25 @@
* Wuzzy
## Maintainers
* AncientMariner
* Nicu
## Previous Maintainers
* Fleckenstein
* cora
* Nicu
* kay27
## Developers
* bzoss
* AFCMS
* epCode
* chmodsayshello
* PrairieWind
* MrRar
* FossFanatic
* SmokeyDope
## Past Developers
* jordan4ibanez
* ryvnf
* iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* SumianVoice
* cora
* jordan4ibanez
## Contributors
* RandomLegoBrick
* rudzik8
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher
* HimbeerserverDE
* TechDudie
@ -70,13 +54,10 @@
* Marcin Serwin
* erlehmann
* E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz
* Doloment
* Sydney Gems
* talamh
* Emily2255
* Emojigit
* FinishedFragment
@ -87,38 +68,13 @@
* 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
* Jordach for the jukebox music compilation from Big Freaking Dig
* 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/
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* 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)
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
## Original Mod Authors
* Wuzzy
@ -150,18 +106,11 @@
* 4Evergreen4
* jordan4ibanez
* paramat
* debian044 / debian44
* chmodsayshello
* cora
* Faerraven / Michieal
* PrairieWind
## 3D Models
* 22i
* tobyplowy
* epCode
* Faerraven / Michieal
* SumianVoice
## Textures
* XSSheep
@ -172,15 +121,6 @@
* yutyo
* NO11
* kay27
* MysticTempest
* RandomLegoBrick
* cora
* Faerraven / Michieal
* Nicu
* Exhale
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
## Translations
* Wuzzy
@ -190,23 +130,12 @@
* pitchum
* todoporlalibertad
* Marcin Serwin
* Pepebotella
* Emojigit
* snowyu
* 3raven
* SakuraRiu
* anarquimico
* syl
* Temak
* megustanlosfrijoles
* kbundg
## Funders
* 40W
* bauknecht
* Cora
## 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
* 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
* `fire_encouragement`: How quickly this block catches fire
* `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
* `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
@ -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.
* `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
* `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
* `anvil`: Anvil. 1: No damage. 2-3: Higher damage levels
* `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_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
* `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
@ -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”
* `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
* `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
@ -207,9 +200,6 @@ These groups are used mostly for informational purposes
* `building_block=1`: Block is a building 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
These groups put similar items together which should all be treated by the gameplay or the GUI as a single item.

View File

@ -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!

View File

@ -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:
## 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.
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,
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).
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/)
Armor trim models were created by Aeonix_Aeon
Source: <https://www.curseforge.com/minecraft/texture-packs/ozocraft-remix>
License: [CC BY 4.0](https://creativecommons.org/licenses/by/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
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)

View File

@ -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!

View File

@ -2,6 +2,8 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.72.0 (in development)
### Gameplay
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
@ -27,7 +29,7 @@ Or you can play in “creative mode” in which you can build almost anything in
## How to play (quick start)
### Getting started
* **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**
* **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
@ -37,15 +39,15 @@ Or you can play in “creative mode” in which you can build almost anything in
### Farming
* Find seeds
* Craft a hoe
* Rightclick dirt or a similar block with a hoe to create farmland
* Craft hoe
* Rightclick dirt or similar block with hoe to create farmland
* 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
### Furnace
* Craft a furnace
* The furnace allows you to obtain more items
* 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
@ -64,7 +66,7 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
## 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
are officially supported.
There is no support for running MineClone2 in development versions of Minetest.
@ -78,33 +80,36 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* 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
- Create a stable, moddable, free/libre game based on Minecraft
on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Edition** features are already implemented and polishing existing
- Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, most of **Minecraft Java
Edition 1.12.2** features are already implemented and polishing existing
features are prioritized over new feature requests.
- Implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine).
- Create a performant experience that will run relatively
well on really low spec computers.
- With lessened priority yet strictly, implement features targetting
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Completion status
This game is currently in **beta** stage.
It is playable, but not yet feature-complete.
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:
@ -119,7 +124,7 @@ The following main features are available:
* Most blocks in the overworld
* Water and lava
* Weather
* 28 biomes + 5 Nether Biomes
* 28 biomes
* The Nether, a fiery underworld in another dimension
* Redstone circuits (partially)
* Minecarts (partial)
@ -154,15 +159,15 @@ The following features are incomplete:
* Some monsters and animals
* Redstone-related things
* Some special minecarts (hopper and chest minecarts work)
* Special minecarts
* 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
* 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
* 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)
* New blocks and items:
* Lookup tool, shows you the help for whatever it touches
@ -170,9 +175,6 @@ Bonus features (not found in Minecraft):
* Nether Brick Fence Gate
* Red Nether Brick Fence
* 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:

