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Author SHA1 Message Date
ADLON a5980538ef mcl_beehives.ru.tr
ru tr
2023-08-07 07:14:46 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 aa3b3421d5 Merge pull request 'Allow villager to claim filled cauldrons.' (#3856) from Codiac/MineClone2:cauldron_job_site_fix into master
Reviewed-on: MineClone2/MineClone2#3856
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-08-05 16:44:27 +00:00
codiac 4f2cb955b8 Use minetest.get_item_group for more flexibility 2023-08-05 15:09:53 +10:00
codiac a3bbb3694c Allow villager to claim filled cauldrons.
Fixes #3733
2023-08-05 15:09:53 +10:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b911da121e Merge pull request 'Fixed typo in mcl_damage' (#3858) from mcl_cached_reason-fix into master
Reviewed-on: MineClone2/MineClone2#3858
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-08-01 21:08:11 +00:00
Nicu a99daf4294 Fixed typo in mcl_damage
Fixed typo that invalidated the cached reason for damage
2023-08-01 15:53:17 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 f9eb31ed46 Merge pull request 'Remove mcl_base_textures mod' (#3855) from mcl_base_textures into master
Reviewed-on: MineClone2/MineClone2#3855
Reviewed-by: AFCMS <afcm.contact@gmail.com>
Reviewed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-07-31 12:52:15 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 80b21759d9 Remove mcl_base_textures mod 2023-07-26 09:56:13 -05:00
Wbjitscool 86b5648442 updates the warped, crimson and mangrove trapdoor side textures (#3844)
updates the side textures for the warped, crimson and mangrove trapdoors.

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

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

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

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

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

Reviewed-on: MineClone2/MineClone2#3479
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
Co-committed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-06-13 15:43:52 +00:00
ancientmarinerdev f57f73681a Merge pull request 'Drop pumpkins, melons and buttons via piston or dirt next to piston' (#3777) from pumpkin_stuff into master
Reviewed-on: MineClone2/MineClone2#3777
2023-06-07 21:21:43 +00:00
ancientmarinerdev 60c996b5ac Drop pumpkins, melons and buttons via piston or dirt next to piston 2023-06-07 20:21:05 +00:00
ancientmarinerdev 47f64f63a3 Merge pull request 'Incorperate sheep eating animation.' (#3768) from sheep_eat_animation into master
Reviewed-on: MineClone2/MineClone2#3768
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-05 14:06:49 +00:00
ancientmarinerdev cc5a0971ac Object reference check before setting velocity 2023-06-05 15:03:45 +01:00
epCode df8592df41 Revert add punch node 2023-06-04 21:53:39 -07:00
epCode 5e4fa30aae Punch node after change 2023-06-04 20:19:18 -07:00
epCode e49eac6d85 Fix sheep not regrowing wool after eating 2023-06-04 16:24:37 -07:00
epCode e53b6c124c Make sheep always drop 1 wool (MC continuity) 2023-06-04 22:41:35 +00:00
epCode 92887f5501 fix sheep replace rate 2023-06-04 22:41:35 +00:00
epCode 86cd5711ca Rearange on replace code to be more general purpous 2023-06-04 22:41:35 +00:00
epCode 908ba9fba6 Put on_replace call in correct place (wool regrow on grass to dirt) 2023-06-04 22:41:35 +00:00
epCode 91d94800d7 Adjust grass replace timer 2023-06-04 22:41:35 +00:00
epCode 74e55ca361 Fix eat replace timer for sheep 2023-06-04 22:41:35 +00:00
epCode c049113f26 Fix sheep sliding, make eating timed, fix animation repeat 2023-06-04 22:41:35 +00:00
epCode 1f5247df06 Make mobs slide less, and fix ageold jump dilema 2023-06-04 22:41:35 +00:00
epCode 2e2f56122d Incorperate sheep eating animation. #3734 2023-06-04 22:41:35 +00:00
ancientmarinerdev 46d486c7cb Merge pull request 'Oxidation API' (#3748) from oxidation_api into master
Reviewed-on: MineClone2/MineClone2#3748
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-02 20:34:26 +00:00
PrairieWind 75e4000b30 Fix the scraped variants of certain waxed copper blocks
Also fix some wording in the oxidation api documentation
2023-06-02 20:28:54 +00:00
PrairieWind 46f6731cf5 Make oxidized slabs and stairs waxable, and fix the copper oxidation dupe 2023-06-02 20:28:54 +00:00
PrairieWind 0fba7eaed4 Fix a few crashes, make the abm work, and revive the wax off advancement 2023-06-02 20:28:54 +00:00
Michieal 7c46826958 Did what I should have done to begin with: changed _mcl_copper_waxed_variant to _mcl_waxed_variant so that it intuitively applies to more than just copper. 2023-06-02 20:28:54 +00:00
Michieal d6858b7e2a Made the scraped variants of the stairs & slabs.
Cleaned up commented out code.
2023-06-02 20:28:54 +00:00
Michieal 9e5a45e3fd Rebased; Changed the way that the abm handles being called.
Still have to make the scraped variants of the stairs & slabs.
2023-06-02 20:28:54 +00:00
PrairieWind 4b9fc7046b Add Oxidization API 2023-06-02 20:28:54 +00:00
ancientmarinerdev 3eb2f745e2 Merge pull request 'Change order of numbers passed into random that crash on some Lua versions' (#3775) from fix_random_ordering_crash into master
Reviewed-on: MineClone2/MineClone2#3775
2023-06-02 20:20:33 +00:00
ancientmarinerdev 4287a261c8 Change order of numbers passed into random that crash on some Lua versions 2023-06-02 21:14:52 +01:00
ancientmarinerdev 5cbb56d71b Merge pull request 'Split global cap for peaceful and hostile. Introduce underground water, ambient water, axolotl cap. Slight peaceful spawn balancing.' (#3765) from spawning_cap_tweaks into master
Reviewed-on: MineClone2/MineClone2#3765
2023-06-01 20:08:53 +00:00
ancientmarinerdev c65f8c9e51 Improved early game spawn balance 2023-06-01 20:05:25 +00:00
ancientmarinerdev 812269264b Add in caps for underground water and axolotl 2023-06-01 20:05:25 +00:00
ancientmarinerdev afb4540408 Clean up 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4d3e8e25e5 Add water_ambient cap 2023-06-01 20:05:25 +00:00
ancientmarinerdev ae32ce4a0a Split hostile and non-hostile mob caps 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4c3d726882 Merge pull request 'Add max_hear_distance flag to composter sounds' (#3767) from fix_composter_sound_hear_distance into master
Reviewed-on: MineClone2/MineClone2#3767
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-31 22:26:16 +00:00
ancientmarinerdev 90842c5f25 Fixed slight error. 2023-05-31 22:20:58 +00:00
ancientmarinerdev 428ae9ac0d Fix positional sounds based on mt docs. 2023-05-31 22:20:58 +00:00
SmokeyDope adee1a49af Add max_hear_distance flag to composter sounds 2023-05-31 22:20:58 +00:00
megustanlosfrijoles 06077d1633 Spanish translations (#3753)
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Tell us about your pull request! Reference related issues, if necessary

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

Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3753
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-05-31 21:22:49 +00:00
ancientmarinerdev ae486fa525 Merge pull request 'Fix a typo in the Acquire Hardware achievement' (#3740) from uqers/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3740
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-28 19:46:07 +00:00
Lars Mueller b866d5d98e Fix texture modifiers relying on undocumented behavior 2023-05-27 17:27:01 +02:00
uqers 7133031caf Fix translations for ru, pl, ja, and fr 2023-05-27 01:42:59 +00:00
ancientmarinerdev 019717cab0 Merge pull request 'Add support for external custom skins mod' (#3653) from skins into master
Reviewed-on: MineClone2/MineClone2#3653
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-26 20:55:53 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 f1d17e2c69 mcl_skins: PR feedback 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 26f033932e Add mcl_custom_skins info to README 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 1e63f3931a Skins update 2023-05-26 20:27:11 +00:00
ancientmarinerdev bd37ed178c Merge pull request 'Fix pig riding' (#3675) from fix_pig_riding into master
Reviewed-on: MineClone2/MineClone2#3675
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 21:47:14 +00:00
PrairieWind 5ed92a2695 Make pigs mountable without carrot on a stick, but require the carrot on a stick to actually control the pig 2023-05-22 21:40:23 +00:00
ancientmarinerdev 8f60fb08d3 Merge pull request 'Fix global variable references and exit mob_step if missing pos' (#3741) from mobs_tweaks into master
Reviewed-on: MineClone2/MineClone2#3741
2023-05-22 21:12:43 +00:00
ancientmarinerdev 10a3d06360 Fix global variable references and exit mob_step if missing pos 2023-05-22 21:05:12 +00:00
ancientmarinerdev 08cbd95a5e Merge pull request 'Make sure dying sign text respects protection' (#3727) from sign_dye_protection into master
Reviewed-on: MineClone2/MineClone2#3727
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 20:53:58 +00:00
PrairieWind a5a035d9bb Make sure dying sign text respects protection 2023-05-22 20:47:49 +00:00
uqers 9c8b942e26 Fix a typo in Acquire Hardware achievement
Fixes a minor typo with an achievement name
2023-05-21 03:17:07 +00:00
1222 changed files with 3140 additions and 1297 deletions

3
.gitignore vendored
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@ -4,4 +4,5 @@
*.blend2 *.blend2
*.blend3 *.blend3
/.idea/ /.idea/
*.xcf *.xcf
.Rproj.user

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

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@ -6,40 +6,42 @@
## Creator of MineClone2 ## Creator of MineClone2
* Wuzzy * Wuzzy
## Maintainers ## Maintainers
* AncientMariner * AncientMariner
* Nicu * Nicu
## Previous Maintainers ## Previous Maintainers
* Fleckenstein * Fleckenstein
* jordan4ibanez
* cora * cora
## Developers ## Developers
* bzoss
* AFCMS * AFCMS
* epCode * epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* kabou
* rudzik8
* chmodsayshello * chmodsayshello
* PrairieWind * PrairieWind
* RandomLegoBrick
* SumianVoice
* MrRar * MrRar
* talamh
* Faerraven / Michieal
* FossFanatic * FossFanatic
* SmokeyDope * SmokeyDope
## Past Developers
* jordan4ibanez
* iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest
* NO11
* SumianVoice
## Contributors ## Contributors
* RandomLegoBrick
* rudzik8
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher * Laurent Rocher
* HimbeerserverDE * HimbeerserverDE
* TechDudie * TechDudie
@ -68,6 +70,10 @@
* Marcin Serwin * Marcin Serwin
* erlehmann * erlehmann
* E * E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz * Benjamin Schötz
* Doloment * Doloment
* Sydney Gems * Sydney Gems
@ -101,25 +107,18 @@
* gldrk * gldrk
* atomdmac * atomdmac
* emptyshore * emptyshore
* FlamingRCCars
* uqers
* Niterux
* appgurueu
* seventeenthShulker
## MineClone5 ## Music
* kay27 * Jordach for the jukebox music compilation from Big Freaking Dig
* Debiankaios * Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* epCode * Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* NO11 * Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* j45 * Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* CableGuy67
* MrRar
## Mineclonia
* erlehmann
* Li0n
* E
* n_to
## Original Mod Authors ## Original Mod Authors
* Wuzzy * Wuzzy
@ -151,14 +150,18 @@
* 4Evergreen4 * 4Evergreen4
* jordan4ibanez * jordan4ibanez
* paramat * paramat
* debian044 / debian44
* chmodsayshello
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* PrairieWind
## 3D Models ## 3D Models
* 22i * 22i
* tobyplowy * tobyplowy
* epCode * epCode
* Faerraven / Michieal * Faerraven / Michieal
* SumianVoice
## Textures ## Textures
* XSSheep * XSSheep
@ -175,6 +178,8 @@
* Faerraven / Michieal * Faerraven / Michieal
* Nicu * Nicu
* Exhale * Exhale
* Wbjitscool
* SmokeyDope
## Translations ## Translations
* Wuzzy * Wuzzy
@ -191,6 +196,9 @@
* SakuraRiu * SakuraRiu
* anarquimico * anarquimico
* syl * syl
* Temak
* megustanlosfrijoles
* kbundg
## Funders ## Funders
* 40W * 40W
@ -198,12 +206,6 @@
* Cora * Cora
## Special thanks ## Special thanks
* celeron55 for creating Minetest * The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
* Jordach for the jukebox music compilation from Big Freaking Dig
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game * The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft * Notch and Jeb for being the major forces behind Minecraft
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) 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)

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@ -5,7 +5,7 @@ Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it: Here's the detailed legalese for those who need it:
## License of source code ## License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others) MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft. is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify MineClone 2 is free software: you can redistribute it and/or modify

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@ -79,34 +79,32 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC> * Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2> * OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target ## Target
- Crucially, create a stable, moddable, free/libre clone of Minecraft - Create a stable, moddable, free/libre game based on Minecraft
based on the Minetest engine with polished features, usable in both on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Edition** features are already implemented and polishing existing Edition** features are already implemented and polishing existing
features are prioritized over new feature requests. features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting - Implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported **Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed by the Minetest Engine).
Minecraft experiences are prioritized over those that don't fulfill this - Create a performant experience that will run relatively
scope. well on really low spec computers.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Completion status ## Completion status
This game is currently in **beta** stage. This game is currently in **beta** stage.
It is playable, but not yet feature-complete. It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs. Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable. If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable.
The following main features are available: The following main features are available:

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@ -71,5 +71,13 @@ Note: If you have to do more than 1 hotfix release, can do it on the same releas
##### Inform people ##### Inform people
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post. * Upload video to YouTube
* Add a comment in Discord announcement * Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link.
* Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/MineClone2

