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epCode d491046409 Attempt to fix sliding by disabling self-asassinating feature 2023-05-30 14:22:48 -07:00
1192 changed files with 1017 additions and 2799 deletions

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

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

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@ -6,42 +6,40 @@
## Creator of MineClone2
* Wuzzy
## Maintainers
* AncientMariner
* Nicu
## Previous Maintainers
* Fleckenstein
* jordan4ibanez
* cora
## Developers
* bzoss
* AFCMS
* epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* aligator
* Code-Sploit
* NO11
* kabou
* rudzik8
* chmodsayshello
* PrairieWind
* RandomLegoBrick
* SumianVoice
* MrRar
* talamh
* Faerraven / Michieal
* FossFanatic
* SmokeyDope
## Past Developers
* jordan4ibanez
* iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest
* NO11
* SumianVoice
## Contributors
* RandomLegoBrick
* rudzik8
* Code-Sploit
* aligator
* Rootyjr
* ryvnf
* bzoss
* talamh
* Laurent Rocher
* HimbeerserverDE
* TechDudie
@ -70,10 +68,6 @@
* Marcin Serwin
* erlehmann
* E
* n_to
* debiankaios
* Gustavo6046 / wallabra
* CableGuy67
* Benjamin Schötz
* Doloment
* Sydney Gems
@ -107,18 +101,25 @@
* gldrk
* atomdmac
* emptyshore
* FlamingRCCars
* uqers
* Niterux
* appgurueu
* seventeenthShulker
## Music
* Jordach for the jukebox music compilation from Big Freaking Dig
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* CableGuy67
* MrRar
## Mineclonia
* erlehmann
* Li0n
* E
* n_to
## Original Mod Authors
* Wuzzy
@ -150,18 +151,14 @@
* 4Evergreen4
* jordan4ibanez
* paramat
* debian044 / debian44
* chmodsayshello
* cora
* Faerraven / Michieal
* PrairieWind
## 3D Models
* 22i
* tobyplowy
* epCode
* Faerraven / Michieal
* SumianVoice
## Textures
* XSSheep
@ -178,8 +175,6 @@
* Faerraven / Michieal
* Nicu
* Exhale
* Wbjitscool
* SmokeyDope
## Translations
* Wuzzy
@ -196,9 +191,6 @@
* SakuraRiu
* anarquimico
* syl
* Temak
* megustanlosfrijoles
* kbundg
## Funders
* 40W
@ -206,6 +198,12 @@
* Cora
## Special thanks
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* 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
* 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:
## License of source code
MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify

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

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

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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 (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/)
# Getting Started
## Creating a new file
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
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.
@ -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
```
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
optipng -o7 -zm1-9 -nc -clobber *.png
```
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.
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs!

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

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

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

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

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

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

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@ -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)
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", "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("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", "mcl_cherry_blossom:cherrywood" }
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 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 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" }
for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]

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@ -1,13 +0,0 @@
# 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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@ -12,7 +12,6 @@ Water vehicle=
Sneak to dismount=
Obsidian Boat=
Mangrove Boat=
Cherry Boat=
Oak Chest Boat=
Spruce Chest Boat=
Birch Chest Boat=
@ -20,4 +19,3 @@ Jungle Chest Boat=
Acacia Chest Boat=
Dark Oak Chest Boat=
Mangrove Chest Boat=
Cherry Chest Boat=

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@ -1,3 +0,0 @@
# 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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@ -1,3 +0,0 @@
# 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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@ -85,93 +85,101 @@ local function hopper_take_item(self, dtime)
for k, v in pairs(objs) do
local ent = v:get_luaentity()
if ent and not ent._removed and ent.itemstring and ent.itemstring ~= "" then
local taken_items = false
if ent._removed or not ent.itemstring or ent.itemstring == "" then
--minetest.log("Ignore this item")
break
end
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
-- Don't forget actual hoppers
local inv = mcl_entity_invs.load_inv(self, 5)
if not inv then return false end
local taken_items = false
local current_itemstack = ItemStack(ent.itemstring)
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
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
local inv = mcl_entity_invs.load_inv(self, 5)
if not taken_items then
local items_remaining = current_itemstack:get_count()
if not inv then
mcl_log("No inv")
return false
end
-- 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)
local current_itemstack = ItemStack(ent.itemstring)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
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 current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
if not taken_items then
local items_remaining = current_itemstack:get_count()
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
-- 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)
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
inv:set_stack("main", i, stack)
items_remaining = 0
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
taken_items = true
break
end
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
inv:set_stack("main", i, stack)
items_remaining = 0
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
end
if i == self._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == self._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end