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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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@ -1,193 +0,0 @@
# 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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### 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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@ -1,57 +0,0 @@
# Making Textures In Mineclone2
Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
## Recommended Software
### GIMP
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
Download GIMP [here](http://gimp.org/)
# Getting Started
## Creating a new file
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
## Zoom In
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
## Configure Grid
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
## Pencil Tool & Color Picking
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
## How to export optimally
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
### Further optimization with OptiPNG
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
```
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
```
This will further optimize all the textures in the directory.
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB

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@ -1 +1 @@
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
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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@ -1,4 +1,2 @@
title = MineClone 2
name = MineClone 2
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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@ -204,7 +204,7 @@ end
-- 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.
function mcl_autogroup.can_harvest(nodename, toolname, player)
function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename]
if not ndef then
@ -215,10 +215,6 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
return true
end
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
return true
end
-- Check if it can be dug by tool
local tdef = minetest.registered_tools[toolname]
if tdef and tdef._mcl_diggroups then
@ -232,9 +228,7 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
end
-- Check if it can be dug by hand
if not player or not player:is_player() then return false end
local name = player:get_inventory():get_stack("hand", 1):get_name()
local tdef = minetest.registered_items[name]
local tdef = minetest.registered_tools[""]
if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then
@ -266,7 +260,7 @@ local function get_tool_capabilities(tdef)
-- If the damage group and punch interval from hand is not included,
-- 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 {
full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups
@ -286,7 +280,7 @@ end
-- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order.
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 {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps
@ -304,10 +298,6 @@ end
-- loading order.
function mcl_autogroup.get_wear(toolname, diggroup)
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
return math.ceil(65535 / uses)
end
@ -360,7 +350,7 @@ local function overwrite()
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
-- depending on the _mcl_diggroups in the tool definition
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 facedir_to_dir = minetest.facedir_to_dir
local get_item_group = minetest.get_item_group
local remove_node = minetest.remove_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
function minetest.check_single_for_falling(pos)
if original_function(pos) then
return true
end
local node = get_node(pos)
local ret_o = original_function(pos)
local ret = false
local node = minetest.get_node(pos)
if get_item_group(node.name, "attached_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if dir then
if get_item_group(get_node(vector.add(pos, dir)).name, "solid") == 0 then
drop_attached_node(pos)
return true
remove_node(pos)
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
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
return ret_o or ret
end

View File

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

View File

@ -12,10 +12,9 @@ mcl_damage = {
drown = {bypasses_armor = true},
starve = {bypasses_armor = true, bypasses_magic = true},
cactus = {},
sweet_berry = {},
fall = {bypasses_armor = true},
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},
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
@ -34,8 +33,6 @@ mcl_damage = {
}
}
local damage_enabled = minetest.settings:get_bool("enabled_damage",true)
function mcl_damage.register_modifier(func, priority)
table.insert(mcl_damage.modifiers, {func = func, priority = priority or 0})
end
@ -81,7 +78,7 @@ function mcl_damage.from_punch(mcl_reason, object)
mcl_reason.type = "arrow"
elseif luaentity._is_fireball then
mcl_reason.type = "fireball"
elseif luaentity.is_mob then
elseif luaentity._cmi_is_mob then
mcl_reason.type = "mob"
end
mcl_reason.source = mcl_reason.source or luaentity._source_object
@ -96,8 +93,8 @@ function mcl_damage.finish_reason(mcl_reason)
end
function mcl_damage.from_mt(mt_reason)
if mt_reason._mcl_cached_reason then
return mt_reason._mcl_cached_reason
if mt_reason._mcl_chached_reason then
return mt_reason._mcl_chached_reason
end
local mcl_reason
@ -142,7 +139,6 @@ function mcl_damage.register_type(name, def)
end
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 player:get_hp() <= 0 then
return 0
@ -153,8 +149,8 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, true)
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
mt_reason.approved = true
if hp_change < 0 then
mcl_damage.run_damage_callbacks(player, -hp_change, mcl_damage.from_mt(mt_reason))
end
@ -162,10 +158,12 @@ minetest.register_on_player_hpchange(function(player, hp_change, mt_reason)
end, false)
minetest.register_on_dieplayer(function(player, mt_reason)
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
minetest.log("action","Player "..player:get_player_name().." died at "..minetest.pos_to_string(vector.round(player:get_pos())))
if mt_reason.approved then
mcl_damage.run_death_callbacks(player, mcl_damage.from_mt(mt_reason))
end
end)
minetest.register_on_mods_loaded(function()
table.sort(mcl_damage.modifiers, function(a, b) return a.priority < b.priority 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,
})