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@ -12,13 +12,13 @@ GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would
### GIMP ### 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. 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/) Download GIMP [here](http://gimp.org/)
# Getting Started # Getting Started
## Creating a new file ## 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. 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. 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.
@ -50,7 +50,7 @@ For those running a GNU/linux distribution, you most likely have the 'optipng' c
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 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 *.png optipng -o7 -zm1-9 -nc -clobber -strip all *.png
``` ```
This will further optimize all the textures in the directory. This will further optimize all the textures in the directory.

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

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@ -1,4 +1,4 @@
title = MineClone 2 title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=0.84.0-SNAPSHOT version=0.85.0-SNAPSHOT

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@ -215,6 +215,10 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
return true return true
end end
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
return true
end
-- Check if it can be dug by tool -- Check if it can be dug by tool
local tdef = minetest.registered_tools[toolname] local tdef = minetest.registered_tools[toolname]
if tdef and tdef._mcl_diggroups then if tdef and tdef._mcl_diggroups then

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

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

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

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

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@ -437,9 +437,9 @@ cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
minetest.register_entity("mcl_boats:chest_boat", cboat) minetest.register_entity("mcl_boats:chest_boat", cboat)
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27) mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" } local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "boat_cherry", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove", "chest_boat_cherry" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") } local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Cherry Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat"), S("Cherry Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" } local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood", "mcl_cherry_blossom:cherrywood" }
for b=1, #boat_ids do for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b] local itemstring = "mcl_boats:"..boat_ids[b]

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

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@ -12,6 +12,7 @@ Water vehicle=
Sneak to dismount= Sneak to dismount=
Obsidian Boat= Obsidian Boat=
Mangrove Boat= Mangrove Boat=
Cherry Boat=
Oak Chest Boat= Oak Chest Boat=
Spruce Chest Boat= Spruce Chest Boat=
Birch Chest Boat= Birch Chest Boat=
@ -19,3 +20,4 @@ Jungle Chest Boat=
Acacia Chest Boat= Acacia Chest Boat=
Dark Oak Chest Boat= Dark Oak Chest Boat=
Mangrove Chest Boat= Mangrove Chest Boat=
Cherry Chest Boat=

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

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

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@ -85,101 +85,93 @@ local function hopper_take_item(self, dtime)
for k, v in pairs(objs) do for k, v in pairs(objs) do
local ent = v:get_luaentity() local ent = v:get_luaentity()
if ent._removed or not ent.itemstring or ent.itemstring == "" then if ent and not ent._removed and ent.itemstring and ent.itemstring ~= "" then
--minetest.log("Ignore this item") local taken_items = false
break
end
-- Don't forget actual hoppers mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local taken_items = false local inv = mcl_entity_invs.load_inv(self, 5)
if not inv then return false end
mcl_log("ent.name: " .. tostring(ent.name)) local current_itemstack = ItemStack(ent.itemstring)
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(self, 5) mcl_log("inv. size: " .. self._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not inv then if not taken_items then
mcl_log("No inv") local items_remaining = current_itemstack:get_count()
return false
end
local current_itemstack = ItemStack(ent.itemstring) -- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, self._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("inv. size: " .. self._inv_size) mcl_log("i: " .. tostring(i))
if inv:room_for_item("main", current_itemstack) then mcl_log("Items remaining: " .. items_remaining)
mcl_log("Room") mcl_log("Name: " .. tostring(stack:get_name()))
inv:add_item("main", current_itemstack)
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then if current_itemstack:get_name() == stack:get_name() then
local items_remaining = current_itemstack:get_count() mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
-- This will take part of a floating item stack if no slot can hold the full amount local room_for = stack:get_stack_max() - stack:get_count()
for i = 1, self._inv_size, 1 do mcl_log("Room for: " .. tostring(room_for))
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i)) if room_for == 0 then
mcl_log("Items remaining: " .. items_remaining) -- Do nothing
mcl_log("Name: " .. tostring(stack:get_name())) mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
if current_itemstack:get_name() == stack:get_name() then items_remaining = items_remaining - room_for
mcl_log("We have a match. Name: " .. tostring(stack:get_name())) stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
local room_for = stack:get_stack_max() - stack:get_count() inv:set_stack("main", i, stack)
mcl_log("Room for: " .. tostring(room_for)) items_remaining = 0
if room_for == 0 then ent.object:get_luaentity().itemstring = ""
-- Do nothing ent.object:remove()
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for taken_items = true
stack:set_count(stack:get_stack_max()) break
inv:set_stack("main", i, stack) end
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack) mcl_log("Count: " .. tostring(stack:get_count()))
items_remaining = 0 mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
end end
mcl_log("Count: " .. tostring(stack:get_count())) if i == self._inv_size and taken_items then
mcl_log("stack max: " .. tostring(stack:get_stack_max())) mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
--mcl_log("Is it empty: " .. stack:to_string()) current_itemstack:set_count(items_remaining)
end --mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
if i == self._inv_size and taken_items then end
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
end end
end end
end
--Add in, and delete --Add in, and delete
if taken_items then if taken_items then
mcl_log("Saving") mcl_log("Saving")
mcl_entity_invs.save_inv(ent) mcl_entity_invs.save_inv(ent)
return taken_items return taken_items
else else
mcl_log("No need to save") mcl_log("No need to save")
end
end end
end end
end end

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

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@ -873,10 +873,13 @@ function mob_class:do_states_attack (dtime)
local dist = vector.distance(p, s) local dist = vector.distance(p, s)
if self.attack_type == "explode" then if self.attack_type == "explode" then
local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate if target_line_of_sight then
if p.x > s.x then yaw = yaw +math.pi end local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = self:set_yaw( yaw, 0, dtime) yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
end
local node_break_radius = self.explosion_radius or 1 local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
@ -900,10 +903,10 @@ function mob_class:do_states_attack (dtime)
end end
-- walk right up to player unless the timer is active -- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
self:set_velocity( 0) self:set_velocity(0)
else else
self:set_velocity( self.run_velocity) self:set_velocity(self.run_velocity)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then

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@ -308,7 +308,7 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz) return -math.atan2(-dir.y, xz)
end end
local function who_are_you_looking_at (self) local function who_are_you_looking_at (self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity) local stop_look_at_player_chance = math.random(833/self.curiosity)
@ -316,8 +316,14 @@ local function who_are_you_looking_at (self)
local stop_look_at_player = stop_look_at_player_chance == 1 local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack or self.following then if self.attack then
self._locked_object = self.attack or self.following if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then elseif self._locked_object then
if stop_look_at_player then if stop_look_at_player then
--minetest.log("Stop look: ".. self.name) --minetest.log("Stop look: ".. self.name)
@ -361,7 +367,7 @@ function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self) who_are_you_looking_at (self, dtime)
local final_rotation = vector.zero() local final_rotation = vector.zero()
local oldp,oldr = self.object:get_bone_position(self.head_swivel) local oldp,oldr = self.object:get_bone_position(self.head_swivel)

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@ -217,6 +217,7 @@ function mcl_mobs.register_mob(name, def)
replace_with = def.replace_with, replace_with = def.replace_with,
replace_offset = def.replace_offset or 0, replace_offset = def.replace_offset or 0,
on_replace = def.on_replace, on_replace = def.on_replace,
replace_delay = def.replace_delay or 0,
timer = 0, timer = 0,
env_damage_timer = 0, env_damage_timer = 0,
tamed = false, tamed = false,
@ -490,7 +491,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function? -- am I clicking on something with existing on_rightclick function?
local under = minetest.get_node(pointed_thing.under) local under = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[under.name] local def = minetest.registered_nodes[under.name]

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

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@ -1,11 +1,11 @@
# textdomain: mcl_mobs # textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут появляться. Peaceful mode active! No monsters will spawn.=Мирный режим включён! Чудовища не будут появляться.
This allows you to place a single mob.=Позволяет вам разместить одного моба. This allows you to place a single mob.=Позволяет вам породить одно существо.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Просто поместите это туда, где хотите, чтобы появился моб. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если поместить это на спаунер, появляющийся из него моб будет изменён. Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Просто нажмите на блок, где хотите, чтобы появилось существо. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если использовать на порождателе, тогда существо будет изменено.
You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией “maphack”, чтобы изменить спаунер моба. You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией «maphack», чтобы изменить порождатель существ.
Name Tag=Именная бирка Name Tag=Именная бирка
A name tag is an item to name a mob.=Именная бирка это предмет, чтобы дать мобу имя. A name tag is an item to name a mob.=Именная бирка — это предмет, чтобы дать существу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать именную бирку, нужно задать имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу. Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать именную бирку, нужно задать имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу.
Only peaceful mobs allowed!=Разрешены только мирные мобы! Only peaceful mobs allowed!=Разрешены только мирные существа!
Give names to mobs=Даёт имена мобам Give names to mobs=Даёт имена существам
Set name at anvil=Задайте имя при помощи наковальни Set name at anvil=Задайте имя при помощи наковальни

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@ -355,9 +355,11 @@ function mob_class:do_jump()
jump_c_multiplier = v2/self.walk_velocity/2 jump_c_multiplier = v2/self.walk_velocity/2
end end
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
-- where is front -- where is front
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6 local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
-- what is in front of mob? -- what is in front of mob?
nod = node_ok({ nod = node_ok({
@ -480,6 +482,7 @@ end
-- find and replace what mob is looking for (grass, wheat etc.) -- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace_node(pos) function mob_class:replace_node(pos)
if not self.replace_rate if not self.replace_rate
or not self.replace_what or not self.replace_what
or self.child == true or self.child == true
@ -510,18 +513,21 @@ function mob_class:replace_node(pos)
local oldnode = {name = what, param2 = node.param2} local oldnode = {name = what, param2 = node.param2}
local newnode = {name = with, param2 = node.param2} local newnode = {name = with, param2 = node.param2}
local on_replace_return local on_replace_return = false
if self.on_replace then if self.on_replace then
on_replace_return = self.on_replace(self, pos, oldnode, newnode) on_replace_return = self.on_replace(self, pos, oldnode, newnode)
end end
if on_replace_return ~= false then if on_replace_return ~= false then
if mobs_griefing then if mobs_griefing then
minetest.set_node(pos, newnode) minetest.after(self.replace_delay, function()
if self and self.object and self.object:get_velocity() and self.health > 0 then
minetest.set_node(pos, newnode)
end
end)
end end
end end
end end
end end

View File

@ -184,7 +184,7 @@ function mob_class:collision()
end end
function mob_class:check_death_and_slow_mob() function mob_class:check_death_and_slow_mob()
local d = 0.85 local d = 0.7
local dying = self:check_dying() local dying = self:check_dying()
if dying then d = 0.92 end if dying then d = 0.92 end
@ -217,7 +217,7 @@ function mob_class:set_velocity(v)
local vv = self.object:get_velocity() local vv = self.object:get_velocity()
if vv and yaw then if vv and yaw then
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27) self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
end end
end end
@ -327,9 +327,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
end end
if math.deg(yaw) > 360 then if math.deg(yaw) > 360 then
yaw=yaw%360 yaw=math.rad(math.deg(yaw)%360)
elseif math.deg(yaw) < 0 then elseif math.deg(yaw) < 0 then
yaw=((360*5)-yaw)%360 yaw=math.rad(((360*5)-math.deg(yaw))%360)
end end
--calculate the shortest way to turn to find our target --calculate the shortest way to turn to find our target
@ -353,7 +353,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
ddtime = dtime ddtime = dtime
end end
if math.abs(target_shortest_path_nums) > 5 then if math.abs(target_shortest_path_nums) > 10 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime))) self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if self.acc then if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime)) self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
@ -823,7 +823,7 @@ end
function mob_class:step_damage (dtime, pos) function mob_class:step_damage (dtime, pos)
if not self.fire_resistant then if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self) mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then if self:check_for_death("fire", {type = "fire"}) then
return true return true

View File

@ -27,8 +27,11 @@ local table_remove = table.remove
local pairs = pairs local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false) local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message) local function mcl_log (message, property)
if LOGGING_ON then if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true) mcl_util.mcl_log (message, "[Mobs spawn]", true)
end end
end end
@ -52,21 +55,25 @@ local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136 local aoc_range = 136
local MISSING_CAP_DEFAULT = 15 local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5 local MOBS_CAP_CLOSE = 10
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150 local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = { local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70, hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13, passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15, ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8, water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20,
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75, player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500, total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
} }
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35 local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15 local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20 local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
@ -340,15 +347,32 @@ local function count_mobs_all(categorise_by, pos)
end end
local function count_mobs_total_cap(mob_type) local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0 local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do for _,l in pairs(minetest.luaentities) do
if l.is_mob then if l.is_mob then