View File

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

View File

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

View File

@ -316,14 +316,8 @@ local function who_are_you_looking_at (self, dtime)
local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack then
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
if self.attack or self.following then
self._locked_object = self.attack or self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)

View File

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

View File

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

View File

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

View File

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

View File

@ -184,7 +184,7 @@ function mob_class:collision()
end
function mob_class:check_death_and_slow_mob()
local d = 0.7
local d = 0.85
local dying = self:check_dying()
if dying then d = 0.92 end
@ -217,7 +217,7 @@ function mob_class:set_velocity(v)
local vv = self.object:get_velocity()
if vv and yaw then
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
end
end
@ -327,9 +327,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
end
if math.deg(yaw) > 360 then
yaw=math.rad(math.deg(yaw)%360)
yaw=yaw%360
elseif math.deg(yaw) < 0 then
yaw=math.rad(((360*5)-math.deg(yaw))%360)
yaw=((360*5)-yaw)%360
end
--calculate the shortest way to turn to find our target
@ -353,11 +353,12 @@ function mob_class:set_yaw(yaw, delay, dtime)
ddtime = dtime
end
if math.abs(target_shortest_path_nums) > 10 then
if math.abs(target_shortest_path_nums) > 5 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
--[[
if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
end
end]]
end
delay = delay or 0

View File

@ -27,11 +27,8 @@ local table_remove = table.remove
local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message, property)
local function mcl_log (message)
if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
@ -55,25 +52,21 @@ local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 10
local MOBS_CAP_CLOSE = 5
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
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
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
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,
}
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
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
@ -347,32 +340,15 @@ local function count_mobs_all(categorise_by, pos)
end
local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do
if l.is_mob 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
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then
num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end
end
end
mcl_log("Total mobs", total)
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
return num
end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
@ -728,13 +704,13 @@ local function spawn_check(pos, spawn_def)
--mcl_log("Level 3 spawn check passed")
return true
else
--mcl_log("Spawn check level 3 failed")
mcl_log("Spawn check level 3 failed")
end
else
--mcl_log("Spawn check level 2 failed")
mcl_log("Spawn check level 2 failed")
end
else
--mcl_log("Spawn check level 1 failed")
mcl_log("Spawn check level 1 failed")
end
return false
end
@ -855,7 +831,7 @@ if mobs_spawn then
-- 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, cap_space_hostile, cap_space_non_hostile)
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
@ -871,18 +847,9 @@ if mobs_spawn then
mob_total_wide = 0
end
local cap_space_wide = math.max(type_cap - mob_total_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)
local cap_space_wide = type_cap - mob_total_wide
if cap_space_wide < 1 then
cap_space_wide = 0
end
local mob_total_close = mob_counts_close[mob_type]
@ -891,11 +858,12 @@ if mobs_spawn then
mob_total_close = 0
end
local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
cap_space_available = math.min(cap_space_available, cap_space_close)
local cap_space_close = close_zone_cap - mob_total_close
if cap_space_close < 1 then
cap_space_close = 0
end
mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available)
--mcl_log("spawn_class: " .. spawn_class)
if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
@ -905,7 +873,7 @@ if mobs_spawn then
mcl_log("cap_space_close: " .. cap_space_close)
end
return cap_space_available
return cap_space_wide, cap_space_close
end
local function find_spawning_position(pos, max_times)
@ -916,7 +884,7 @@ if mobs_spawn then
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
repeat
local goal_pos = get_next_mob_spawn_pos(pos)
@ -948,7 +916,7 @@ if mobs_spawn then
return spawning_position
end
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
local function spawn_a_mob(pos)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
@ -986,18 +954,22 @@ if mobs_spawn 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_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.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)
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
if cap_space_available > 0 then
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available")
-- 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.
local spawn_hostile = (mob_spawn_class == "hostile")
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_hostile: " .. tostring(spawn_hostile))
@ -1028,10 +1000,13 @@ if mobs_spawn then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
local amount_to_spawn = math.random(group_min,spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
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))
@ -1046,7 +1021,7 @@ if mobs_spawn then
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
@ -1059,7 +1034,7 @@ if mobs_spawn then
--mcl_log("Spawn check failed")
end
else
--mcl_log("Cap space full")
mcl_log("Cap space full")
end
end
@ -1079,13 +1054,7 @@ if mobs_spawn then
timer = 0
local players = get_connected_players()
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)
local total_mobs = count_mobs_total_cap()
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.")
return
@ -1096,7 +1065,7 @@ if mobs_spawn then
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
spawn_a_mob(pos)
end
end
end)