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

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@ -13,7 +13,6 @@ under the LGPLv2.1 license.
mcl_explosions = {}
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 math = math
@ -131,10 +130,10 @@ local function add_particles(pos, radius)
time = 0.125,
minpos = pos,
maxpos = pos,
minvel = vector.new(-radius, -radius, -radius),
maxvel = vector.new(radius, radius, radius),
minacc = vector.zero(),
maxacc = vector.zero(),
minvel = {x = -radius, y = -radius, z = -radius},
maxvel = {x = radius, y = radius, z = radius},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 0.5,
maxexptime = 1.0,
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
-- Trace rays for environment destruction
if info.griefing and explosions_griefing then
if info.griefing then
for i = 1, #raydirs do
local rpos_x = pos.x
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 = { x = npos_x, y = npos_y, z = npos_z }
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 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_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_y = rpos_y + rdir_y * 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_z = math.floor(rpos_z + 0.5)
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]
@ -334,17 +333,17 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end
if sleep_formspec_doesnt_close_mt53 then
minetest.after(0.3,
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
return
end
mcl_util.deal_damage(obj, damage, { type = "explosion", direct = direct, source = source })
minetest.after(0.3, 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
return
end
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end)
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
obj:add_velocity(vector.multiply(punch_dir, impact * 20))
end)
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
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
-- 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
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
-- on_construct being called
if #airs > 0 then
bulk_set_node(airs, { name = "air" })
bulk_set_node(airs, {name="air"})
end
if #fires > 0 then
bulk_set_node(fires, { name = "mcl_fire:fire" })
bulk_set_node(fires, {name="mcl_fire:fire"})
end
-- Update falling nodes
for a = 1, #airs do
for a=1, #airs do
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
for f = 1, #fires do
for f=1, #fires do
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
-- Log explosion
minetest.log("action", "Explosion at " .. pos_to_string(pos) .. " with strength " .. strength .. " and radius " ..
radius)
minetest.log("action", "Explosion at "..pos_to_string(pos).." with strength "..strength.." and radius "..radius)
end
-- Create an explosion with strength at pos.
@ -448,11 +429,6 @@ end
-- griefing - If true, the explosion will destroy nodes (default: true)
-- grief_protected - If true, the explosion will also destroy nodes which have
-- 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)
if info == nil then
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.=

View File

@ -3,26 +3,26 @@ mcl_vars = {}
mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings
--- GUI / inventory menu settings
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
-- nonbg is added as formspec prepend in mcl_formspec_prepend
mcl_vars.gui_nonbg = table.concat({
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[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[label;textcolor=#323232]",
"style_type[textarea;textcolor=#323232]",
"style_type[checkbox;textcolor=#323232]",
})
mcl_vars.gui_nonbg = 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[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[label;textcolor=#323232]"..
"style_type[textarea;textcolor=#323232]"..
"style_type[checkbox;textcolor=#323232]"
-- Background stuff must be manually added by mods (no formspec prepend)
mcl_vars.gui_bg_color = "bgcolor[#00000000]"
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
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
local mg_name = minetest.get_mapgen_setting("mg_name")
@ -35,69 +35,55 @@ mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16)
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)
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.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_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 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) /
mcl_vars.MAP_BLOCKSIZE)
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / 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 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.
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
---@param x integer
---@return integer
local function coordinate_to_block(x)
return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
end
---@param x integer
---@return integer
local function coordinate_to_chunk(x)
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_block(pos)
return vector.new(
coordinate_to_block(pos.x),
coordinate_to_block(pos.y),
coordinate_to_block(pos.z)
)
return {
x = coordinate_to_block(pos.x),
y = coordinate_to_block(pos.y),
z = coordinate_to_block(pos.z)
}
end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_chunk(pos)
return vector.new(
coordinate_to_chunk(pos.x),
coordinate_to_chunk(pos.y),
coordinate_to_chunk(pos.z)
)
return {
x = coordinate_to_chunk(pos.x),
y = coordinate_to_chunk(pos.y),
z = coordinate_to_chunk(pos.z)
}
end
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_y = k_positive_z * k_positive_z
---@param pos Vector
---@return integer
function mcl_vars.get_chunk_number(pos) -- unsigned int
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.x + k_positive
c.x + k_positive
end
if not superflat and not singlenode then
@ -131,8 +117,11 @@ elseif singlenode then
mcl_vars.mg_bedrock_is_rough = false
else
-- 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_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
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_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
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
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
@ -174,8 +162,7 @@ end
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 = 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_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
-- 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
@ -192,16 +179,14 @@ minetest.craftitemdef_default.stack_max = 64
math.randomseed(os.time())
local chunks = {} -- intervals of chunks generated
---@param pos Vector
function mcl_vars.add_chunk(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
local prev
for i, d in pairs(chunks) do
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[1] - 1 then -- right before:
if prev and (prev[2] == n - 1) then
if n == d[1]-1 then -- right before:
if prev and (prev[2] == n-1) then
prev[2] = d[2]
table.remove(chunks, i)
return
@ -209,20 +194,17 @@ function mcl_vars.add_chunk(pos)
d[1] = n
return
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
return
end
table.insert(chunks, i, { n, n }) -- insert new interval before i
table.insert(chunks, i, {n, n}) -- insert new interval before i
return
end
prev = d
end
chunks[#chunks + 1] = { n, n }
chunks[#chunks+1] = {n, n}
end
---@param pos Vector
---@return boolean
function mcl_vars.is_generated(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int
for i, d in pairs(chunks) do
@ -233,46 +215,47 @@ function mcl_vars.is_generated(pos)
return false
end
---"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.
---@param force? boolean 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
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`.
---@nodiscard
function mcl_vars.get_node(pos, force, us_timeout)
-- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
-- p: Position, if it's wrong, {name="error"} node will return.
-- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
-- 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.
--
-- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(p, force, us_timeout)
-- 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
local node = minetest.get_node(pos)
local node = minetest.get_node(p)
if node.name ~= "ignore" then
return node
end
-- copy vector to get sure it won't changed by other threads
local pos_copy = vector.copy(pos)
-- copy table to get sure it won't changed by other threads
local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy)
node = minetest.get_node(pos_copy)
minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then
return node
end
-- 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.forceload_block(pos_copy)
minetest.forceload_block(pos)
else
minetest.emerge_area(pos_copy, pos_copy)
minetest.emerge_area(pos, pos)
end
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
node = minetest.get_node(pos_copy)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos)
end
return node