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then total = total + 1
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
num = num + 1 num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end end
end end
end end
return num mcl_log("Total mobs", total)
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
end end
local function output_mob_stats(mob_counts, total_mobs, chat_display) local function output_mob_stats(mob_counts, total_mobs, chat_display)
@ -704,13 +728,13 @@ local function spawn_check(pos, spawn_def)
--mcl_log("Level 3 spawn check passed") --mcl_log("Level 3 spawn check passed")
return true return true
else else
mcl_log("Spawn check level 3 failed") --mcl_log("Spawn check level 3 failed")
end end
else else
mcl_log("Spawn check level 2 failed") --mcl_log("Spawn check level 2 failed")
end end
else else
mcl_log("Spawn check level 1 failed") --mcl_log("Spawn check level 1 failed")
end end
return false return false
end end
@ -831,7 +855,7 @@ if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range -- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide) local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples -- Some mob examples
--type = "monster", spawn_class = "hostile", --type = "monster", spawn_class = "hostile",
@ -847,9 +871,18 @@ if mobs_spawn then
mob_total_wide = 0 mob_total_wide = 0
end end
local cap_space_wide = type_cap - mob_total_wide local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
if cap_space_wide < 1 then
cap_space_wide = 0 mcl_log("mob_type", mob_type)
mcl_log("cap_space_wide", cap_space_wide)
local cap_space_available = 0
if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else
mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
end end
local mob_total_close = mob_counts_close[mob_type] local mob_total_close = mob_counts_close[mob_type]
@ -858,12 +891,11 @@ if mobs_spawn then
mob_total_close = 0 mob_total_close = 0
end end
local cap_space_close = close_zone_cap - mob_total_close local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
if cap_space_close < 1 then cap_space_available = math.min(cap_space_available, cap_space_close)
cap_space_close = 0
end
--mcl_log("spawn_class: " .. spawn_class) mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available)
if false and mob_type == "water" then if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos)) mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
@ -873,7 +905,7 @@ if mobs_spawn then
mcl_log("cap_space_close: " .. cap_space_close) mcl_log("cap_space_close: " .. cap_space_close)
end end
return cap_space_wide, cap_space_close return cap_space_available
end end
local function find_spawning_position(pos, max_times) local function find_spawning_position(pos, max_times)
@ -884,7 +916,7 @@ if mobs_spawn then
local y_min, y_max = decypher_limits(pos.y) local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT) --mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0 local i = 0
repeat repeat
local goal_pos = get_next_mob_spawn_pos(pos) local goal_pos = get_next_mob_spawn_pos(pos)
@ -916,7 +948,7 @@ if mobs_spawn then
return spawning_position return spawning_position
end end
local function spawn_a_mob(pos) local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
--create a disconnected clone of the spawn dictionary, prevents memory leak --create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary) local mob_library_worker_table = table_copy(spawn_dictionary)
@ -954,22 +986,18 @@ if mobs_spawn then
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name] local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class local mob_spawn_class = mob_def_ent.spawn_class
--mcl_log("mob_spawn_class: " .. mob_spawn_class) local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide) if cap_space_available > 0 then
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available") --mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat -- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though. -- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile") local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive)) --mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile)) --mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
@ -1000,13 +1028,10 @@ if mobs_spawn then
local group_min = mob_def_ent.spawn_in_group_min or 1 local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min,spawn_in_group) local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
if amount_to_spawn > cap_space_wide then amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("Spawning quantity: " .. amount_to_spawn) mcl_log("throttled spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
if logging then if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1)) minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
@ -1021,7 +1046,7 @@ if mobs_spawn then
if spawned then if spawned then
--mcl_log("We have spawned") --mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos) mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN) local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then if new_spawning_position then
mcl_log("Setting new spawning position") mcl_log("Setting new spawning position")
@ -1034,7 +1059,7 @@ if mobs_spawn then
--mcl_log("Spawn check failed") --mcl_log("Spawn check failed")
end end
else else
mcl_log("Cap space full") --mcl_log("Cap space full")
end end
end end
@ -1054,7 +1079,13 @@ if mobs_spawn then
timer = 0 timer = 0
local players = get_connected_players() local players = get_connected_players()
local total_mobs = count_mobs_total_cap() local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.") minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return return
@ -1065,7 +1096,7 @@ if mobs_spawn then
local dimension = mcl_worlds.pos_to_dimension(pos) local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area -- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos) spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end end
end end
end) end)

View File

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

View File

@ -2,7 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local axolotl = { local axolotl = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "axolotl",
can_despawn = true, can_despawn = true,
passive = false, passive = false,
hp_min = 14, hp_min = 14,

View File

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

View File

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

View File

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

View File

@ -69,3 +69,6 @@ Salmon=Salmón
Dolphin=Delfín Dolphin=Delfín
Pillager=Saqueador Pillager=Saqueador
Tropical fish=Pez tropical Tropical fish=Pez tropical
Hoglin=Hoglin
Strider=Lavagante
Glow Squid=Calamar luminoso

View File

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

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

View File

@ -6,6 +6,8 @@ local S = minetest.get_translator("mobs_mc")
--################### SHEEP --################### SHEEP
--################### --###################
local WOOL_REPLACE_RATE = 80
local colors = { local colors = {
-- group = { wool, textures } -- group = { wool, textures }
unicolor_white = { "mcl_wool:white", "#FFFFFF00" }, unicolor_white = { "mcl_wool:white", "#FFFFFF00" },
@ -101,17 +103,20 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
stand_start = 0, stand_end = 0, stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 30, walk_start = 0, walk_end = 40, walk_speed = 30,
run_start = 0, run_end = 40, run_speed = 40, run_start = 0, run_end = 40, run_speed = 40,
eat_start = 40, eat_end = 80, eat_loop = false,
}, },
child_animations = { child_animations = {
stand_start = 81, stand_end = 81, stand_start = 81, stand_end = 81,
walk_start = 81, walk_end = 121, walk_speed = 45, walk_start = 81, walk_end = 121, walk_speed = 45,
run_start = 81, run_end = 121, run_speed = 60, run_start = 81, run_end = 121, run_speed = 60,
eat_start = 121, eat_start = 161, eat_loop = false,
}, },
follow = { "mcl_farming:wheat_item" }, follow = { "mcl_farming:wheat_item" },
view_range = 12, view_range = 12,
-- Eat grass -- Eat grass
replace_rate = 20, replace_rate = WOOL_REPLACE_RATE,
replace_delay = 1.3,
replace_what = { replace_what = {
{ "mcl_core:dirt_with_grass", "mcl_core:dirt", -1 }, { "mcl_core:dirt_with_grass", "mcl_core:dirt", -1 },
{ "mcl_flowers:tallgrass", "air", 0 }, { "mcl_flowers:tallgrass", "air", 0 },
@ -121,19 +126,39 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
if not self.color or not colors[self.color] then if not self.color or not colors[self.color] then
self.color = "unicolor_white" self.color = "unicolor_white"
end end
self.gotten = false
self.base_texture = sheep_texture(self.color) self.base_texture = sheep_texture(self.color)
self.object:set_properties({ textures = self.base_texture })
self.drops = { self.drops = {
{name = "mcl_mobitems:mutton", {name = "mcl_mobitems:mutton",
chance = 1, chance = 1,
min = 1, min = 1,
max = 2,}, max = 2,},
{name = colors[self.color][1], {name = colors[self.color][1],
chance = 1, chance = 1,
min = 1, min = 1,
max = 1,}, max = 1,},
} }
self.state = "eat"
self:set_animation("eat")
self:set_velocity(0)
minetest.after(self.replace_delay, function()
if self and self.object and self.object:get_velocity() and self.health > 0 then
self.object:set_velocity(vector.zero())
self.gotten = false
self.object:set_properties({ textures = self.base_texture })
end
end)
minetest.after(2.5, function()
if self and self.object and self.state == 'eat' and self.health > 0 then
self.state = "walk"
end
end)
end, end,
-- Set random color on spawn -- Set random color on spawn
@ -226,12 +251,6 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
item:add_wear(mobs_mc.shears_wear) item:add_wear(mobs_mc.shears_wear)
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item) clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end end
self.drops = {
{name = "mcl_mobitems:mutton",
chance = 1,
min = 1,
max = 2,},
}
return return
end end
-- Dye sheep -- Dye sheep

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@ -105,8 +105,7 @@ local skeleton = {
if self.attack then if self.attack then
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos()))) self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
end end
-- 2-4 damage per arrow local dmg = math.random(2, 4)
local dmg = math.max(4, math.random(2, 8))
mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg) mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end end
end, end,

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@ -59,7 +59,7 @@ end
local tropical_fish = { local tropical_fish = {
type = "animal", type = "animal",
spawn_class = "water", spawn_class = "water_ambient",
can_despawn = true, can_despawn = true,
passive = true, passive = true,
hp_min = 3, hp_min = 3,

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@ -137,7 +137,7 @@ local professions = {
{ {
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } }, { { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 }, { { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:coal_lump", 15, 10 }, E1 }, { { "mcl_core:coal_lump", 10, 15 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod. -- FIXME missing: bucket of cod + fish should be cod.
}, },
{ {
@ -351,7 +351,7 @@ local professions = {
leatherworker = { leatherworker = {
name = N("Leatherworker"), name = N("Leatherworker"),
texture = "mobs_mc_villager_leatherworker.png", texture = "mobs_mc_villager_leatherworker.png",
jobsite = "mcl_cauldrons:cauldron", jobsite = "group:cauldron",
trades = { trades = {
{ {
{ { "mcl_mobitems:leather", 9, 12 }, E1 }, { { "mcl_mobitems:leather", 9, 12 }, E1 },
@ -1008,7 +1008,15 @@ end
----- JOBSITE LOGIC ----- JOBSITE LOGIC
local function get_profession_by_jobsite(js) local function get_profession_by_jobsite(js)
for k,v in pairs(professions) do for k,v in pairs(professions) do
if v.jobsite == js then return k end if v.jobsite == js then
return k
-- Catch Nitwit doesn't have a jobsite
elseif v.jobsite and v.jobsite:find("^group:") then
local group = v.jobsite:gsub("^group:", "")
if minetest.get_item_group(js, group) > 0 then
return k
end
end
end end
end end

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@ -0,0 +1,3 @@
# textdomain: lightning
Let lightning strike at the specified position or player. No parameter will strike yourself.=Lad lynet slå ned på den angivne position eller spiller. Hvis du ikke skriver et parameter vil lynet ramme dig selv.
No position specified and unknown player=Ingen position og ukendt spiller.

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@ -84,9 +84,7 @@ minetest.register_entity(":mcl_raids:ominous_banner",oban_def)
function mcl_raids.drop_obanner(pos) function mcl_raids.drop_obanner(pos)
local it = ItemStack("mcl_banners:banner_item_white") local it = ItemStack("mcl_banners:banner_item_white")
it:get_meta():set_string("layers",minetest.serialize(oban_layers)) it:get_meta():set_string("layers",minetest.serialize(oban_layers))
local banner_description = string.gsub(it:get_definition().description, "White Banner", "Ominous Banner") it:get_meta():set_string("name",S("Ominous Banner"))
local description = mcl_banners.make_advanced_banner_description(banner_description, oban_layers)
it:get_meta():set_string("description", description)
minetest.add_item(pos,it) minetest.add_item(pos,it)
end end
@ -96,7 +94,7 @@ function mcl_raids.promote_to_raidcaptain(c) -- object
local l = c:get_luaentity() local l = c:get_luaentity()
l._banner = minetest.add_entity(pos,"mcl_raids:ominous_banner") l._banner = minetest.add_entity(pos,"mcl_raids:ominous_banner")
l._banner:set_properties({textures = {mcl_banners.make_banner_texture("unicolor_white", oban_layers)}}) l._banner:set_properties({textures = {mcl_banners.make_banner_texture("unicolor_white", oban_layers)}})
l._banner:set_attach(c,"",vector.new(0,5.5,0),vector.new(0,0,0),true) l._banner:set_attach(c,"",vector.new(-1,5.5,0),vector.new(0,0,0),true)
l._raidcaptain = true l._raidcaptain = true
local old_ondie = l.on_die local old_ondie = l.on_die
l.on_die = function(self, pos, cmi_cause) l.on_die = function(self, pos, cmi_cause)
@ -131,7 +129,7 @@ function mcl_raids.register_possible_raidcaptain(mob)
table.insert(minetest.registered_entities[mob].pick_up,"mcl_banners:banner_item_white") table.insert(minetest.registered_entities[mob].pick_up,"mcl_banners:banner_item_white")
minetest.registered_entities[mob].on_pick_up = function(self,e) minetest.registered_entities[mob].on_pick_up = function(self,e)
local stack = ItemStack(e.itemstring) local stack = ItemStack(e.itemstring)
if not self._raidcaptain and stack:get_meta():get_string("description"):find("Ominous Banner") then if not self._raidcaptain and stack:get_meta():get_string("name"):find("Ominous Banner") then
stack:take_item(1) stack:take_item(1)
mcl_raids.promote_to_raidcaptain(self.object) mcl_raids.promote_to_raidcaptain(self.object)
return stack return stack

View File

@ -1,3 +1,3 @@
name = mcl_raids name = mcl_raids
author = PrairieWind author = PrairieWind
depends = mcl_events, mobs_mc, mcl_potions, mcl_bells, mcl_achievements, mcl_banners depends = mcl_events, mobs_mc, mcl_potions, mcl_bells, mcl_achievements

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@ -0,0 +1,3 @@
# textdomain: mcl_void_damage
The void is off-limits to you!=Tomrummet er forbudt område for dig!
@1 fell into the endless void.=@1 faldt ned i det uendelige tomrum.

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@ -0,0 +1,8 @@
# textdomain: mcl_weather
Gives ability to control weather=Gør en i stand til at styre vejret
Changes the weather to the specified parameter.=Ændrer vejret til det angivne.
Error: No weather specified.=Fejl: Intet vejr angivet.
Error: Invalid parameters.=Fejl: Ugyldige parametre.
Error: Duration can't be less than 1 second.=Fejl: Vargihed kan ikke være under 1 sekund.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Fejl: Ugyldigt vejr angivet. Brug "clear","rain","snow" eller "thunder".
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Skifter mellem klart vejr og vejr med nedbør (tilfældigt enten regn, tordenstorm eller sne)

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@ -0,0 +1,51 @@
# textdomain:doc
<=<
>=>
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=Adgang til det forespurgte blev nægtet; det er hemmeligt. Du kan få adgang ved at nå længere i spillet. Find selv ud af, hvordan du får adgang.
All entries read.=Alle indtastninger læst.
All help entries revealed!=Alle hjælpeindtastninger afsløret!
All help entries are already revealed.=Alle hjælpeindtasterninger er allerede afsløret.
Allows you to reveal all hidden help entries with /help_reveal=Gør dig i stand til at afsløre alle skjulte hjælpeindtaster med /help_reveal
Category list=Kategoriliste
Currently all entries in this category are hidden from you.=Alle indtastninger i denne kategori er i øjeblikket skjult for dig.
Unlock new entries by progressing in the game.=Lås nye indtastninger op ved at nå længere i spillet.
Help=Hjælp
Entry=Indtastning
Entry list=Indtastningsliste
Error: Access denied.=Fejl: Adgang nægtet.
Error: No help available.=Fejl: Igen hjælp tilgængelig.
Go to category list=Gå til kategoriliste
Go to entry list=Gå til indtastningsliste
Help > @1=Hjælp > @1
Help > @1 > @2= Hjælp > @1 > @2
Help > @1 > (No Entry)=Hjælp > @1 > (Ingen indtasting)
Help > (No Category)=Hjælp > (Ingen kategori)
Hidden entries: @1=Skjult indtastning: @1
Nameless entry (@1)=Unavngiven indtastning (@1)