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

View File

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

View File

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

View File

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

View File

@ -1,70 +0,0 @@
# 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

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

View File

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

View File

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

View File

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

View File

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

View File

@ -137,7 +137,7 @@ local professions = {
{
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:coal_lump", 10, 15 }, E1 },
{ { "mcl_core:coal_lump", 15, 10 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod.
},
{
@ -351,7 +351,7 @@ local professions = {
leatherworker = {
name = N("Leatherworker"),
texture = "mobs_mc_villager_leatherworker.png",
jobsite = "group:cauldron",
jobsite = "mcl_cauldrons:cauldron",
trades = {
{
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
@ -1008,15 +1008,7 @@ end
----- JOBSITE LOGIC
local function get_profession_by_jobsite(js)
for k,v in pairs(professions) do
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
if v.jobsite == js then return k end
end
end

View File

@ -1,3 +0,0 @@
# 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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@ -1,3 +0,0 @@
# 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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@ -1,8 +0,0 @@
# 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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@ -1,51 +0,0 @@
# 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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@ -1,18 +0,0 @@
# 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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@ -1,143 +0,0 @@
# 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
# @1 is minimal rating, @2 is maximum rating
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 reduced by @1%.=O dano por queda nesse bloco é reduzido 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%.
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 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 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 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 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.
@ -123,7 +123,7 @@ any level=qualquer nível
level 0=nível 0
level 0-@1=nivel 0-@1
unknown=desconhecido
Unknown item (@1)=Item desconhecido (@1)
Unknown item (@1)=Item desconhecido
• @1: @2=
• @1: @2 HP=
• @1: @2, @3=

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@ -1,37 +0,0 @@
# 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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@ -1,79 +0,0 @@
# 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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@ -1,24 +1,25 @@
# textdomain:awards
@1/@2 chat messages=@1/@2 сообщений чата
@1/@2 crafted=@1/@2 создано
@1/@2 crafted=@1/@2 скрафчено
@1/@2 deaths=@1/@2 смертей
@1/@2 dug=@1/@2 выкопано
@1/@2 game joins=@1/@2 присоединений к игре
@1/@2 placed=@1/@2 размещено
@1/@2 placed=@1/@2 помещено
@1 (got)=@1 (получено)
@1: @2=@1: @2
@1: @1=@1: @1
@1s awards:=Награды @1:
(Secret Award)=(Тайная награда)
(Secret Award)=(Секретная награда)
<achievement ID>=<идентификатор достижения>
<name>=<имя>
Advancement Made!=Получено достижение!
Advancement Made:=Получено достижение:
Advancement: @1=Достижение: @1
A Cat in a Pop-Tart?!=Кот в печеньке?!
Achievement gotten!=Получено достижение!
Achievement gotten:=Получено достижение:
Achievement gotten: @1=Получено достижение: @1
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.
Awards=Награды
Craft: @1×@2=Создано: @1×@2
Craft: @1=Создано: @1
Craft: @1×@2=Скрафчено: @1×@2
Craft: @1=Скрафчено: @1
Die @1 times.=Умер(ла) @1 раз(а).
Die.=Умер(ла).
Get the achievements statistics for the given player or yourself=Получение статистики достижений для заданного игрока или для себя
@ -27,44 +28,35 @@ Join the game.=Присоединился(ась) к игре.
List awards in chat (deprecated)=Вывести список наград в чат (устарело).
Place a block: @1=Разметил(а) блок: @1
Place blocks: @1×@2=Разместил(а) блоки: @1×@2
Secret Advancement Made!=Тайное достижение получено!
Secret Advancement Made:=Тайное достижение получено:
Secret Advancement Made: @1=Тайное достижение получено: @1
Secret Achievement gotten!=Секретное достижение получено!
Secret Achievement gotten:=Секретное достижение получено:
Secret Achievement gotten: @1=Секретное достижение получено: @1
Show details of an achievement=Показать подробности достижения
Show, clear, disable or enable your advancements.=Отобразить, очистить, запретить или разрешить ваши достижения
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 беседе.
Write something in chat.=Написал(а) что-то в беседе.
You have disabled your advancements.=Вы запретили ваши достижения.
You have enabled your advancements.=Вы разрешили ваши достижения.
Show, clear, disable or enable your achievements=Отобразить, очистить, запретить или разрешить ваши достижения
Get this achievement 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 something in chat.=Написал(а) что-то в чате.
You have disabled your achievements.=Вы запретили ваши достижения.
You have enabled your achievements.=Вы разрешили ваши достижения.
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.
[c|clear|disable|enable]=[c|clear — очистить|disable — запретить|enable — разрешить]
OK=Ладно
Error: No awards available.=Ошибка: награды недоступны
[c|clear|disable|enable]=[c|clear - очистить|disable - запретить|enable - разрешить]
OK=О'кей
Error: No awards available.=Ошибка: Награды недоступны
Eat: @1×@2=Съедено: @1×@2
Eat: @1=Съедено: @1
@1/@2 eaten=@1/@2 съедено
Place @1 block(s).=Разместил(а) @1 блок(а,ов).
Place @1 block(s).=Поместил(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).
Craft @1 item(s).=Сделал(а) @1 предмет(а,ов).
Can give advancements to any player=Может выдавать достижения любому игроку
(grant <player> (<advancement> | all)) | list=(grant <игрок> (<достижение> | all всем)) | список
Give advancement to player or list all advancements=Выдать достижение игроку или отобразить все достижения
Craft @1 item(s).=Скрафтил(а) @1 предмет(а,ов).
Can give achievements to any player=Может выдавать достижения любому игроку
(grant <player> (<achievement> | all)) | list=(grant <игрок> (<достижение> | all - всем)) | список
Give achievement to player or list all achievements=Выдать достижение игроку или отобразить все достижения
@1 (@2)=@1 (@2)
Invalid syntax.=Неверное составление.
Invalid syntax.=Неверный синтаксис.
Invalid action.=Непредусмотренное действие.
Player is not online.=Игрок не подключён.
Done.=Готово.
Advancement “@1” does not exist.=Достижения «@1» не существует.
@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
Done.=Сделано.
Achievement “@1” does not exist.=Достижения “@1” не существует.
@1 has made the achievement @2=@1 получил(а) достижение @2