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@ -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"`.

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@ -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,
})

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@ -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/
Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
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
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_dug_node.*.ogg
default_grass_footstep.*.ogg
default_gravel_footstep.*.ogg
default_place_node.*.ogg
default_place_node_hard.*.ogg
default_wood_footstep.*.ogg
default_dirt_footstep.*.ogg
default_dug_node.1.ogg
default_dug_node.2.ogg
default_grass_footstep.1.ogg
default_grass_footstep.2.ogg
default_grass_footstep.3.ogg
default_gravel_footstep.1.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
Metal sounds:
@ -34,64 +54,35 @@ Metal sounds:
- https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - (CC0 1.0) - CC0 1.0
- https://freesound.org/people/mypantsfelldown/sounds/398937/
default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_place_node_metal.*.ogg - Ogrebane - CC0
- 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/
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/
default_dig_snappy.ogg
sonictechtonic (CC BY 3.0):
sonictechtonic (CC BY 3.0)
https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg
Sheyvan (CC0 1.0):
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):
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
mcl_sounds_place_node_water.ogg
mcl_sounds_dug_water.ogg
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
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
Adam_N (CC0 1.0):
@ -99,7 +90,7 @@ Adam_N (CC0 1.0):
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
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>
Unknown authors (WTFPL):

View File

@ -11,7 +11,7 @@ function mcl_sounds.node_sound_defaults(table)
table.dug = table.dug or
{name="default_dug_node", gain=0.25}
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
{name="default_place_node_hard", gain=1.0}
return table
@ -20,11 +20,11 @@ end
function mcl_sounds.node_sound_stone_defaults(table)
table = table 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
{name="default_hard_footstep", gain=1.0}
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)
return table
end
@ -32,13 +32,13 @@ end
function mcl_sounds.node_sound_metal_defaults(table)
table = table 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
{name="default_dug_metal", gain=0.5}
{name="default_dug_metal", gain=1.0}
table.dig = table.dig or
{name="default_dig_metal", gain=0.5}
{name="default_dig_metal", gain=1.0}
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)
return table
end
@ -46,11 +46,11 @@ end
function mcl_sounds.node_sound_dirt_defaults(table)
table = table 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}
table.dug = table.dug or
{name="default_dirt_footstep", gain=1.5}
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)
@ -60,25 +60,11 @@ end
function mcl_sounds.node_sound_sand_defaults(table)
table = table 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
{name="default_sand_footstep", gain=0.15}
{name="default_sand_footstep", gain=1.0}
table.dig = table.dig or
{name="default_dig_crumbly", gain=0.4}
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}
{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)
@ -92,33 +78,21 @@ function mcl_sounds.node_sound_snow_defaults(table)
table.dug = table.dug or
{name="pedology_snow_soft_footstep", gain=1.0}
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
{name="default_place_node", gain=1.0}
mcl_sounds.node_sound_defaults(table)
return table
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)
table = table 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
{name="default_wood_footstep", gain=1.0}
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)
return table
end
@ -154,11 +128,11 @@ end
function mcl_sounds.node_sound_glass_defaults(table)
table = table 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
{name="default_break_glass", gain=1.0}
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)
return table
end

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