New entries: @1=Nye indtastninger: @1
New help entry unlocked: @1 > @2=Ny hjælpeindtastning låst op: @1 > @2
No categories have been registered, but they are required to provide help.=Nye kategorier er blevet registreret, men de er påkrævede for at give hjælp.
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.= Dokumentationssystemet [doc] har ikke medfølgende hjælpeindhold, det behøver yderligere mods for at tilføje hjælpeindhold.
Number of entries: @1=Antal indtastninger: @1
OK=OK
Open a window providing help entries about Minetest and more=Åbn et vindue med hjælpeindtastninger om Minetest og mere
Please select a category you wish to learn more about:=Vælg venlist en kategori som du ønsker at lære mere om:
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Anbefalede mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.
Reveal all hidden help entries to you=Afslør alle gemte hjælpeindtastninger for dig.
Show entry=Vis indtastning
Show category=Vis kategori
Show next entry=Vis næste indtastning
Show previous entry=Vis forrige indtastning
This category does not have any entries.=Denne kategori har ingen indtastninger.
This category has the following entries:=Denne kategori har følgende indtastninger:
This category is empty.=Denne kategori er tom.
This is the help.=Dette er hjælpen.
You haven't chosen a category yet. Please choose one in the category list first.=Du har endnu ikke vagt en kategori. Vælg venligst én i kategoriliste før.
You haven't chosen an entry yet. Please choose one in the entry list first.=Du har ikke valgt en indtastning endnu. Vælg venligst en fra indtastningslisten først.
Collection of help texts=Samling at hjælpetekster.
Notify me when new help is available=Giv mig besked når ny hjælp er tilgængelig.
Play notification sound when new help is available=Afspil lyd når ny hjælp er tilgængeig.
Show previous image=Vis forrige billede
Show previous gallery page=Vis forrige galleriside
Show next image=Vis næste billede
Show next gallery page=Vis næste galleriside

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@ -0,0 +1,18 @@
# textdomain:doc_identifier
Error: This node, item or object is undefined. This is always an error.=Fejl: Dette knudepunkt, genstand eller objekt er ikke defineret.
This can happen for the following reasons:=Dette kan ske af følgende grunde:
• The mod which is required for it is not enabled=• Det mod som er krævet er ikke aktiveret
• The author of the game or a mod has made a mistake=• Ophavsmanden til spillet eller moddet har lavet en fejltagelse
It appears to originate from the mod “@1”, which is enabled.=Det ser ud til at stamme fra moddet "@1" som er aktiveret.
It appears to originate from the mod “@1”, which is not enabled!=Det ser ud til at stamme fra moddet "01" som er deaktiveret!
Its identifier is “@1”.=Dets identificering er "@1".
Lookup Tool=Opslagsværktøj
No help entry for this block could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne blok.
No help entry for this item could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne genstand.
No help entry for this object could be found.=Der kunne ikke findes nogen hjælpeindtastning for stte objekt.
OK=OK
Punch any block, item or other thing about you wish to learn more about. This will open up the appropriate help entry. The tool comes in two modes which are changed by using. In liquid mode, this tool points to liquids as well while in solid mode this is not the case.=Slå en hvilkensomhelst blok, genstand eller andre ting som du ønsker at vide mere om. Dette vil åbne den relevante hjælpeindtastning. Værktøjet findes i to tilstande som skiftes ved brug. I flydende tilstand vil værktøjet også peje på væsker, mens dette ikke er tilfældet i fast tilstand.
This block cannot be identified because the world has not materialized at this point yet. Try again in a few seconds.=Denne blok kan ikke identificeres fordi verdenen ikke har materialiseret sig endnu. Forsøg igen om et par sekunder.
This is a player.=Dette er en spiller.
This useful little helper can be used to quickly learn more about about one's closer environment. It identifies and analyzes blocks, items and other things and it shows extensive information about the thing on which it is used.=Denne smarte lille hjælper kan bruges til hurtigt at lære mere om omgivelserne. Den identificerer og analyserer blokke, genstande og andre ting, og den viser udtømmende informationer om den ting den bliver brugt på.
Show help for pointed thing=Vis hjælp til tingen

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@ -0,0 +1,143 @@
# textdomain:doc_items
Using it as fuel turns it into: @1.=At bruge det som brændstof laver det om til: @1.
@1 seconds=@1 sekunder
# Item count times item name
@1×@2=@1x@2
# Itemname (25%)
@1 (@2%)=@1 (@2%)
# Itemname (<0.5%)
@1 (<0.5%)= @1 (<0.5%)
# Itemname (ca. 25%)
@1 (ca. @2%)=@1 (ca. @2%)
# List separator (e.g. “one, two, three”)
, = ,
# Final list separator (e.g. “One, two and three”)
and = and
1 second=1 sekund
A transparent block, basically empty space. It is usually left behind after digging something.=En gennemsigtig blok, egentlig bare tom luft. Det efterlades typisk efter at have gravet.
Air=Luft
Blocks=Blokke
Building another block at this block will place it inside and replace it.=At sætte en ny blok ved denne blok vil placere den indeni og erstatte den.
Building this block is completely silent.=Det er helt lydløst at bygge denne blok.
Collidable: @1=Kan kollidere: @1
Description: @1=Beskrivelse: @1
Falling blocks can go through this block; they destroy it when doing so.=Faldende blokke kan gå igennem denne blok; de ødelægger den idet i går igennem den.
Full punch interval: @1 s=Tid mellem hele slag: @1
Hand=Hånd
Hold it in your hand, then leftclick to eat it.=Hold det i din hånd, og venstre-klik for at spise det.
Hold it in your hand, then leftclick to eat it. But why would you want to do this?=Hold det i din hånd, og venstre-klik for at spise det. Men hvorfor i alverden ville du have lyst til dét?
Item reference of all wieldable tools and weapons=Genstandsreference til alt værktøj og alle våden man kan bære.
Item reference of blocks and other things which are capable of occupying space=Genstandsreference til blokke og andre ting som kan optage plads.
Item reference of items which are neither blocks, tools or weapons (esp. crafting items)=Genstandsreference til genstanse som hverken er blokke, værktøj eller våben (især håndværksmateriale)
Liquids can flow into this block and destroy it.=Væsker kan flyde ind i denne blok og ødelægge den.
Maximum stack size: @1=Største stakstørrelse: @1
Mining level: @1=Udvindingsevneevne: @1
Mining ratings:=Udvindelsesvurdering
• @1, rating @2: @3 s - @4 s=• @1, vurdering @2: @3 s -@4 s
• @1, rating @2: @3 s=• @1, vurdering @2: @3 s
Mining times:=Udvindingstider
Mining this block is completely silent.=Det er helt lydløst at udvinde denne blok.
Miscellaneous items=Diverse genstande
No=Nej
Pointable: No=Retningsbestemt: Nej
Pointable: Only by special items=Retningsbestemt: Kun af særlige genstande
Pointable: Yes=Retningsbestemt: Ja
Punches with this block don't work as usual; melee combat and mining are either not possible or work differently.=Slag med denne blok virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
Punches with this item don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette objekt virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
Punches with this tool don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette værktøj virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
Range: @1=Rækkevidde: @1
# Range: <Hand> (<Range>)
Range: @1 (@2)=Rækkevidde: @1 (@2)
Range: 4=Rækkevidde: 4
# Rating used for digging times
Rating @1=Vurdering: @1
# @1 is minimal rating, @2 is maximum rating
Rating @1-@2=Vurdering @1-@2
The fall damage on this block is increased by @1%.=Faldskade på denne blok er øget med @1%.
The fall damage on this block is reduced by @1%.=Faldskade på denne blok er reduceret med @1%.
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Denne blok lader lys sprede sig med et lille tab af styrke, og sollys kan endda gå igennem uden tab.
This block allows light to propagate with a small loss of brightness.=Denne blok tillader lys at sprede med et lille tab af styrke.
This block allows sunlight to propagate without loss in brightness.=Denne blok tillader sollys at sprede sig uden tab af styrke.
This block belongs to the @1 group.=Denne blok tilhører @1gruppen
This block belongs to these groups: @1.=Denne blok hører til følgende grupper: @1.
This block can be climbed.=Man kan klatre på denne blok.
This block can be destroyed by any mining tool immediately.=Denne blok kan ødelægges straks med ethvert udvindingsværktøj.
This block can be destroyed by any mining tool in half a second.=Denne blok kan ødelægges på et halvt sekund med ethvert udvindingsværktøj.
This block can be mined by any mining tool immediately.=Denne blok kan udvindes straks med ethvert udvindingsværktøj.
This block can be mined by any mining tool in half a second.=Denne blok kan udvindes på et halvt sekund med ethvert udvindingsværktøj.
This block can be mined by mining tools which match any of the following mining ratings and its toughness level.=Denne blok kan udvindes med ethvert udvindingsværktøj som svarer til en hvilkensomhelst af følgende udvindingsvurderinger og hårdhedsgrad.
This block can not be destroyed by ordinary mining tools.=Denne blok kan ikke ødelægges af normalt udvindingsværktøj.
This block can not be mined by ordinary mining tools.=Denne blok kan ikke udvindes med normalt udvindingsværktøj.
This block can serve as a smelting fuel with a burning time of @1.=Denne blok virker som brændstof til at smelte og har en brændetid på @1.
This block causes a damage of @1 hit point per second.=Denne blok giver @1 skade per sekund.
This block causes a damage of @1 hit points per second.=Denne blok giver @1 skade per sekund.
This block connects to blocks of the @1 group.=Denne blok forbindes til blokke i @1gruppen.
This block connects to blocks of the following groups: @1.=Denne blok forbindes til blokke i følgende grupper: @1.
This block connects to these blocks: @1.=Denne blok forbindes til disse blokke: @1.
This block connects to this block: @1.=Denne blok forbindes til denne blok: @1.
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukningsskade hvert 2. sekund.
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukneskade hvert 2. sekund.
This block is a light source with a light level of @1.=Denne blok er en lyskilde med lysniveau @1.
This block glows faintly with a light level of @1.=Denne blok gløder svagt med et lysniveau på @1.
This block is a building block for creating various buildings.=Denne blok er en byggesten til at bygge forskellige bygninger.
This block is a liquid with these properties:=Denne blok er en væske med følgende egenskaber:
This block is affected by gravity and can fall.=Denne blok påvirkes af tyngdekraften og kan falde ned.
This block is completely silent when mined or built.=Denne blok er helt lydløs når den udvindes eller bygges.
This block is completely silent when walked on, mined or built.=Denne blok er helt lydløs når den betrædes, udvindes eller bygges.
This block is destroyed when a falling block ends up inside it.=Denne blok ødelægges når en nedfaldende blok ender indeni den.
This block negates all fall damage.=Denne blok modvirker al faldskade.
This block points to liquids.=Denne blok orienteres mod væsker.
This block will drop as an item when a falling block ends up inside it.=Denne blok dropper som genstand når en faldende blok ender indeni den.
This block will drop as an item when it is not attached to a surrounding block.=Denne blok dropper som genstand når den ikke sidder fast på en tilstødende blok.
This block will drop as an item when no collidable block is below it.=Denne blok dropper som genstand når der ikke er en bæredygtig blok under den.
This block will drop the following items when mined: @1.=Denne blok dropper følgende genstande når den udvindes: @1.
This block will drop the following when mined: @1×@2.=Denne blok dropper følgende når den udvindes: @1x@2.
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
This block will make you bounce off with an elasticity of @1%.=Denne blok får dig til at hoppe af med en elasticitet på @1%.
This block will randomly drop one of the following when mined: @1.=Denne blok dropper en vilkårlig af følgende genstande når den udvindes: @1.
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Denne blok dropper et vilkårligt antal op til @1 af følgende mulige ting når den udvindes: @2.
This block won't drop anything when mined.=Denne blok dropper ikke noget når den udvindes.
This is a decorational block.=Dette er en pynteblok.
This is a melee weapon which deals damage by punching.=Dette er et nærkampsvåben som giver skade ved at slå.
Maximum damage per hit:=Højeste skade per slag:
This item belongs to the @1 group.=Denne genstand hører til @1gruppen.
This item belongs to these groups: @1.=Denne genstand hører til disse grupper: @1.
This item can serve as a smelting fuel with a burning time of @1.=Denne genstand virker som brændstof til at smelte og har en brændetid på @1.
This item is primarily used for crafting other items.=Denne genstand bruges mest til at lave andre genstande.
This item points to liquids.=Denne genstand orienterer sig mod væsker.
This tool belongs to the @1 group.=Dette værktøj hører til @1gruppen
This tool belongs to these groups: @1.=Dette værktøj hører til disse grupper:
This tool can serve as a smelting fuel with a burning time of @1.=Dette værktøj virker som brændstof til at smelte og har en brændetid på @1.
This tool is capable of mining.=Dette værktøj kan bruges til udvinding.
Maximum toughness levels:=Højeste hårdhedsgrad.
This tool points to liquids.=Dette værktøj orienterer sig mod væsker.
Tools and weapons=Værktøj og våben
Unknown Node=Ukendt knudepunkt
Usage help: @1=Hjælp til brug: @1
Walking on this block is completely silent.=Det er helt lydløst at gå på denne blok.
Whenever you are not wielding any item, you use the hand which acts as a tool with its own capabilities. When you are wielding an item which is not a mining tool or a weapon it will behave as if it would be the hand.=Når du ikke anvender en genstand, bruger du din hånd som fungerer som et værktøj med sine egne egenskaber. Når du anvender en genstand som ikke er et værktøj til udvinding eller våben virker det som om du bruger din hånd.
Yes=Ja
You can not jump while standing on this block.=Du kan ikke hoppe mens du står på dene blok.
any level=hvilketsomhelst level
level 0=level 0
level 0-@1=level 0-@1
unknown=ukendt
Unknown item (@1)=ukendt genstand (@1)
• @1: @2=
• @1: @2 HP=• @1: @2 HP
• @1: @2, @3=• @1: @2, @3
• Flowing range: @1=• Flydende rækkevidde: @1
• No flowing=• Ingen strøm
• Not renewable=• Kan ikke genopfriskes
• Renewable=• Kan genopfriskes
• Viscosity: @1=• Viskositet: @1
Itemstring: "@1"=Genstandsstreng: "@1"
Durability: @1 uses=Holdbarhed: @1 anvendelser
Durability: @1=Holdbarhed: @1
Mining durability:=Udvindingsholdbarhed:
• @1, level @2: @3 uses=• @1, level @2: @3 anvendelser
• @1, level @2: Unlimited=• @1, level @2: Uendelig
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Denne bloks rotation påvirkes af måden du placerer den på: Placér den på gulvet eller loftet for en lodret orientering; placér den på siden for en horisontal orientering. Hvis du sniger dig mens den placeres den vinkelret i stedet.
Toughness level: @1=Hårdhedsgrad: @1
This block is slippery.=Denne blok er glat.

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@ -53,8 +53,8 @@ Range: 4=Range: 4
Rating @1=Classificação @1 Rating @1=Classificação @1
# @1 is minimal rating, @2 is maximum rating # @1 is minimal rating, @2 is maximum rating
Rating @1-@2=Classificação @1-@2 Rating @1-@2=Classificação @1-@2
The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @ 1%. The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @1%.
The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @ 1%. The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @1%.
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Esse bloco permite que a luz se propague com uma pequena perda de brilho, e a luz solar pode até passar sem perdas. This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Esse bloco permite que a luz se propague com uma pequena perda de brilho, e a luz solar pode até passar sem perdas.
This block allows light to propagate with a small loss of brightness.=Esse bloco permite que a luz se propague com uma pequena perda de brilho. This block allows light to propagate with a small loss of brightness.=Esse bloco permite que a luz se propague com uma pequena perda de brilho.
This block allows sunlight to propagate without loss in brightness.=Esse bloco permite que a luz solar se propague sem perda de brilho. This block allows sunlight to propagate without loss in brightness.=Esse bloco permite que a luz solar se propague sem perda de brilho.
@ -78,7 +78,7 @@ This block connects to this block: @1.=Esse bloco se conecta a esse bloco: @1.
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 ponto de vida a cada 2 segundos. This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 ponto de vida a cada 2 segundos.
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 pontos de vida a cada 2 segundos. This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 pontos de vida a cada 2 segundos.