View File

@ -518,7 +518,7 @@ awards.register_achievement("mcl:stoneAge", {
awards.register_achievement("mcl:hotStuff", {
title = S("Hot Stuff"),
description = S("Put lava in a bucket."),
icon = "mcl_buckets_lava_bucket.png",
icon = "bucket_lava.png",
type = "Advancement",
group = "Overworld",
})

View File

@ -3,7 +3,7 @@ Acquire Hardware=Куй Железо
Bake Bread=Хлеб всему голова
Benchmarking=Верстак
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 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.
@ -15,12 +15,12 @@ Eat a cooked porkchop.=Употребление в пищу приготовле
Eat a cooked rabbit.=Употребление в пищу приготовленного кролика.
Get really desperate and eat rotten flesh.=Отчаянное и необдуманное употребление в пищу гнилого мяса
Getting Wood=Рубка Леса
Getting an Upgrade=Обновка
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=Печник жжёт
Into Fire=В огне
We Need to Go Deeper=В глубь
Iron Belly=Железный живот
Getting an Upgrade=Модернизация
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.
Hot Topic=Автор Жжёт
Into Fire=В Огне
Into the Nether=В Аду
Iron Belly=Железный Живот
Librarian=Библиотекарь
Mine emerald ore.=Добыча изумрудной руды.
On A Rail=На Рельсах
@ -30,84 +30,20 @@ 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.
Place a dispenser.=Установка диспенсера.
Place a flower pot.=Установка цветочного горшка.
Pork Chop=Свиная отбивная
Pot Planter=Сажатель горшков
Rabbit Season=Заячья пора
Sniper Duel=Лучный бой
Pork Chop=Свиная Отбивная
Pot Planter=Сажатель Горшков
Rabbit Season=Кроличий Сезон
Sniper Duel=Снайперская Дуэль
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).
The Haggler=Торговец
The Haggler=Хагглер
The Lie=Тортик
Time to Farm!=Время земледелия!
Time to Farm!=Время фермерства!
Time to Mine!=Время добывать!
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.
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 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 при помощи обсидиана и огнива.
Use obsidian and a fire starter to construct a Nether portal.=Создание Адского портала при помощи обсидиана и огнива.
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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@ -0,0 +1 @@
-- This mod has no code and is only a collection of textures.

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -92,7 +92,6 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
groups_off.dig_by_water=1
groups_off.destroy_by_lava_flow=1
groups_off.dig_by_piston=1
groups_off.dig_immediate_piston=1
groups_off.button=1 -- button (off)
local groups_on = table.copy(groups_off)
@ -104,14 +103,6 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
end
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
groups_off.button_push_by_arrow = 1
groups_on.button_push_by_arrow = 1
@ -260,7 +251,7 @@ for w=1, #woods do
{material_wood=1,handy=1,axey=1},
1.5,
true,
nil,
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."),
"mesecons_button_push_wood")
minetest.register_craft({

View File

@ -17,4 +17,3 @@ A wooden button is a redstone component made out of wood which can be pushed to
Provides redstone power when pushed=
Push duration: @1s=
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.=

View File

@ -415,13 +415,8 @@ mesecon.register_mvps_stopper("mcl_banners:standing_banner")
-- Unmovable by technical restrictions.
-- Open formspec would screw up if node is destroyed (minor 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_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_side")
mesecon.register_mvps_stopper("mcl_droppers:dropper")

View File

@ -153,11 +153,7 @@ function mesecon.register_pressure_plate(basename, description, textures_off, te
groups_on.not_in_creative_inventory = 1
groups_on.pressure_plate = 2
if not longdesc then
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
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
local tt = S("Provides redstone power when pushed")
if not activated_by then
@ -242,7 +238,8 @@ for w=1, #woods do
{{woods[w][2], woods[w][2]}},
mcl_sounds.node_sound_wood_defaults(),
{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({
type = "fuel",

View File

@ -1,19 +0,0 @@
# 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.