This block is a light source with a light level of @1.=Esse bloco é uma fonte de luz com um nível de luz de @1. This block is a light source with a light level of @1.=Esse bloco é uma fonte de luz com um nível de luz de @1.
This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @ 1. This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @1.
This block is a building block for creating various buildings.=Esse bloco é um bloco de construção para criar vários edifícios. This block is a building block for creating various buildings.=Esse bloco é um bloco de construção para criar vários edifícios.
This block is a liquid with these properties:=Esse bloco é um líquido com as seguintes propriedades: This block is a liquid with these properties:=Esse bloco é um líquido com as seguintes propriedades:
This block is affected by gravity and can fall.=Esse bloco é afetado pela gravidade e pode cair. This block is affected by gravity and can fall.=Esse bloco é afetado pela gravidade e pode cair.
@ -123,7 +123,7 @@ any level=qualquer nível
level 0=nível 0 level 0=nível 0
level 0-@1=nivel 0-@1 level 0-@1=nivel 0-@1
unknown=desconhecido unknown=desconhecido
Unknown item (@1)=Item desconhecido Unknown item (@1)=Item desconhecido (@1)
• @1: @2= • @1: @2=
• @1: @2 HP= • @1: @2 HP=
• @1: @2, @3= • @1: @2, @3=

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@ -0,0 +1,37 @@
# textdomain: craftguide
Any shulker box=Hvilkensomhelst shulkerboks
Any wool=Hvilkensomhelst uld
Any wood planks=Hvilkensomhelst træplanker
Any wood=Hvilkensomhelst træ
Any sand=Hvilkensomhelst sand
Any normal sandstone=Hvilkensomhelst normal sandsten
Any red sandstone=Hvilkensomhelst rød sandsten
Any carpet=HVilketsomhelst tæppe
Any dye=Hvilkensomhelst farvestof
Any water bucket=Hvilkensomhelst vandpand
Any flower=Hvilkensomhelst blomst
Any mushroom=Hvilkensomhelst svamp
Any wooden slab=Hvilkensomhelst træplade
Any wooden stairs=Hvilkensomhelst trætrappe
Any coal=Hvilketsomhelst kul
Any kind of quartz block=Hvilkensomhelst quartzblok
Any kind of purpur block=Hvilkensomhelst pupurblok
Any stone bricks=Hvilkensomhelst mursten af sten
Any stick=Hvilkensomhelst pind
Any item belonging to the @1 group=Hvilkensomhelst genstant i @1gruppen
Any item belonging to the groups: @1=Hvilkensomhelst genstand som hører til grupperne: @1
Search=Søg
Reset=Nulstil
Previous page=Forrige side
Next page=Næste side
Usage @1 of @2=Brug @1 af @2
Recipe @1 of @2=Opskrift @1 af @2
Burning time: @1=Brændetid: @1
Cooking time: @1=Tilberedelsestid: @1
Recipe is too big to be displayed (@1×@2)=Formen er for stor til at blive vist (@1x@2)
Shapeless=Uformelig
Cooking=Madlavning
Increase window size=Øg vinduesstørrelsen
Decrease window size=Mindsk vinduesstørrelsen
No item to show=Ingen genstande at vise
Collect items to reveal more recipes=Saml genstande for at afsløre flere opskrifter

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@ -0,0 +1,79 @@
# textdomain: mcl_doc
Water can flow into this block and cause it to drop as an item.=Der kan flyde vandt i denne blok, hvilket får den til at droppe som en genstand.
This block can be turned into dirt with a hoe.=Denne blok kan omdannes til jord med en hakke.
This block can be turned into farmland with a hoe.=Denne blok kan omdannes til landbrugsjord med en hakke.
This block acts as a soil for all saplings.=Denne blok virker som jord for alle spirer.
This block acts as a soil for some saplings.=Denne blok virker som jord for nogle spirer.
Sugar canes will grow on this block.=Sukkerrør gror på denne blok.
Nether wart will grow on this block.=Nethervorder gror på denne blok.
This block quickly decays when there is no wood block of any species within a distance of @1. When decaying, it disappears and may drop one of its regular drops. The block does not decay when the block has been placed by a player.=Denne blok forgår hurtigt når der ikke er træblokke af nogen art af træblokke indenfor en afstand af @1. Når den forgår, forsvinder den, og dropper måske et af sine normale drops. Blokken forgår ikke når den er blevet placeret af en spiller.
This block quickly decays and disappears when there is no wood block of any species within a distance of @1. The block does not decay when the block has been placed by a player.=Denne blok forgår hurtigt og forsvinder når der ikke er nogen art af træblokke indenfor en afstand af @1. Blokken forgår ikke når den er blevet placeret af en spiller.
This plant can only grow on grass blocks and dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Denne plante kan kun gro på græsblokke eller jord. For at overleve, har den brug for direkte udsyn til himlen, eller et lysniveau på 8 eller derover.
This plant can grow on grass blocks, podzol, dirt and coarse dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Denne plante kan gro på græsblokke, podsol, jord eller grov jord. For at overleve, har den brug for direkte udsyn til himlen, eller et lysniveau på 8 eller derover.
This block is flammable.=Denne blok er brændfarlig.
This block destroys any item it touches.=Denne blok ødelægger enhver genstand den berør.
To eat it, wield it, then rightclick.=For at spise det skal du bære det og højre-klikke.
You can eat this even when your hunger bar is full.=Du kan spise dette selvom din sultbjælke er fuld.
You cannot eat this when your hunger bar is full.=Du kan ikke spise dette når din sultbjælke er fuld.
To drink it, wield it, then rightclick.=For at drikke det skal du bære det og højre-klikke.
You cannot drink this when your hunger bar is full.=Du kan ikke drikke dette når din sultbjælke er fuld.
To consume it, wield it, then rightclick.=For at indtage det skal du bære det og højre-klikke.
You cannot consume this when your hunger bar is full.=Du kan ikke indtage dette når din sultbjælke er fuld.
You have to wait for about 2 seconds before you can eat or drink again.=Du er nødt til at vente omkring 2 sekunder før du kan drikke eller spise igen.
Hunger points restored: @1=Sultpoint genvundet: @1
Saturation points restored: @1%.1f=Mæthedspoint genvundet: @1%.1f
This item can be repaired at an anvil with: @1.=Denne genstand kan repareres ved en ambolt med: @1.
This item can be repaired at an anvil with any wooden planks.=Denne genstand kan repareres ved en ambolt med hvilkensomhelst træplanke.
This item can be repaired at an anvil with any item in the “@1” group.=Denne genstand kan repareres ved en ambolt med hvilkensomhelst genstand i "@1"gruppen
This item cannot be renamed at an anvil.=Denne genstand kan ikke omdøbes ved en ambolt.
This block crushes any block it falls into.=Denn blok knuser enhver blok den falder ind i.
When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×22 hit points with B @= number of blocks fallen. The damage can never be more than 40 HP.=Denne blok falder dybere end 1 blok, og giver skade til enhver spiller den rammer. Skaden givet er Bx2-2 ned B @= antal faldne blokke.
Diamond Pickaxe=Minehakke i diamant
Iron Pickaxe=Jernhakke
Stone Pickaxe=Stenhakke
Golden Pickaxe=Guldhakke
Wooden Pickaxe=Træhakke
Diamond Axe=Diamantøkse
Iron Axe=Jernøkse
Stone Axe=Stenøkse
Golden Axe=Guldøkse
Wooden Axe=Træøkse
Diamond Shovel=Diamantskovl
Iron Shovel=Jernskovl
Stone Shovel=Stenskovl
Golden Shovel=Guldskovl
Wooden Shovel=Træskovl
This block can be mined by any tool instantly.=Denne blok kan udvindes momentant med ethvert værktøj.
This block can be mined by:=Denne blok kan udvindes med:
Hardness: ∞= Hårdhed:∞
Hardness: @1=Hårdhed @1
This block will not be destroyed by TNT explosions.=Denne blok ødelægges ikke af TNT-eksplosioner.
This block drops itself when mined by shears.=Denne blok dropper sig selv når den udvindes med sakse.
@1×@2=@1x@2
This blocks drops the following when mined by shears: @1=Denne blok dropper følgende når den udvindes med sakse: @1
, =,
• Shears=• Sakse
• Sword=• Sværd
• Hand=• Hånd
This is a melee weapon which deals damage by punching.=Dette er et nærkampsvåben som giver skade ved at slå.
Maximum damage: @1 HP=Højeste skade: @1
Full punch interval: @1 s=Helt interval mellem slag: @1 s
This tool is capable of mining.=Dette værktøj kan bruges til udvinding.
Mining speed: @1=Udvindingshastighed: @1
Painfully slow=Pinagtig langsom
Very slow=Meget langsom
Slow=Langsom
Fast=Hurtig
Very fast=Meget hurtig
Extremely fast=Ekstremt hurtig
Instantaneous=Momentan
@1 uses=@1 anvendelser
Unlimited uses=Uendelige anvendelser
Block breaking strength: @1=Blokkens brudstyrke: @1
Mining durability: @1=Udvindingsholdbarhed: @1
Armor points: @1=Rustningspoint: @1
Armor durability: @1=Rustningens holdbarhed: @1
It can be worn on the head.=Den kan bæres på hovedet.
It can be worn on the torso.=Den kan bæres på kroppen.
It can be worn on the legs.=De kan bæres på benene.
It can be worn on the feet.=De kan bæres på fødderne.

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@ -1,25 +1,24 @@
# textdomain:awards # textdomain:awards
@1/@2 chat messages=@1/@2 сообщений чата @1/@2 chat messages=@1/@2 сообщений чата
@1/@2 crafted=@1/@2 скрафчено @1/@2 crafted=@1/@2 создано
@1/@2 deaths=@1/@2 смертей @1/@2 deaths=@1/@2 смертей
@1/@2 dug=@1/@2 выкопано @1/@2 dug=@1/@2 выкопано
@1/@2 game joins=@1/@2 присоединений к игре @1/@2 game joins=@1/@2 присоединений к игре
@1/@2 placed=@1/@2 помещено @1/@2 placed=@1/@2 размещено
@1 (got)=@1 (получено) @1 (got)=@1 (получено)
@1: @1=@1: @1 @1: @2=@1: @2
@1s awards:=Награды @1: @1s awards:=Награды @1:
(Secret Award)=(Секретная награда) (Secret Award)=(Тайная награда)
<achievement ID>=<идентификатор достижения> <achievement ID>=<идентификатор достижения>
<name>=<имя> <name>=<имя>
A Cat in a Pop-Tart?!=Кот в печеньке?! Advancement Made!=Получено достижение!
Achievement gotten!=Получено достижение! Advancement Made:=Получено достижение:
Achievement gotten:=Получено достижение: Advancement: @1=Достижение: @1
Achievement gotten: @1=Получено достижение: @1
Achievement not found.=Достижение не найдено. Achievement not found.=Достижение не найдено.
All your awards and statistics have been cleared. You can now start again.=Ваши награды удалены вместе со всей статистикой. Теперь можно начать всё сначала. All your awards and statistics have been cleared. You can now start again.=Ваши награды удалены вместе со всей статистикой. Теперь можно начать всё сначала.
Awards=Награды Awards=Награды
Craft: @1×@2=Скрафчено: @1×@2 Craft: @1×@2=Создано: @1×@2
Craft: @1=Скрафчено: @1 Craft: @1=Создано: @1
Die @1 times.=Умер(ла) @1 раз(а). Die @1 times.=Умер(ла) @1 раз(а).
Die.=Умер(ла). Die.=Умер(ла).
Get the achievements statistics for the given player or yourself=Получение статистики достижений для заданного игрока или для себя Get the achievements statistics for the given player or yourself=Получение статистики достижений для заданного игрока или для себя
@ -28,35 +27,44 @@ Join the game.=Присоединился(ась) к игре.
List awards in chat (deprecated)=Вывести список наград в чат (устарело). List awards in chat (deprecated)=Вывести список наград в чат (устарело).
Place a block: @1=Разметил(а) блок: @1 Place a block: @1=Разметил(а) блок: @1
Place blocks: @1×@2=Разместил(а) блоки: @1×@2 Place blocks: @1×@2=Разместил(а) блоки: @1×@2
Secret Achievement gotten!=Секретное достижение получено! Secret Advancement Made!=Тайное достижение получено!
Secret Achievement gotten:=Секретное достижение получено: Secret Advancement Made:=Тайное достижение получено:
Secret Achievement gotten: @1=Секретное достижение получено: @1 Secret Advancement Made: @1=Тайное достижение получено: @1
Show details of an achievement=Показать подробности достижения Show details of an achievement=Показать подробности достижения
Show, clear, disable or enable your achievements=Отобразить, очистить, запретить или разрешить ваши достижения Show, clear, disable or enable your advancements.=Отобразить, очистить, запретить или разрешить ваши достижения
Get this achievement to find out what it is.=Получите это достижение, чтобы узнать, что это. Make this advancement to find out what it is.=Получите это достижение, чтобы узнать, что это.
Write @1 chat messages.=Написано @1 сообщений(е,я) в чате. Write @1 chat messages.=Написано @1 сообщений(е,я) в беседе.
Write something in chat.=Написал(а) что-то в чате. Write something in chat.=Написал(а) что-то в беседе.
You have disabled your achievements.=Вы запретили ваши достижения. You have disabled your advancements.=Вы запретили ваши достижения.
You have enabled your achievements.=Вы разрешили ваши достижения. You have enabled your advancements.=Вы разрешили ваши достижения.
You have not gotten any awards.=Вы пока не получали наград. You have not gotten any awards.=Вы пока не получали наград.
You've disabled awards. Type /awards enable to reenable.=Вы запретили награды. Выполните /awards enable, чтобы разрешить их обратно. You've disabled awards. Type /awards enable to reenable.=Вы запретили награды. Выполните /awards enable, чтобы разрешить их обратно.
[c|clear|disable|enable]=[c|clear - очистить|disable - запретить|enable - разрешить] [c|clear|disable|enable]=[c|clear — очистить|disable — запретить|enable — разрешить]
OK=О'кей OK=Ладно
Error: No awards available.=Ошибка: Награды недоступны Error: No awards available.=Ошибка: награды недоступны
Eat: @1×@2=Съедено: @1×@2 Eat: @1×@2=Съедено: @1×@2
Eat: @1=Съедено: @1 Eat: @1=Съедено: @1
@1/@2 eaten=@1/@2 съедено @1/@2 eaten=@1/@2 съедено
Place @1 block(s).=Поместил(а) @1 блок(а,ов). Place @1 block(s).=Разместил(а) @1 блок(а,ов).
Dig @1 block(s).=Выкопал(а) @1 блок(а,ов). Dig @1 block(s).=Выкопал(а) @1 блок(а,ов).
Eat @1 item(s).=Съел(а) @1 предмет(а,ов). Eat @1 item(s).=Съел(а) @1 предмет(а,ов).
Craft @1 item(s).=Скрафтил(а) @1 предмет(а,ов). Craft @1 item(s).=Сделал(а) @1 предмет(а,ов).
Can give achievements to any player=Может выдавать достижения любому игроку Can give advancements to any player=Может выдавать достижения любому игроку
(grant <player> (<achievement> | all)) | list=(grant <игрок> (<достижение> | all - всем)) | список (grant <player> (<advancement> | all)) | list=(grant <игрок> (<достижение> | all — всем)) | список
Give achievement to player or list all achievements=Выдать достижение игроку или отобразить все достижения Give advancement to player or list all advancements=Выдать достижение игроку или отобразить все достижения
@1 (@2)=@1 (@2) @1 (@2)=@1 (@2)
Invalid syntax.=Неверный синтаксис. Invalid syntax.=Неверное составление.
Invalid action.=Непредусмотренное действие. Invalid action.=Непредусмотренное действие.
Player is not online.=Игрок не подключён. Player is not online.=Игрок не подключён.
Done.=Сделано. Done.=Готово.
Achievement “@1” does not exist.=Достижения “@1” не существует. Advancement “@1” does not exist.=Достижения «@1» не существует.
@1 has made the achievement @2=@1 получил(а) достижение @2 @1 has made the advancement @2=@1 получил(а) достижение @2
Mine a block: @1=Добыл(а) блок: @1
Mine blocks: @1×@2=Добыл(а) блоки: @1×@2
Awards are disabled, enable them first by using /awards enable!=Награды отключены, сначала включите их с помощью /awards enable!
Goal Completed:=Цель выполнена:
Goal Completed!=Цель выполнена!
Goal Completed: @1=Цель выполнена: @1
Challenge Completed:=Задача выполнена:
Challenge Completed!=Задача выполнена!
Challenge Completed: @1=Задача выполнена: @1

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@ -198,7 +198,7 @@ awards.register_achievement("mcl:skysTheLimit", {
-- Smelting achivements: These are awarded when picking up an item from a furnace -- Smelting achivements: These are awarded when picking up an item from a furnace
-- output. They are given in mcl_furnaces. -- output. They are given in mcl_furnaces.
awards.register_achievement("mcl:acquireIron", { awards.register_achievement("mcl:acquireIron", {
title = S("Aquire Hardware"), title = S("Acquire Hardware"),
description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."), description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."),
icon = "default_steel_ingot.png", icon = "default_steel_ingot.png",
type = "Advancement", type = "Advancement",
@ -518,7 +518,7 @@ awards.register_achievement("mcl:stoneAge", {
awards.register_achievement("mcl:hotStuff", { awards.register_achievement("mcl:hotStuff", {
title = S("Hot Stuff"), title = S("Hot Stuff"),
description = S("Put lava in a bucket."), description = S("Put lava in a bucket."),
icon = "bucket_lava.png", icon = "mcl_buckets_lava_bucket.png",
type = "Advancement", type = "Advancement",
group = "Overworld", group = "Overworld",
}) })

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Schmied Acquire Hardware=Schmied
Bake Bread=Brot backen Bake Bread=Brot backen
Benchmarking=Tischler Benchmarking=Tischler
Cow Tipper=Kuhschubser Cow Tipper=Kuhschubser

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Obteniendo un lingote Acquire Hardware=Obteniendo un lingote
Bake Bread=Horneando pan Bake Bread=Horneando pan
Benchmarking=Crea tu mesa de trabajo Benchmarking=Crea tu mesa de trabajo
Cow Tipper=Consiguiendo cuero Cow Tipper=Consiguiendo cuero

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Acquérir du matériel Acquire Hardware=Acquérir du matériel
Bake Bread=Faire du pain Bake Bread=Faire du pain
Benchmarking=Fabriquer Benchmarking=Fabriquer
Cow Tipper=Chevaucher une vache Cow Tipper=Chevaucher une vache

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=金属を入手 Acquire Hardware=金属を入手
Bake Bread=パンを焼く Bake Bread=パンを焼く
Benchmarking=土台作り Benchmarking=土台作り
Cow Tipper=牛転がし Cow Tipper=牛転がし

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Zdobądź narzędzie Acquire Hardware=Zdobądź narzędzie
Bake Bread=Upiecz chleb Bake Bread=Upiecz chleb
Benchmarking=Rzemieślnictwo Benchmarking=Rzemieślnictwo
Cow Tipper=Raz krowie śmierć Cow Tipper=Raz krowie śmierć

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@ -1,9 +1,9 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware=Куй Железо Acquire Hardware=Куй Железо
Bake Bread=Хлеб всему голова Bake Bread=Хлеб всему голова
Benchmarking=Верстак Benchmarking=Верстак
Cow Tipper=Кожа да кости Cow Tipper=Кожа да кости
Craft a bookshelf.=Создание книжной полки Craft a bookshelf.=Создание книжной полки.
Craft a cake using wheat, sugar, milk and an egg.=Создание торта из пшеницы, сахара, молока и яйца. Craft a cake using wheat, sugar, milk and an egg.=Создание торта из пшеницы, сахара, молока и яйца.
Craft a crafting table from 4 wooden planks.=Создание верстака из 4 досок. Craft a crafting table from 4 wooden planks.=Создание верстака из 4 досок.
Craft a stone pickaxe using sticks and cobblestone.=Создание каменного топора из палок и булыжников. Craft a stone pickaxe using sticks and cobblestone.=Создание каменного топора из палок и булыжников.
@ -15,12 +15,12 @@ Eat a cooked porkchop.=Употребление в пищу приготовле
Eat a cooked rabbit.=Употребление в пищу приготовленного кролика. Eat a cooked rabbit.=Употребление в пищу приготовленного кролика.
Get really desperate and eat rotten flesh.=Отчаянное и необдуманное употребление в пищу гнилого мяса Get really desperate and eat rotten flesh.=Отчаянное и необдуманное употребление в пищу гнилого мяса
Getting Wood=Рубка Леса Getting Wood=Рубка Леса
Getting an Upgrade=Модернизация Getting an Upgrade=Обновка
Hit a skeleton, wither skeleton or stray by bow and arrow from a distance of at least 20 meters.=Удар по скелету, скелету-иссушителю либо уклонение от стрелы на расстоянии не менее 20 метров. Hit a skeleton, wither skeleton or stray by bow and arrow from a distance of at least 20 meters.=Попадание по скелету, скелету-иссушителю либо уклонение от стрелы на расстоянии не менее 20 метров.
Hot Topic=Автор Жжёт Hot Topic=Печник жжёт
Into Fire=В Огне Into Fire=В огне
Into the Nether=В Аду We Need to Go Deeper=В глубь
Iron Belly=Железный Живот Iron Belly=Железный живот
Librarian=Библиотекарь Librarian=Библиотекарь
Mine emerald ore.=Добыча изумрудной руды. Mine emerald ore.=Добыча изумрудной руды.
On A Rail=На Рельсах On A Rail=На Рельсах
@ -30,20 +30,84 @@ Pick up a wood item from the ground.@nHint: Punch a tree trunk until it pops out
Pick up leather from the floor.@nHint: Cows and some other animals have a chance to drop leather, when killed.=Поднятие кожи с пола.@nПодсказка: Коровы и некоторые другие животные могут оставлять кожу, если их убивать. Pick up leather from the floor.@nHint: Cows and some other animals have a chance to drop leather, when killed.=Поднятие кожи с пола.@nПодсказка: Коровы и некоторые другие животные могут оставлять кожу, если их убивать.
Place a dispenser.=Установка диспенсера. Place a dispenser.=Установка диспенсера.
Place a flower pot.=Установка цветочного горшка. Place a flower pot.=Установка цветочного горшка.
Pork Chop=Свиная Отбивная Pork Chop=Свиная отбивная
Pot Planter=Сажатель Горшков Pot Planter=Сажатель горшков
Rabbit Season=Кроличий Сезон Rabbit Season=Заячья пора
Sniper Duel=Снайперская Дуэль Sniper Duel=Лучный бой
Take a cooked fish from a furnace.@nHint: Use a fishing rod to catch a fish and cook it in a furnace.=Приготовление рыбы в печи.@nПодсказка: Ловите рыбу удочкой и готовьте её в печи. Take a cooked fish from a furnace.@nHint: Use a fishing rod to catch a fish and cook it in a furnace.=Приготовление рыбы в печи.@nПодсказка: Ловите рыбу удочкой и готовьте её в печи.
Take an iron ingot from a furnace's output slot.@nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace.=Получение слитка железа из печи.@nПодсказка: чтобы переплавить железную руду, нужно положить её в печь и туда же поместить топливо (уголь или другое). Take an iron ingot from a furnace's output slot.@nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace.=Получение слитка железа из печи.@nПодсказка: чтобы переплавить железную руду, нужно положить её в печь и туда же поместить топливо (уголь или другое).
The Haggler=Хагглер The Haggler=Торговец
The Lie=Тортик The Lie=Тортик
Time to Farm!=Время фермерства! Time to Farm!=Время земледелия!
Time to Mine!=Время добывать! Time to Mine!=Время добывать!
Time to Strike!=Время сражаться! Time to Strike!=Время сражаться!
Travel by minecart for at least 1000 meters from your starting point in a single ride.=Поездка на вагонетке минимум на 1000 метров от стартовой точки за один раз. Travel by minecart for at least 1000 meters from your starting point in a single ride.=Поездка на вагонетке минимум на 1000 метров от стартовой точки за один раз.
Use 8 cobblestones to craft a furnace.=Создание печи из 8 булыжников. Use 8 cobblestones to craft a furnace.=Создание печи из 8 булыжников.
Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Создание деревянной мотыги из досок и палок на верстаке. Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Создание деревянной мотыги из досок и палок на верстаке.
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Создание деревянной кирки из досок и палок на верстаке. Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Создание деревянной кирки из досок и палок на верстаке.
Use obsidian and a fire starter to construct a Nether portal.=Создание Адского портала при помощи обсидиана и огнива. Use obsidian and a fire starter to construct a Nether portal.=Создание при помощи обсидиана и огнива.
Use wheat to craft a bread.=Использование пшеницы для приготовления хлеба. Use wheat to craft a bread.=Использование пшеницы для приготовления хлеба.
Who is Cutting Onions?=
Pick up a crying obsidian from the floor.=
Hidden in the Depths=
Pick up an Ancient Debris from the floor.=
The Nether=Преисподняя
Bring summer clothes.@nHint: Enter the Nether.=Возьмите с собой летнюю одежду.@nПодсказка: войдите в преисподнюю.
Isn't It Iron Pick=
Craft a iron pickaxe using sticks and iron.=
Postmortal=
Use a Totem of Undying to cheat death.=
Sweet Dreams=
Sleep in a bed to change your respawn point.=
Not Quite "Nine" Lives=
Charge a Respawn Anchor to the maximum.=
What A Deal!=Вот так сделка!
Successfully trade with a Villager.=Успешная торговля с жителем.
Withering Heights=
Summon the wither from the dead.=
The Cutest Predator=
Catch an Axolotl with a bucket!=
Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode, Take Me Home=
Use a compass on a Lodestone.=
Serious Dedication=
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=
Local Brewery=
Brew a Potion.@nHint: Take a potion or glass bottle out of the brewing stand.=
Enchanter=
Enchant an item using an Enchantment Table.=
Bring Home the Beacon=
Use a beacon.=
Beaconator=
Use a fully powered beacon.=
The Next Generation=
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=
The End... Again...=
Respawn the Ender Dragon.=
Sky's the Limit=
Find the elytra and prepare to fly above and beyond!=
Free the End=
Kill the ender dragon. Good Luck!=
Bee Our Guest=
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=
Total Beelocation=
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=
Wax On=
Apply honeycomb to a copper block to protect it from the elements.=
Wax Off=
Scrape wax off of a copper block.=
The End?=
Or the beginning?@nHint: Enter an end portal.=
Stone Age=
Mine a stone with new pickaxe.=
Ice Bucket Challenge=
Obtain an obsidian block.=
Hot Stuff=
Put lava in a bucket.=
Hero of the Village=
Successfully defend a village from a raid=
Voluntary Exile=
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
Tactical Fishing=
Catch a fish... without a fishing rod!=

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Aquire Hardware= Acquire Hardware=
Bake Bread= Bake Bread=
Benchmarking= Benchmarking=
Cow Tipper= Cow Tipper=

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@ -1 +0,0 @@
-- This mod has no code and is only a collection of textures.

View File

@ -1,3 +0,0 @@
name = mcl_base_textures
author = Wuzzy
description = Provides core textures needed by Minetest.

View File

@ -14,33 +14,36 @@ return {
}}, }},
{S("Previous Maintainers"), 0xFFFFFF, { {S("Previous Maintainers"), 0xFFFFFF, {
"Fleckenstein", "Fleckenstein",
"jordan4ibanez",
"cora", "cora",
}}, }},
{S("Developers"), 0xF84355, { {S("Developers"), 0xF84355, {
"bzoss",
"AFCMS", "AFCMS",
"epCode", "epCode",
"ryvnf",
"iliekprogrammar",
"MysticTempest",
"Rootyjr",
"aligator",
"Code-Sploit",
"NO11",
"kabou",
"rudzik8",
"chmodsayshello", "chmodsayshello",
"PrairieWind", "PrairieWind",
"RandomLegoBrick",
"SumianVoice",
"MrRar", "MrRar",
"talamh",
"Faerraven / Michieal",
"FossFanatic ", "FossFanatic ",
"SmokeyDope", "SmokeyDope",
}}, }},
{S("Past Developers"), 0xF84355, {
"jordan4ibanez",
"iliekprogrammar",
"kabou",
"kay27",
"Faerraven / Michieal",
"MysticTempest",
"NO11",
"SumianVoice",
}},
{S("Contributors"), 0x52FF00, { {S("Contributors"), 0x52FF00, {
"RandomLegoBrick",
"rudzik8",
"Code-Sploit",
"aligator",
"Rootyjr",
"ryvnf",
"bzoss",
"talamh",
"Laurent Rocher", "Laurent Rocher",
"HimbeerserverDE", "HimbeerserverDE",
"TechDudie", "TechDudie",
@ -69,6 +72,10 @@ return {
"Marcin Serwin", "Marcin Serwin",
"erlehmann", "erlehmann",
"E", "E",
"n_to",
"debiankaios",
"Gustavo6046 / wallabra",
"CableGuy67",
"Benjamin Schötz", "Benjamin Schötz",
"Doloment", "Doloment",
"Sydney Gems", "Sydney Gems",
@ -102,25 +109,18 @@ return {
"gldrk", "gldrk",
"atomdmac", "atomdmac",
"emptyshore", "emptyshore",
"FlamingRCCars",
"uqers",
"Niterux",
"appgurueu",
"seventeenthShulker",
}}, }},
{S("MineClone5"), 0xA60014, { {S("Music"), 0xA60014, {
"kay27", "Jordach for the jukebox music compilation from Big Freaking Dig",
"Debiankaios", "Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
"epCode", "Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)",
"NO11", "Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)",
"j45", "Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)",
"chmodsayshello",
"3raven",
"PrairieWind",
"Gustavo6046 / wallabra",
"CableGuy67",
"MrRar",
}},
{S("Mineclonia"), 0xFFFFFF, {
"erlehmann",
"Li0n",
"E",
"n_to",
}}, }},
{S("Original Mod Authors"), 0x343434, { {S("Original Mod Authors"), 0x343434, {
"Wuzzy", "Wuzzy",
@ -152,14 +152,18 @@ return {
"4Evergreen4", "4Evergreen4",
"jordan4ibanez", "jordan4ibanez",
"paramat", "paramat",
"debian044 / debian44",
"chmodsayshello",
"cora", "cora",
"Faerraven / Michieal", "Faerraven / Michieal",
"PrairieWind",
}}, }},
{S("3D Models"), 0x0019FF, { {S("3D Models"), 0x0019FF, {
"22i", "22i",
"tobyplowy", "tobyplowy",
"epCode", "epCode",
"Faerraven / Michieal", "Faerraven / Michieal",
"SumianVoice",
}}, }},
{S("Textures"), 0xFF9705, { {S("Textures"), 0xFF9705, {
"XSSheep", "XSSheep",
@ -176,6 +180,8 @@ return {
"Faerraven / Michieal", "Faerraven / Michieal",
"Nicu", "Nicu",
"Exhale", "Exhale",
"Wbjitscool",
"SmokeyDope",
}}, }},
{S("Translations"), 0x00FF60, { {S("Translations"), 0x00FF60, {
"Wuzzy", "Wuzzy",
@ -192,6 +198,9 @@ return {
"SakuraRiu", "SakuraRiu",
"anarquimico", "anarquimico",
"syl", "syl",
"Temak",
"megustanlosfrijoles",
"kbundg",
}}, }},
{S("Funders"), 0xF7FF00, { {S("Funders"), 0xF7FF00, {
"40W", "40W",
@ -199,14 +208,8 @@ return {
"Cora", "Cora",
}}, }},
{S("Special thanks"), 0x00E9FF, { {S("Special thanks"), 0x00E9FF, {
"celeron55 for creating Minetest", "The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible",
"Jordach for the jukebox music compilation from Big Freaking Dig",
"wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.",
"The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game", "The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game",
"Notch and Jeb for being the major forces behind Minecraft", "Notch and Jeb for being the major forces behind Minecraft",
"Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) 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)",
}}, }},
} }

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@ -1,21 +1,21 @@
# textdomain: mcl_inventory # textdomain: mcl_inventory
Recipe book=Книга рецептов Recipe book=Книга рецептов
Help=Помощь Help=Справка
Select player skin=Выбор скина Select player skin=Выбор внешности
Achievements=Достижения Achievements=Достижения
Building Blocks=Строительные блоки Building Blocks=Строительные блоки
Decoration Blocks=Декоративные блоки Decoration Blocks=Отделочные блоки
Redstone=Редстоун (красный камень) Redstone=Красный камень
Transportation=Транспорт Transportation=Транспорт
Brewing=Зелья Brewing=Зелья
Miscellaneous=Прочее Miscellaneous=Прочее
Search Items=Искать предметы Search Items=Поиск предметов
Foodstuffs=Продовольствие Foodstuffs=Продовольствие
Tools=Инструменты Tools=Инструменты
Combat=Битва Combat=Битва
Mobs=Мобы Mobs=Сущности
Materials=Материалы Materials=Материалы
Survival Inventory=Инвентарь выживания Survival Inventory=Инвентарь выживания
Crafting=Крафтинг (изготовление) Crafting=Создание
Inventory=Инвентарь Inventory=Инвентарь
@1/@2=@1/@2 @1/@2=@1/@2

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@ -178,7 +178,9 @@ local dispenserdef = {
local pos = obj:get_pos() local pos = obj:get_pos()
local used, texture = false local used, texture = false
if entname == "mobs_mc:sheep" then if entname == "mobs_mc:sheep" then
minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3)) if entity.drops[2] then
minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3))
end
if not entity.color then if not entity.color then
entity.color = "unicolor_white" entity.color = "unicolor_white"
end end

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@ -177,7 +177,7 @@ end
function mesecon.effector_get_rules(node) function mesecon.effector_get_rules(node)
local effector = mesecon.get_effector(node.name) local effector = mesecon.get_effector(node.name)
if effector then if effector and effector.rules then
local rules = effector.rules local rules = effector.rules
if type(rules) == "function" then if type(rules) == "function" then
return rules(node) return rules(node)

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@ -92,6 +92,7 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
groups_off.dig_by_water=1 groups_off.dig_by_water=1
groups_off.destroy_by_lava_flow=1 groups_off.destroy_by_lava_flow=1
groups_off.dig_by_piston=1 groups_off.dig_by_piston=1
groups_off.dig_immediate_piston=1
groups_off.button=1 -- button (off) groups_off.button=1 -- button (off)
local groups_on = table.copy(groups_off) local groups_on = table.copy(groups_off)
@ -103,6 +104,14 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
end end
button_sounds["mesecons_button:button_"..basename.."_off"] = button_sound button_sounds["mesecons_button:button_"..basename.."_off"] = button_sound
if not longdesc then
if groups_off.material_wood ~= 0 then
longdesc = S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.")
else
longdesc = S("A button is a redstone compent which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.", button_timer)
end
end
if push_by_arrow then if push_by_arrow then
groups_off.button_push_by_arrow = 1 groups_off.button_push_by_arrow = 1
groups_on.button_push_by_arrow = 1 groups_on.button_push_by_arrow = 1
@ -251,7 +260,7 @@ for w=1, #woods do
{material_wood=1,handy=1,axey=1}, {material_wood=1,handy=1,axey=1},
1.5, 1.5,
true, true,
S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows."), nil,
"mesecons_button_push_wood") "mesecons_button_push_wood")
minetest.register_craft({ minetest.register_craft({

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@ -17,3 +17,4 @@ A wooden button is a redstone component made out of wood which can be pushed to
Provides redstone power when pushed= Provides redstone power when pushed=
Push duration: @1s= Push duration: @1s=
Pushable by arrow= Pushable by arrow=
A button is a redstone compent which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=

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@ -415,8 +415,13 @@ mesecon.register_mvps_stopper("mcl_banners:standing_banner")
-- Unmovable by technical restrictions. -- Unmovable by technical restrictions.
-- Open formspec would screw up if node is destroyed (minor problem) -- Open formspec would screw up if node is destroyed (minor problem)
-- Would screw up on/off state of trapped chest (big problem) -- Would screw up on/off state of trapped chest (big problem)
-- Would duplicate xp when moved
mesecon.register_mvps_stopper("mcl_furnaces:furnace") mesecon.register_mvps_stopper("mcl_furnaces:furnace")
mesecon.register_mvps_stopper("mcl_furnaces:furnace_active") mesecon.register_mvps_stopper("mcl_furnaces:furnace_active")
mesecon.register_mvps_stopper("mcl_blast_furnace:blast_furnace")
mesecon.register_mvps_stopper("mcl_blast_furnace:blast_furnace_active")
mesecon.register_mvps_stopper("mcl_smoker:smoker")
mesecon.register_mvps_stopper("mcl_smoker:smoker_active")
mesecon.register_mvps_stopper("mcl_hoppers:hopper") mesecon.register_mvps_stopper("mcl_hoppers:hopper")
mesecon.register_mvps_stopper("mcl_hoppers:hopper_side") mesecon.register_mvps_stopper("mcl_hoppers:hopper_side")
mesecon.register_mvps_stopper("mcl_droppers:dropper") mesecon.register_mvps_stopper("mcl_droppers:dropper")

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@ -153,7 +153,11 @@ function mesecon.register_pressure_plate(basename, description, textures_off, te
groups_on.not_in_creative_inventory = 1 groups_on.not_in_creative_inventory = 1
groups_on.pressure_plate = 2 groups_on.pressure_plate = 2
if not longdesc then if not longdesc then