View File

@ -1,16 +0,0 @@
# 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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@ -1,48 +0,0 @@
# 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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@ -1,5 +0,0 @@
# 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"
and node_above_name ~= "mcl_nether:nether_lava_source" then
local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir)
if position then
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
if rand_height and rand_height > 1 then
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
if rand_height and rand_height > 1 then
if position then
mcl_bamboo.mcl_log("Setting Height Data...")
meta = minetest.get_meta(position)
if meta then

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@ -4,6 +4,10 @@
--- DateTime: 12/29/22 12:38 PM -- Restructure Date
--- 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.
local SIDE_SCAFFOLDING = false
local SIDE_SCAFFOLD_NAME = "mcl_bamboo:scaffolding_horizontal"
@ -45,6 +49,17 @@ end
if minetest.get_modpath("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 def = {
description = S("Bamboo Door"),
@ -55,8 +70,8 @@ if minetest.get_modpath("mcl_doors") then
groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 },
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = "mcl_bamboo_door_bottom.png",
tiles_top = "mcl_bamboo_door_top.png",
tiles_bottom = bot_door_tiles,
tiles_top = top_door_tiles,
sounds = mcl_sounds.node_sound_wood_defaults(),
}

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@ -1,36 +0,0 @@
# 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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@ -1,45 +0,0 @@
# 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.

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@ -1,77 +0,0 @@
# 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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@ -1,5 +0,0 @@
# 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
Barrel=Бочка
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.=Чтобы получить доступ к хранилищу, нажмите по нему правой кнопкой мыши. Если его сломать, тогда выпадут предметы.
27 inventory slots=27 ячеек хранения
Barrel=
Barrels are containers which provide 27 inventory slots.=
To access its inventory, rightclick it. When broken, the items will drop out.=
27 inventory slots=

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

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

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

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@ -1,43 +0,0 @@
# 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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@ -1,4 +0,0 @@
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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@ -1,5 +0,0 @@
# 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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@ -1,2 +0,0 @@
# textdomain: mcl_bells
Bell=Klokke

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

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@ -1,28 +0,0 @@
# 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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@ -1,29 +0,0 @@
# 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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@ -1,8 +0,0 @@
# 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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@ -1,11 +0,0 @@
# 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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@ -1,28 +0,0 @@
# 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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@ -105,20 +105,8 @@ local function player_shoot_arrow(wielditem, player, power, damage, is_critical)
local yaw = player:get_look_horizontal()
if has_multishot_enchantment then
-- calculate rotation by 10 degrees 'left' and 'right' of facing direction
local pitch = player:get_look_vertical()
local pitch_c = math.cos(pitch)
local pitch_s = math.sin(pitch)
local yaw_c = math.cos(yaw + math.pi / 2)
local yaw_s = math.sin(yaw + math.pi / 2)
local rot_left = {x = yaw_c * pitch_s * math.pi / 18, y = pitch_c * math.pi / 18, z = yaw_s * pitch_s * math.pi / 18}
local rot_right = {x = - yaw_c * pitch_s * math.pi / 18, y = - pitch_c * math.pi / 18, z = - yaw_s * pitch_s * math.pi / 18}
local dir_left = vector.rotate(dir, rot_left)
local dir_right = vector.rotate(dir, rot_right)
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_left.x, y=dir_left.y, z=dir_left.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_right.x, y=dir_right.y, z=dir_right.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir.x, y=dir.y, z=dir.z + .2}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir.x, y=dir.y, z=dir.z - .2}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)
else
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)

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@ -8,11 +8,4 @@ Bow=Arco
Bows are ranged weapons to shoot arrows at your foes.=Los arcos son armas a distancia para disparar flechas a tus enemigos.
The speed and damage of the arrow increases the longer you charge. The regular damage of the arrow is between 1 and 9. At full charge, there's also a 20% of a critical hit, dealing 10 damage instead.=La velocidad y el daño de la flecha aumentan cuanto más tiempo tenses. El daño regular de la flecha está entre 1 y 9. A plena carga, también hay un 20% de un golpe crítico, que en vez de eso causa 10 de daño.
To use the bow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to shoot.=Para usar el arco, primero debes de tener al menos una flecha en cualquier parte de su inventario (a menos que esté en modo creativo). Mantenga presionado el botón derecho del mouse para tensar, suelte para disparar.
Bow=Arco
Ammunition=Munición
Damage from bow: 1-10=Daño con arco: 1-10
Damage from dispenser: 3=Daño por dispendsador: 3
Launches arrows=Lanza flechas
Crossbow=Ballesta
Crossbows are ranged weapons to shoot arrows at your foes.=Las ballestas son armas a distancia para disparar flechas a tus enemigos.
To use the crossbow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to shoot.=Para usar la ballesta, primero debes tener por lo menos una flecha en cualquier raunura de tu inventario (excepto en modo creativo).Mantén presionado el botón derecho del ratón para cargar, suelta para disparar.
Bow=Arco

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@ -8,5 +8,3 @@ Cake (4 Slices Left)=Tarta (Quedan 4 trozos)
Cake (3 Slices Left)=Tarta (Quedan 3 trozos)
Cake (2 Slices Left)=Tarta (Quedan 2 trozos)
Cake (1 Slice Left)=Tarta (Queda 1 trozo)
With 7 tasty slices!=¡Con 7 deliciosas rebanadas!
Hunger points: +@1 per slice=Puntos de hambre: +@1 por rebanada

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@ -1,5 +0,0 @@
# textdomain: mcl_campfires
Campfire=Fogata
Soul Campfire=Fogata de almas
Cooks food and keeps bees happy.=Cocina comida y mantiene a las abejas felices.
Campfires have multiple uses, including keeping bees happy, cooking raw meat and fish, and as a trap.=Las fogatas tienen múltiples usos, incluyendo mantener a las abejas felices, cocinar carne cruda y pescado, y como trampa.

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@ -1,86 +0,0 @@
-- Crafting
local planks = "mcl_cherry_blossom:cherrywood"
local logs = "mcl_cherry_blossom:cherrytree"
local stripped_logs = "mcl_cherry_blossom:stripped_cherrytree"
minetest.register_craft({
output = "mcl_cherry_blossom:cherrytree_bark 3",
recipe = {
{ logs, logs },
{ logs, logs },
}
})
minetest.register_craft({
output = "mcl_cherry_blossom:stripped_cherrytree_bark 3",
recipe = {
{ stripped_logs, stripped_logs },
{ stripped_logs, stripped_logs },
}
})
minetest.register_craft({
output = "mcl_cherry_blossom:cherrywood 4",
recipe = {
{ logs },
}
})
minetest.register_craft({
output = "mcl_cherry_blossom:cherry_door 3",
recipe = {
{planks, planks},
{planks, planks},
{planks, planks}
}
})
minetest.register_craft({
output = "mcl_cherry_blossom:cherry_trapdoor 2",
recipe = {
{planks, planks, planks},
{planks, planks, planks},
}
})
minetest.register_craft({
output = "mcl_cherry_blossom:cherry_fence 3",
recipe = {
{planks, "mcl_core:stick", planks},
{planks, "mcl_core:stick", planks},
}
})
minetest.register_craft({
output = "mcl_cherry_blossom:cherry_fence_gate",
recipe = {
{"mcl_core:stick", planks, "mcl_core:stick"},
{"mcl_core:stick", planks, "mcl_core:stick"},
}
})
mcl_signs.register_sign_craft("mcl_cherry_blossom", "mcl_cherry_blossom:cherrywood", "_cherrywood")
-- Smelting
minetest.register_craft({
type = "fuel",
recipe = "mcl_cherry_blossom:cherry_door",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_cherry_blossom:cherry_trapdoor",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "mcl_cherry_blossom:pressure_plate_cherrywood_off",
burntime = 15
})
minetest.register_craft({
type = "fuel",
recipe = "mesecons_button:button_cherrywood_off",
burntime = 5,
})