longdesc = S("A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.") if groups_off.material_wood ~= 0 then
longdesc = S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.")
else
longdesc = S("A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.")
end
end end
local tt = S("Provides redstone power when pushed") local tt = S("Provides redstone power when pushed")
if not activated_by then if not activated_by then
@ -238,8 +242,7 @@ for w=1, #woods do
{{woods[w][2], woods[w][2]}}, {{woods[w][2], woods[w][2]}},
mcl_sounds.node_sound_wood_defaults(), mcl_sounds.node_sound_wood_defaults(),
{axey=1, material_wood=1}, {axey=1, material_wood=1},
nil, nil)
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
minetest.register_craft({ minetest.register_craft({
type = "fuel", type = "fuel",

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@ -0,0 +1,19 @@
# textdomain: mcl_amethyst
Amethyst Cluster=Ametystklynge
Amethyst Cluster is the final growth of amethyst bud.=En ameystklynge er den sidste udvikling af en ametystspire.
Amethyst Shard=Ametystskår
An amethyst shard is a crystalline mineral.=Et ametystskår er et krystallisk mineral.
Block of Amethyst=Blok af ametyst
Budding Amethyst=Spirende ametyst
Calcite=Calcedon
Calcite can be found as part of amethyst geodes.=Calcedon kan findes som en del af krystalhuler med ametyst.
Large Amethyst Bud=Stor ametystknop
Large Amethyst Bud is the third growth of amethyst bud.=En stor ametystknop er den trejde udvikling af en ametystspire.
Medium Amethyst Bud=Mellem ametystknop
Medium Amethyst Bud is the second growth of amethyst bud.=En mellem ametystknop er den anden udvikling af en ametystspire.
Small Amethyst Bud=Lille ametystknop
Small Amethyst Bud is the first growth of amethyst bud.=En lille ametystknop er den første udvikling af en ametystspire.
The Block of Amethyst is a decoration block crafted from amethyst shards.=En blok af ametyst er en udsmykningsblok som kan laves ametystskår.
The Budding Amethyst can grow amethyst=Den spirende ametyst kan gro ametyst
Tinted Glass=Farvet glas
Tinted Glass is a type of glass which blocks lights while it is visually transparent.=Farvet glas er en glastype som er gennemsigtig, men lukker lys ude.

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@ -0,0 +1,16 @@
# textdomain: mcl_anvils
Set Name=Navngiv
Repair and Name=Reparér og navngiv
Inventory=Oppakning
Anvil=Ambolt
The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=Ambolten gør dig i stand til at reparere værktøj og rustninger, og til at navngive genstande. Den har dog begrænset holdbarhed. Lad den ikke falde ned i hovedet på dig, det kunne gøre meget ondt!
To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=For at bruge ambolten skal du højre-klikke på den. En ambolt har to indgangspladser (til venstre), og én udgangsplads.
To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=For at omdøbe en genstande skal du putte dem i den ene indgangsplads og lade den anden indgangsplads være tom. Skriv et navn, tryk på enter eller "Giv navn", og tag så den omdøbte genstand fra udgangspladsen.
There are two possibilities to repair tools (and armor):=Der er to muligheder for at reparere værktøj (og rustninger)
• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=• Værktøj + Værktøj: Placér to stykker værktøj af samme type i indgangspladserne. Holbarheden af det reparerede stykke værktøj er summen af holdbarheden på begge stykker værktøj plus 12% bonus.
• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=• Værktøj + Materiale: Noget værktøj kan også repareres ved at kombinere dem med en genstand de er lavet af. For eksempel kan en jernhakke repareres med jernbarre. Dette reparerer værktøjet med 25%.
Armor counts as a tool. It is possible to repair and rename a tool in a single step.=Rustninger tæller som værktøj. Det er muligt at reparere og omdøbe værktøj i ét enkelt trin.
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=Ambolten har en begrænset holdbarhed og 3 skadeniveauer: Ubeskadiget, let beskadiget og meget beskadiget. Hver gang du reparerer eller omdøber noget er der en 12% chance for, at ambolten bliver beskadiget. Ambolte har også en risiko for at blive beskadiget når de falder mere end én blok ned. Hvis en beskadiget ambolt beskadiges igen bliver den ødelagt.
Slightly Damaged Anvil=Let beskadiget ambolt
Very Damaged Anvil=Meget beskadiget ambolt
Repair and rename items=Reparér og omdøb genstande

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@ -0,0 +1,48 @@
# textdomain: mcl_armor
This is a piece of equippable armor which reduces the amount of damage you receive.=Dette er et stykke rustning du kan tage på for at reducere den mængde du tager.
To equip it, put it on the corresponding armor slot in your inventory menu.=For at tage den på, skal du putte den i den tilsvarende rustningsplads i din oppakningsmenu.
Leather Cap=Læderhat
Iron Helmet=Jernhjelm
Golden Helmet=Guldhjelm
Diamond Helmet=Diamanthjelm
Chain Helmet=Brynjehjelm
Netherite Helmet=Netherritehjelm
Leather Tunic=Lædertunika
Iron Chestplate=Jernbrystplade
Golden Chestplate=Guldbrystplade
Diamond Chestplate=Diamantbrystplade
Chain Chestplate=Brynjeskjorte
Netherite Chestplate=Netheritebrystplade
Leather Pants=Læderbukser
Iron Leggings=Jernbenplader
Golden Leggings=Guldbenplader
Diamond Leggings=Diamantbenplader
Chain Leggings=Brynjebukser
Netherite Leggings=Netheritebenplader
Leather Boots=Læderstøvler
Iron Boots=Jernstøvler
Golden Boots=Guldstøvler
Diamond Boots=Diamantstøvler
Chain Boots=Brynjestøvler
Netherite Boots=Netheritestøvler
Elytra=Elytra
#Translations of enchantements
Increases underwater mining speed.=Øger udvindingshastigheden under vand.
Blast Protection=Eksplosionsbeskyttelse
Reduces explosion damage and knockback.=Reducerer eksplosionsskade og -tilbageslag.
Curse of Binding=Bindende forbandelse.
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=Objektet kan ikke fjernes fra rustninspladser undtagen ved død, hvis den går i stykker ikke i kreativ tilstand.
Feather Falling=Fjerfald
Reduces fall damage.=Reduerer faldskade.
Fire Protection=Ildbeskyttelse
Reduces fire damage.=Reducerer ildskade.
Shooting consumes no regular arrows.=Det bruger ingen normale pile at skyde.
Shoot 3 arrows at the cost of one.=Skyd 3 pile for én pils pris.
Projectile Protection=Projektilbeskyttelse
Reduces projectile damage.=Reducerer projektilskade
Protection=Beskyttelse
Reduces most types of damage by 4% for each level.=Reducerer det fleste skadestyper med 4% for hvert level.
Thorns=Torne
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflekterer skade ved træfning, men koster holdbarhed ved hver brug.
Aqua Affinity=Vandaffinitet

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@ -158,8 +158,10 @@ minetest.register_on_player_inventory_action(function(player, action, inventory,
end) end)
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
player:get_inventory():set_size("armor", 5) player:get_inventory():set_size("armor", 5)
if not minetest.global_exists("mcl_skins") then
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
end
minetest.after(1, function() minetest.after(1, function()
if player:is_player() then if player:is_player() then

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@ -0,0 +1,5 @@
# textdomain: mcl_armor_stand
Armor Stand=Rustningsstativ
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Et rustningsstativ er en udsmykningsgenstand som kan fremvise forskellige rustninger. Alt hvad spillere kan bære som rusning kan sættes på rustningsstativet.
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Placér blot et rustningsstykke på rustningsstativet. For at take den øverste rustningsstykke skal du vælge din hånd og bruge placér knappen på rustningsstativet.
Displays pieces of armor=Fremviser rustningsstykker.

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@ -203,11 +203,11 @@ local bamboo_def = {
if node_above_name ~= "mcl_core:water_source" and node_above_name ~= "mcl_core:lava_source" if node_above_name ~= "mcl_core:water_source" and node_above_name ~= "mcl_core:lava_source"
and node_above_name ~= "mcl_nether:nether_lava_source" then and node_above_name ~= "mcl_nether:nether_lava_source" then
local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir) local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir)
if not minetest.is_creative_enabled(placer:get_player_name()) then if position then
itemstack:take_item(1) if not minetest.is_creative_enabled(placer:get_player_name()) then
end itemstack:take_item(1)
if rand_height and rand_height > 1 then end
if position then if rand_height and rand_height > 1 then
mcl_bamboo.mcl_log("Setting Height Data...") mcl_bamboo.mcl_log("Setting Height Data...")
meta = minetest.get_meta(position) meta = minetest.get_meta(position)
if meta then if meta then

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@ -4,10 +4,6 @@
--- DateTime: 12/29/22 12:38 PM -- Restructure Date --- DateTime: 12/29/22 12:38 PM -- Restructure Date
--- Copyright (C) 2022 - 2023, Michieal. See License.txt --- Copyright (C) 2022 - 2023, Michieal. See License.txt
-- CONSTS
-- Due to door fix #2736, doors are displayed backwards. When this is fixed, set this variable to false.
local BROKEN_DOORS = true
-- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE. -- FUTURE USE VARIABLE. MUST REMAIN FALSE UNTIL IT HAS BEEN FULLY IMPLEMENTED. DO NOT ENABLE.
local SIDE_SCAFFOLDING = false local SIDE_SCAFFOLDING = false
local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal" local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
@ -49,17 +45,6 @@ end
if minetest.get_modpath("mcl_doors") then if minetest.get_modpath("mcl_doors") then
if mcl_doors then if mcl_doors then
local top_door_tiles = {}
local bot_door_tiles = {}
if BROKEN_DOORS then
top_door_tiles = { "mcl_bamboo_door_top_alt.png", "mcl_bamboo_door_top.png" }
bot_door_tiles = { "mcl_bamboo_door_bottom_alt.png", "mcl_bamboo_door_bottom.png" }
else
top_door_tiles = { "mcl_bamboo_door_top.png", "mcl_bamboo_door_top.png" }
bot_door_tiles = { "mcl_bamboo_door_bottom.png", "mcl_bamboo_door_bottom.png" }
end
local name = "mcl_bamboo:bamboo_door" local name = "mcl_bamboo:bamboo_door"
local def = { local def = {
description = S("Bamboo Door"), description = S("Bamboo Door"),
@ -70,8 +55,8 @@ if minetest.get_modpath("mcl_doors") then
groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 }, groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 },
_mcl_hardness = 3, _mcl_hardness = 3,
_mcl_blast_resistance = 3, _mcl_blast_resistance = 3,
tiles_bottom = bot_door_tiles, tiles_bottom = "mcl_bamboo_door_bottom.png",
tiles_top = top_door_tiles, tiles_top = "mcl_bamboo_door_top.png",
sounds = mcl_sounds.node_sound_wood_defaults(), sounds = mcl_sounds.node_sound_wood_defaults(),
} }

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@ -0,0 +1,36 @@
# textdomain: mcl_bamboo
### init.lua ###
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=En bambusknap er en rødstenskomponent lavet af sten som giver rødstensenergi når den aktiveres. Når den aktiveres forsyner den tilstøende rødstenskomponenter i 1 sekund.
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=En trætrykplade er en rødstenskomponent som forsyner omkringliggende blokke med rødstensenergi når et bevægeligt objekt (inklusiv tabte genstande, spillere og monstre) er ovenpå den.
Bamboo=Bambus
Bamboo Button=Bambusknap
Bamboo Door.=Bambusdør
Bamboo Fence=Bambushegn
Bamboo Fence Gate=Bambushegnslåge
Bamboo Plank=Bambusplanke
Bamboo Plank Slab=Bambusplankeplade
Bamboo Plank Stair=Bambusplanketrappe
Bamboo Pressure Plate=Bambustrykplade
Bamboo Sign=Bambusskilt
Bamboo Slab=Bambusplade
Bamboo Stair=Bambustrappe
Bamboo Trapdoor.=Bambusfaldlem
Double Bamboo Plank Slab=Dobbelbambusplanke
Double Bamboo Slab=Dobbelbambusplade
Double Stripped Bamboo Slab=Afbarket dobbelbambus
Nether Brick Fence=Netherstenshegn
Scaffolding=Stillads
Scaffolding (horizontal)=Stillads (horisontal)
Scaffolding block used to climb up or out across areas.=Stilladsblok som bruges til at kravle op ad eller på tværs af områder
Stripped Bamboo Slab=Afbarket bambusplade
Stripped Bamboo Stair=Afbarket bambustrappe
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Højre-klik eller send rødstensenergi til en faldlem for at åbne eller lukke den,
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Træfaldlemme er horisontale barrierer som kan åbnes og lukkes med håndkraft eller med rødstensenergi. De kan udgøre den øverste eller den nederste del af en blok afhængigt af hvordan de placeres. Når de er åbne, kan man bruge dem ligesom en stige.

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@ -0,0 +1,45 @@
# textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo=Бамбук
Bamboo Mosaic Plank=Бамбуковая мозаика
Bamboo Plank=Бамбуковые доски
Stripped Bamboo Block=Блок обтёсанного бамбука
Bamboo Block=Блок бамбука
### bamboo_items.lua ###
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Бамбуковая кнопка - это компонент красного камня, который изготовлен из краснокаменной руды. Ее можно нажать, чтобы обеспечить питание красному камню. При нажатии он приводит в действие соседние компоненты красного камня на 1 секунду.
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Деревянная нажимная пластина - это компонент красного камня, который снабжает окружающие блоки энергией красного камня, в то время как любой подвижный объект (включая выпавшие предметы, игроков и мобов) стоит на ней.
Bamboo=Бамбук
Bamboo Button=Бамбуковая кнопка
Bamboo Door=Бамбуковая дверь
Bamboo Fence=Бамбуковый забор
Bamboo Fence Gate=Бамбуковая калитка
Bamboo Mosaic Slab=Плита из бамбуковой мозаики
Bamboo Mosaic Stair=Ступеньки из бамбуковой мозаики
Bamboo Plank Slab=Бамбуковая плита из досок
Bamboo Plank Stair=Бамбуковые ступеньки из досок
Bamboo Pressure Plate=Бамбуковая нажимная плита
Bamboo Slab=Бамбуковая плита
Bamboo Stair=Бамбуковые ступеньки
Bamboo Trapdoor=Бамбуковый люк
Double Bamboo Mosaic Slab=Двойная бамбуковая мозаичная плита
Double Bamboo Plank Slab=Двойная бамбуковая дощатая плита
Double Bamboo Slab=Двойная бамбуковая плита
Double Stripped Bamboo Slab=Двойная обтесанная бамбуковая плита
Scaffolding=Строительные леса
Scaffolding (horizontal)=Строительные леса (горизонтальный)
Scaffolding block used to climb up or out across areas.=Блок строительных лесов, используемый для подъема вверх или перемещения по другим участкам.
Stripped Bamboo Slab=Обтесанная бамбуковая плита
Stripped Bamboo Stair=Обтесанные бамбуковые ступеньки
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Чтобы открыть или закрыть люк, щелкните по нему правой кнопкой мыши или отправьте на него сигнал redstone.
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Деревянные люки - это горизонтальные барьеры, которые можно открывать и закрывать вручную или по сигналу красного камня. Они занимают верхнюю или нижнюю часть блока, в зависимости от того, как они были размещены. Когда они открыты, по ним можно подниматься, как по лестнице.
Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal.=Деревянные двери представляют собой барьеры высотой в 2 блока, которые можно открывать или закрывать вручную и по сигналу redstone.
To open or close a wooden door, rightclick it or supply its lower half with a redstone signal.=Чтобы открыть или закрыть деревянную дверь, щелкните по ней правой кнопкой мыши или снабдите ее нижнюю половину сигналом красного камня.

View File

@ -493,16 +493,6 @@ for colorid, colortab in pairs(mcl_banners.colors) do
end end
end end
-- Update old pre 0.84.0 Ominous Banners with correct description.
local stackmeta = itemstack:get_meta()
if stackmeta:get_string("name"):find("Ominous Banner") then
local oban_layers = minetest.deserialize(stackmeta:get_string("layers"))
local banner_description = string.gsub(itemstack:get_definition().description, "White Banner", "Ominous Banner")
local description = mcl_banners.make_advanced_banner_description(banner_description, oban_layers)
stackmeta:set_string("description", description)
stackmeta:set_string("name", nil)
end
-- Place the node! -- Place the node!
local hanging = false local hanging = false

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@ -0,0 +1,77 @@
# textdomain: mcl_banners
White Banner=Hvidt vanner
White=Hvid
Grey Banner=Gråt banner
Grey=Grå
Light Grey Banner=Lysegråt banner
Light Grey=Lysegrå
Black Banner=Sort banner
Black=Sort
Red Banner=Rødt banner
Red=Rød
Yellow Banner=Gult banner
Yellow=Gul
Green Banner=Grønt banner
Green=Grøn
Cyan Banner=Cyanblåt banner
Cyan=Cyanblå
Blue Banner=Blåt banner
Blue=Blå
Magenta Banner=Magenta banner
Magenta=Magenta
Orange Banner=Orange banner
Orange=Orange
Purple Banner=Lilla banner
Violet=Lilla
Brown Banner=Brunt banner
Brown=Brund
Pink Banner=Lyserødt banner
Pink=Lyserøde
Lime Banner=Limegrønt banner
Lime=Limegrøn
Light Blue Banner=Lyseblåt banner
Light Blue=Lyseblå
Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting.=Bannere er høje, farverige udsmykningsblokke. De kan placeres på gulve og vægge. Bannere kan præges med et væld af mønste ved at bruge meget farvestof ved produktion.
Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 12 layers on a banner that way. If the banner includes a gradient, only 3 layers are possible.=Brug håndværk til at tegne et mønster på banneret. Prægede bannere kan præges igen for at skabe forskellige mønstre. Du kan lave op til 12 lag ovenpå hinanden. Hvis banneret har en gradient, kan du kun lave 3 lag.