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@ -1,53 +0,0 @@
-- Tree Growth
-- TODO: Use better spawning behavior and wood api when wood api is finished.
function mcl_cherry_blossom.generate_cherry_tree(pos)
local pr = PseudoRandom(pos.x+pos.y+pos.z)
local r = pr:next(1,3)
local modpath = minetest.get_modpath("mcl_cherry_blossom")
local path = modpath.."/schematics/mcl_cherry_blossom_tree_"..tostring(r)..".mts"
if mcl_core.check_growth_width(pos,7,8) then
minetest.set_node(pos, {name = "air"})
if r == 1 then
minetest.place_schematic(vector.offset(pos, -2, 0, -2), path, "random", nil, false)
elseif r == 2 then
minetest.place_schematic(vector.offset(pos, -2, 0, -2), path, nil, nil, false)
elseif r == 3 then
minetest.place_schematic(vector.offset(pos, -3, 0, -3), path, nil, nil, false)
end
end
end
minetest.register_abm({
label = "Cherry Tree Growth",
nodenames = "mcl_cherry_blossom:cherrysapling",
interval = 30,
chance = 5,
action = function(pos,node)
mcl_cherry_blossom.generate_cherry_tree(pos)
end,
})
local cherry_particle = {
velocity = vector.zero(),
acceleration = vector.new(0,-1,0),
size = math.random(1.3,2.5),
texture = "mcl_cherry_blossom_particle.png",
collision_removal = false,
collisiondetection = false,
}
minetest.register_abm({
label = "Cherry Blossom Particles",
nodenames = {"mcl_cherry_blossom:cherryleaves"},
interval = 5,
chance = 10,
action = function(pos, node)
minetest.after(math.random(0.1,1.5),function()
local pt = table.copy(cherry_particle)
pt.pos = vector.offset(pos,math.random(-0.5,0.5),-0.51,math.random(-0.5,0.5))
pt.expirationtime = math.random(1.2,4.5)
minetest.add_particle(pt)
end)
end
})

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@ -1,6 +0,0 @@
mcl_cherry_blossom = {}
local modpath = minetest.get_modpath("mcl_cherry_blossom")
dofile(modpath.."/nodes.lua") -- Load Nodes
dofile(modpath.."/crafting.lua") -- Load Crafting Recipes
dofile(modpath.."/growth.lua") -- Load Cherry Blossom Tree Growth

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@ -1,24 +0,0 @@
# textdomain: mcl_cherry_blossom
Cherry Log=Вишнёвое бревно
The trunk of a cherry blossom tree.=Ствол цветущего вишневого дерева.
Stripped Cherry Log=Обтёсанное вишнёвое бревно
The stripped trunk of a cherry blossom tree.=Обтёсанный ствол цветущей вишни.
Cherry Bark=Вишня
This is a decorative block surrounded by the bark of a tree trunk.=Это декоративный блок, окруженный корой ствола дерева.
Stripped Cherry Wood=Обтёсанная вишнёвая древесина
The stripped wood of a cherry blossom tree.=Обтёсанная древесина цветущей вишни.
Cherry Wood Planks=Вишнёвые доски
Cherry Leaves=Вишнёвые листья
Cherry blossom leaves are grown from cherry blossom trees.=Листья цветущей вишни выращивают на вишневых деревьях.
Cherry Sapling=Саженец вишни
Cherry blossom sapling can be planted to grow cherry trees.=Саженец цветущей вишни можно посадить для выращивания вишневых деревьев.
Cherry Door=Вишнёвая дверь
Cherry Trapdoor=Вишнёвый люк
Cherry Stairs=Вишнёвые ступеньки
Cherry Slab=Вишнёвая плита
Double Cherry Slab=Двойная вишнёвая плита
Cherry Sign=Вишнёвая табличка
Cherry Fence=Вишнёвый забор
Cherry Gate=Вишнёвая калитка
Cherry Pressure Plate=Вишнёвая нажимная плита
Cherry Button=Вишнёвая кнопка

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@ -1,24 +0,0 @@
# textdomain: mcl_cherry_blossom
Cherry Log=
The trunk of a cherry blossom tree.=
Stripped Cherry Log=
The stripped trunk of a cherry blossom tree.=
Cherry Bark=
This is a decorative block surrounded by the bark of a tree trunk.=
Stripped Cherry Wood=
The stripped wood of a cherry blossom tree.=
Cherry Wood Planks=
Cherry Leaves=
Cherry blossom leaves are grown from cherry blossom trees.=
Cherry Sapling=
Cherry blossom sapling can be planted to grow cherry trees.=
Cherry Door=
Cherry Trapdoor=
Cherry Stairs=
Cherry Slab=
Double Cherry Slab=
Cherry Sign=
Cherry Fence=
Cherry Gate=
Cherry Pressure Plate=
Cherry Button=

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@ -1,3 +0,0 @@
name = mcl_cherry_blossom
author = PrairieWind, Wbjitscool, SmokeyDope
depends = mcl_sounds, mcl_util, mcl_core, mcl_doors, mcl_stairs, mcl_signs, mcl_fences, mesecons_pressureplates, mesecons_button, mcl_boats