You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer.=Du kan kopiere menteret på et banner ved at placere to bannere i den samme farve i håndværksgitteret. Det ene skal være præget, det andet rent. Du kan også bruge et banner på en keddel med vand for at vaske det øverste lag af.
@1 Bordure=@1 kantbånd
@1 Bricks=@1 mursten
@1 Roundel=@1 rundstok
@1 Creeper Charge=@1 creeper
@1 Saltire=@1 saltire
@1 Bordure Indented=@1 kantbånd med savtakker
@1 Per Bend Inverted=@1 nederste venstre diagnoal halvfarvning
@1 Per Bend Sinister Inverted=@1 nederste højre diagonal halvfarvning
@1 Per Bend=@1 øverste højre diagonal halvfarvning
@1 Per Bend Sinister=@1 øverste venstre diagonal halvfarvning
@1 Flower Charge=@1 blomst
@1 Gradient=@1 gradvist oppefra
@1 Base Gradient=@1 gradvist nedefra
@1 Per Fess Inverted=@1 nederste halvdel
@1 Per Fess=@1 øverste halvdel
@1 Per Pale=@1 venstre halvdel
@1 Per Pale Inverted=@1 højre halvdel
@1 Thing Charge=Mojang
@1 Lozenge=Rhombe
@1 Skull Charge=@1 dødningehovde
@1 Paly=@1 lodrette striber
@1 Base Dexter Canton=@1 nederste højre hjørne
@1 Base Sinister Canton=@1 nederste venstre hjørne
@1 Chief Dexter Canton=@1 øverste højre hjørne
@1 Chief Sinister Canton=@1 øverste venstre hjørne
@1 Cross=@1 kryds
@1 Base=@1 bundstribe
@1 Pale=@1 lodret centerstribe
@1 Bend Sinister=@1 diagonal stribe fra nederste venstre hjørne
@1 Bend=@1 diagonal stribe fra nederste højre hjørne
@1 Pale Dexter=@1 venstrestribe
@1 Fess=@1 vandret midterstribe
@1 Pale Sinister=@1 højrestribe
@1 Chief=@1 topstribe
@1 Chevron=@1 bundtrekant
@1 Chevron Inverted=@1 toptrekant
@1 Base Indented=@1 savtakker i bunden
@1 Chief Indented=@1 savtakker i toppen
And one additional layer=Og ét yderligere lag
And @1 additional layers=Og @1 yderligere lag
Paintable decoration=Udsmykning som kan males

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@ -76,4 +76,3 @@ You can copy the pattern of a banner by placing two banners of the same color in
And one additional layer= And one additional layer=
And @1 additional layers= And @1 additional layers=
Paintable decoration= Paintable decoration=
Ominous Banner=

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@ -63,7 +63,7 @@ local function barrel_open(pos, node, clicker)
minetest.swap_node(pos, { name = "mcl_barrels:barrel_open", param2 = node.param2 }) minetest.swap_node(pos, { name = "mcl_barrels:barrel_open", param2 = node.param2 })
open_barrels[playername] = pos open_barrels[playername] = pos
minetest.sound_play({name="mcl_barrels_default_barrel_open", pos=node_pos, gain=0.5, max_hear_distance=16}, true) minetest.sound_play({name="mcl_barrels_default_barrel_open", pos=pos, gain=0.5, max_hear_distance=16}, true)
end end
local function close_forms(pos) local function close_forms(pos)
@ -81,7 +81,7 @@ local function update_after_close(pos)
if not node then return end if not node then return end
if node.name == "mcl_barrels:barrel_open" then if node.name == "mcl_barrels:barrel_open" then
minetest.swap_node(pos, {name = "mcl_barrels:barrel_closed", param2 = node.param2}) minetest.swap_node(pos, {name = "mcl_barrels:barrel_closed", param2 = node.param2})
minetest.sound_play({name="mcl_barrels_default_barrel_close", pos=node_pos, gain=0.5, max_hear_distance=16}, true) minetest.sound_play({name="mcl_barrels_default_barrel_close", pos=pos, gain=0.5, max_hear_distance=16}, true)
end end
end end

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@ -0,0 +1,5 @@
# textdomain: mcl_barrels
Barrel=Tønde
Barrels are containers which provide 27 inventory slots.=Tønder er beholdere som kan give 27 oppakningspladser.
To access its inventory, rightclick it. When broken, the items will drop out.=For at tilgå dens indhold kan du højre-klikke. Når den ødelægges falder genstandene ud.
27 inventory slots=27 indholdsspladser.

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@ -1,5 +1,5 @@
# textdomain: mcl_barrels # textdomain: mcl_barrels
Barrel= Barrel=Бочка
Barrels are containers which provide 27 inventory slots.= Barrels are containers which provide 27 inventory slots.=Бочки — это хранилища, у которых 27 ячеек хранения.
To access its inventory, rightclick it. When broken, the items will drop out.= To access its inventory, rightclick it. When broken, the items will drop out.=Чтобы получить доступ к хранилищу, нажмите по нему правой кнопкой мыши. Если его сломать, тогда выпадут предметы.
27 inventory slots= 27 inventory slots=27 ячеек хранения

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@ -89,7 +89,7 @@ local function get_beacon_beam(glass_nodename)
end end
minetest.register_node("mcl_beacons:beacon_beam", { minetest.register_node("mcl_beacons:beacon_beam", {
tiles = {"^[colorize:#b8bab9"}, tiles = {"blank.png^[noalpha^[colorize:#b8bab9"},
drawtype = "nodebox", drawtype = "nodebox",
node_box = { node_box = {
type = "fixed", type = "fixed",

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@ -0,0 +1,6 @@
# textdomain: mcl_beacons
Beacon=Magisk fyrtårn
Beacon:=Magisk fyrtårn:
Primary Power:=Primær kraft:
Inventory:=Indhold:

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@ -0,0 +1,6 @@
# textdomain: mcl_beacons
Beacon=Маяк
Beacon:=Маяк:
Primary Power:=Основной эффект:
Inventory:=Инвентарь:

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@ -0,0 +1,43 @@
# textdomain: mcl_beds
Beds allow you to sleep at night and make the time pass faster.=Senge giver dig mulighed for at sove om natten, og få tiden til at gå hurtigere.
To use a bed, stand close to it and right-click the bed to sleep in it. Sleeping only works when the sun sets, at night or during a thunderstorm. The bed must also be clear of any danger.=For at lægge dig til at sove i en seng skal du stå tæt på den og højre-klikke. Man kan kun sove når solen går ned, om natten eller i tordenvejr.
You have heard of other worlds in which a bed would set the start point for your next life. But this world is not one of them.=Du har hørt om andre verdener hvor en seng var udgangspunktet for dit næste liv, men denne verden er ikke en af dem.
By using a bed, you set the starting point for your next life. If you die, you will start your next life at this bed, unless it is obstructed or destroyed.=Ved at bruge en sætter du udgangspunktet for dit næste liv. Hvis du dør, vil dit næste liv starte i denne seng, medmindre sengen bliver blokeret eller ødelagt.
In this world, going to bed won't skip the night, but it will skip thunderstorms.=I denne verden, springer det ikke natten over at sove, men det springer tordenvejr over.
Sleeping allows you to skip the night. The night is skipped when all players in this world went to sleep. The night is skipped after sleeping for a few seconds. Thunderstorms can be skipped in the same manner.=Du kan springe natten over ved at sove. Natten bliver sprunget over hvis alle spillere i verdenen sover. Natten bliver sprunget over efter at have sovet i nogle få sekunder. Tordenvejr kan springes over på samme måde.
Bed=Seng
Red Bed=Rød seng
Blue Bed=Blå seng
Cyan Bed=Cyanblå seng
Grey Bed=Grå seng
Light Grey Bed=Lysegrå seng
Black Bed=Sort senge
Yellow Bed=Gul senge
Green Bed=Grøn seng
Magenta Bed=Magenta seng
Orange Bed=Orange seng
Purple Bed=Lilla seng
Brown Bed=Brun seng
Pink Bed=Lyserød seng
Lime Bed=Limegrøn seng
Light Blue Bed=Lyseblå seng
White Bed=Hvid seng
You can't sleep, the bed's too far away!=Du kan ikke gå i seng, sengen er for langt væk!
This bed is already occupied!=Denne seng er optaget!
You have to stop moving before going to bed!=Du skal stå stille før du kan gå i seng.
You can't sleep now, monsters are nearby!=Du kan ikke lægge dig til at sove nu, der er monstre tæt på!
You can't sleep, the bed is obstructed!=Du kan ikke gå i seng, denne seng er blokeret!
It's too dangerous to sleep here!=Det er for farligt at sove her!
New respawn position set! But you can only sleep at night or during a thunderstorm.=Nyt genopståelsespunt sat! Men du kan kun sover om natten eller under et tordenvejr.
You can only sleep at night or during a thunderstorm.=Du kan kun sover om natten eller under et tordenvejr.
New respawn position set!=Nyt genopståelsespunkt sat!
Leave bed=Forlad seng
Abort sleep=Afbryd søvn
Players in bed: @1/@2=@1 af @2 spillere er gået i seng.
Note: Night skip is disabled.=Bemærk: Det er slået fra at springe natten over.
You're sleeping.=Du sover.
You will fall asleep when all players are in bed.=Du falder i søvn når alle andre spillere er gået i seng.
You will fall asleep when @1% of all players are in bed.=Du falder i søvn når @1% af alle spillere er gået i seng.
You're in bed.=Du er gået i seng.
Allows you to sleep=Gør dig i stand til at sove.
Respawn Anchor=Genopståelsesanker

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@ -0,0 +1,4 @@
Beehive=Bistade
Artificial bee nest.=Kunstigt bibo.
Bee Nest=Bibo
A naturally generating block that houses bees and a tasty treat...if you can get it.=En naturligt genereret blok som indeholde bier og velsmagende godter... hvis du kan få fat i dem.

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@ -0,0 +1,5 @@
# textdomain: mcl_beehives
Beehive=Улей
Artificial bee nest.=Искусственное пчелиное гнездо.
Bee Nest=Пчелиное гнездо
A naturally generating block that houses bees and a tasty treat...if you can get it.=Блок естественной выработки, в котором живут пчелы, и вкусное угощение... если вы сможете его достать.

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@ -0,0 +1,2 @@
# textdomain: mcl_bells
Bell=Klokke

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@ -36,7 +36,13 @@ minetest.register_node("mcl_blackstone:blackstone_gilded", {
_mcl_blast_resistance = 2, _mcl_blast_resistance = 2,
_mcl_hardness = 2, _mcl_hardness = 2,
_mcl_silk_touch_drop = true, _mcl_silk_touch_drop = true,
_mcl_fortune_drop = mcl_core.fortune_drop_ore, _mcl_fortune_drop = {
discrete_uniform_distribution = true,
items = {"mcl_core:gold_nugget"},
min_count = 2,
max_count = 5,
cap = 5,
},
}) })
minetest.register_node("mcl_blackstone:nether_gold", { minetest.register_node("mcl_blackstone:nether_gold", {
description = S("Nether Gold Ore"), description = S("Nether Gold Ore"),

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@ -0,0 +1,28 @@
# textdomain: mcl_blackstone
Blackstone=Sortsten
Polished Blackstone=Poleret sortsten
Chiseled Polished Blackstone=Majslet poleret sortsten
Polished Blackstone Bricks=Poleret sortsten-mursten
Basalt=Basalt
Polished Basalt=Poleret basalt
Blackstone Slab=Sortstensflise
Polished Blackstone Slab=Poleret sortstensflise
Chiseled Polished Blackstone Slab=Majslet poleret sortstensflise
Polished Blackstone Brick Slab=Poleret sortstens-murstensflise
Blackstone Stair=Sortstenstrappe
Polished Blackstone Stair=Poleret sortstenstrappe
Chiseled Polished Blackstone Stair=Majslet poleret sortstenstrappe
Polished Blackstone Brick Stair=Poleret sortstens-murstenstrappe
Quartz Bricks=Qvarts-mursten
Soul Torch=Sjæleildsfakkel
Soul Lantern=Sjældeildslaterne
Soul Soil=Sjælejord
Eternal Soul Fire=Evig sjæleild
Gilded Blackstone=Forgyldt sortsten
Nether Gold Ore=Nether guldmalm
Smooth Basalt=Glat basalt
Blackstone Wall=Sorstensmur
Double Blackstone Slab=Dobbelt sortstensflise
Polished Double Blackstone Slab=Poleret dobbelt sortstensflise
Double Chiseled Polished Blackstone Slab=Dobbelt majslet poleret sortstensflise
Double Polished Blackstone Brick Slab=Dobbelt poleret sortstens-murstensflise

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@ -0,0 +1,29 @@
# textdomain: mcl_blackstone
Blackstone=Чернит
Polished Blackstone=Полированный чернит
Chiseled Polished Blackstone=Резной полированный чернит
Polished Blackstone Bricks=Полированный чернокаменный кирпич
Basalt=Базальт
Polished Basalt=Полированный базальт
Blackstone Slab=Чернитная плита
Polished Blackstone Slab=Плита из полированного чернита
Chiseled Polished Blackstone Slab=Резная полированная чернитная плита
Polished Blackstone Brick Slab=Плита из полированно-чернитного кирпича
Blackstone Stair=Чернитные ступеньки
Polished Blackstone Stair=Ступеньки из полированно-чернитного кирпича
Chiseled Polished Blackstone Stair=Резные полированные чернитные ступеньки
Polished Blackstone Brick Stair=Ступеньки из полированно-чернитного кирпича
Quartz Bricks=Кварцевые кирпичи
Soul Torch=Факел душ
Torches are light sources which can be placed at the side or on the top of most blocks.=Факелы - это источники света, которые могут быть размещены сбоку или сверху большинства блоков.
Soul Lantern=Фонарь душ
Soul Soil=Почва душ
Eternal Soul Fire=Пламя душ
Gilded Blackstone=Золочёный чернит
Nether Gold Ore=Незерская золотая руда
Smooth Basalt=Гладкий базальт
Blackstone Wall=Чернитная стена
Double Blackstone Slab=Двойная чернитная плита
Polished Double Blackstone Slab=Полированная двойная чернитная плита
Double Chiseled Polished Blackstone Slab=Двойная резная полированная чернитная плита
Double Polished Blackstone Brick Slab=Двойная плита из полированно-чернитного кирпича

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@ -0,0 +1,8 @@
# textdomain: mcl_blast_furnace
Inventory=Indhold
Blast Furnace=Højovn
Smelts ores faster than furnace=Smelter malm hurtere end en normal ovn.
Use the recipe book to see what you can smelt, what you can use as fuel and how long it will burn.=Brug opskriftsbogen for at se hvad du kan smelte, hvad du kan bruge som brændsel og hvor længe det brænder.
Use the furnace to open the furnace menu.\nPlace a furnace fuel in the lower slot and the source material in the upper slot.\nThe furnace will slowly use its fuel to smelt the item.\nThe result will be placed into the output slot at the right side.=Brug ovnen for at åbne ovnmenuen. \nPut ovnbrændsel i den nederste plads og det som skal smeltes i den øverste plads.\nOvnen vil langsom bruge dens brændsel til at smelte genstanden.\nResultatet vil blive puttet i pladsen på højre side.
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, into something else.=Højovne kan, ved brug af brændsel, smelte flere genstande, hovedsageligt malm og rustning, og lave dem til noget andet.
Active Blast Furnace=Aktiv højovn

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@ -0,0 +1,11 @@
# textdomain: mcl_blast_furnace
Inventory=Inventario
Blast Furnace=Alto horno
Smelts ores faster than furnace=Funde menas más rápido que el horno
Use the recipe book to see what ores you can smelt, what you can use as fuel and how long it will burn.=Use el libro de recetas para ver que menas puede fundir, qué puede usar como combustible y durante cuánto tiempo arderá.
Use the blast furnace to open the furnace menu.=Use el alto horno para abrir el menú del horno.
Place a furnace fuel in the lower slot and the source material in the upper slot.=Coloque un combustible de horno en la ranura inferior y el material de origen en la ranura superior.
The blast furnace will slowly use its fuel to smelt the item.=El alto horno usará lentamente su combustible para fundir el artículo.
The result will be placed into the output slot at the right side.=El resultado se colocará en la ranura de salida en el lado derecho.
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, but twice as fast as a normal furnace.=Los altos hornos funden varios artículos, principalmente menas y armadura, usando combustible de horno, pero el doble de rápido que un horno normal.
Active Blast Furnace=Alto horno activo

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@ -0,0 +1,28 @@
# textdomain: mcl_books
Book=Bog
Books are used to make bookshelves and book and quills.=Bøger bruges til at lave bogreoler og bog og fjerpen
“@1”="@1"
Copy of “@1”=Kopi af "@1"
Copy of Copy of “@1”=Kopi af kopi af "@1"
Tattered Book=Flosset bog
by @1=af @1
# as in “to sign a book”
Sign=Underskriv
Done=Færdig
This item can be used to write down some notes.=Denne genstand kan bruges til at skrive notater.
Hold it in the hand, then rightclick to read the current notes and edit then. You can edit the text as often as you like. You can also sign the book which turns it into a written book which you can stack, but it can't be edited anymore.=Hold den i hånden, højre-klik så for at læse og redigere aktuelle notater. Du kan redigere teksten så ofte du har lyst. Du kan også signere bogen hvilken gør den til en skrevet bog som du kan gemme, men som ikke kan redigeres mere.
A book can hold up to 4500 characters. The title length is limited to 64 characters.=En bog kan indeholde op til 4500 anslag. Titellængden er begrænset til 64 anslag.
Enter book title:=Indtast bogens titel:
by @1=af @1
Note: The book will no longer be editable after signing=Bemærk: Bogen vil ikke længere kunne redigeres efter signering.
Sign and Close=Signér og luk
Cancel=Afbryd
Nameless Book=Unavngiven bog
Written Book=Skrevet bog
Written books contain some text written by someone. They can be read and copied, but not edited.=Skrevne bøger indeholder tekst som nogen har skrevet. De kan læses og kopieres, men ikke redigeres.
Hold it in your hand, then rightclick to read the book.=Hold den i hånden og højre-klik for at læse bogen.
To copy the text of the written book, place it into the crafting grid together with a book and quill (or multiple of those) and craft. The written book will not be consumed. Copies of copies can not be copied.=For at kopiere teksten i den skrevne bog skal du placere den i arbejdsgitteret sammen med en (eller flere) bog og fjerdpen og udfør. Den skrevne bog bliver ikke opbrugt. Kopier kan ikke kopieres.
Bookshelf=Bogreol
Bookshelves are used for decoration.=Bogreoler bruges til udsmykning.
Book and Quill=Bog og fjerdpen
Write down some notes=Skriv nogle notater

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