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@ -1,96 +0,0 @@
local S = minetest.get_translator(minetest.get_current_modname())
-- Logs
mcl_core.register_tree_trunk("cherrytree", S("Cherry Log"), S("Cherry Bark"),
S("The trunk of a cherry blossom tree."),
"mcl_cherry_blossom_log_top.png", "mcl_cherry_blossom_log.png", "mcl_cherry_blossom:stripped_cherrytree")
-- Stripped
mcl_core.register_stripped_trunk("stripped_cherrytree", S("Stripped Cherry Log"), S("Stripped Cherry Wood"),
S("The stripped trunk of a cherry blossom tree."), S("The stripped wood of a cherry blossom tree."),
"mcl_cherry_blossom_log_top_stripped.png", "mcl_cherry_blossom_log_stripped.png")
--Planks
mcl_core.register_wooden_planks("cherrywood", S("Cherry Wood Planks"), {"mcl_cherry_blossom_planks.png"})
-- Leaves
mcl_core.register_leaves("cherryleaves", S("Cherry Leaves"),
S("Cherry blossom leaves are grown from cherry blossom trees."), {"mcl_cherry_blossom_leaves.png"},
nil, "none", nil, "mcl_cherry_blossom:cherrysapling", false, {20, 16, 12, 10})
-- Sapling
mcl_core.register_sapling("cherrysapling", S("Cherry Sapling"),
S("Cherry blossom sapling can be planted to grow cherry trees."), nil,
"mcl_cherry_blossom_sapling.png", {-4/16, -0.5, -4/16, 4/16, 0.25, 4/16})
-- Door and Trapdoor
mcl_doors:register_door("mcl_cherry_blossom:cherry_door", {
description = S("Cherry Door"),
inventory_image = "mcl_cherry_blossom_door_inv.png",
groups = {handy=1,axey=1, material_wood=1, flammable=-1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
tiles_bottom = "mcl_cherry_blossom_door_bottom.png",
tiles_top = "mcl_cherry_blossom_door_top.png",
sounds = mcl_sounds.node_sound_wood_defaults(),
})
mcl_doors:register_trapdoor("mcl_cherry_blossom:cherry_trapdoor", {
description = S("Cherry Trapdoor"),
tile_front = "mcl_cherry_blossom_trapdoor.png",
tile_side = "mcl_cherry_blossom_trapdoor_side.png",
wield_image = "mcl_cherry_blossom_trapdoor.png",
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
sounds = mcl_sounds.node_sound_wood_defaults(),
})
-- Stairs and Slabs
mcl_stairs.register_stair("cherrywood", "mcl_cherry_blossom:cherrywood",
{handy=1,axey=1, flammable=3,wood_stairs=1, material_wood=1, fire_encouragement=5, fire_flammability=20},
{"mcl_cherry_blossom_planks.png"},
S("Cherry Stairs"),
mcl_sounds.node_sound_wood_defaults(), 3, 2,
"woodlike")
mcl_stairs.register_slab("cherrywood", "mcl_cherry_blossom:cherrywood",
{handy=1,axey=1, flammable=3,wood_slab=1, material_wood=1, fire_encouragement=5, fire_flammability=20},
{"mcl_cherry_blossom_planks.png"},
S("Cherry Slab"),
mcl_sounds.node_sound_wood_defaults(), 3, 2,
S("Double Cherry Slab"))
-- Signs
mcl_signs.register_sign_custom("mcl_cherry_blossom", "_cherrywood",
"mcl_cherry_blossom_sign.png", nil,
"mcl_cherry_blossom_sign_inv.png", "mcl_cherry_blossom_sign_inv.png", S("Cherry Sign"))
-- Fences & Gates
mcl_fences.register_fence_and_fence_gate("cherry_fence", S("Cherry Fence"), S("Cherry Gate"),
"mcl_cherry_blossom_planks.png", {handy=1, axey=1, flammable=2, fence_wood=1, fire_encouragement=5, fire_flammability=20}, 2, 15,
{"group:fence_wood"}, mcl_sounds.node_sound_wood_defaults())
-- Redstone
mesecon.register_pressure_plate(
"mcl_cherry_blossom:pressure_plate_cherrywood",
S("Cherry Pressure Plate"),
{"mcl_cherry_blossom_planks.png"},
{"mcl_cherry_blossom_planks.png"},
"mcl_cherry_blossom_planks.png",
nil,
{{"mcl_cherry_blossom:cherrywood", "mcl_cherry_blossom:cherrywood"}},
mcl_sounds.node_sound_wood_defaults(),
{axey=1, material_wood=1},
nil)
mesecon.register_button(
"cherrywood",
S("Cherry Button"),
"mcl_cherry_blossom_planks.png",
"mcl_cherry_blossom:cherrywood",
mcl_sounds.node_sound_wood_defaults(),
{material_wood=1,handy=1,axey=1},
1.5,
true,
nil,
"mesecons_button_push_wood")

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