forked from VoxeLibre/VoxeLibre
Fix some factual mistakes in mcl_doc_basics
This commit is contained in:
parent
d191c3ac48
commit
23ccd197ee
|
@ -38,7 +38,6 @@ S("• Recover from swings to deal full damage").."\n"..
|
||||||
S("• Right-click to build blocks and use things").."\n"..
|
S("• Right-click to build blocks and use things").."\n"..
|
||||||
S("• [I] for the inventory").."\n"..
|
S("• [I] for the inventory").."\n"..
|
||||||
S("• First items in inventory appear in hotbar below").."\n"..
|
S("• First items in inventory appear in hotbar below").."\n"..
|
||||||
S("• [F9] for the minimap").."\n"..
|
|
||||||
S("• Read entries in this help to learn the rest").."\n"..
|
S("• Read entries in this help to learn the rest").."\n"..
|
||||||
S("• [Esc] to close this window").."\n\n"..
|
S("• [Esc] to close this window").."\n\n"..
|
||||||
|
|
||||||
|
@ -194,9 +193,9 @@ S("Items have several properties, including the following:").."\n\n"..
|
||||||
S("• Maximum stack size: Number of items which fit on 1 item stack").."\n"..
|
S("• Maximum stack size: Number of items which fit on 1 item stack").."\n"..
|
||||||
S("• Pointing range: How close things must be to be pointed while wielding this item").."\n"..
|
S("• Pointing range: How close things must be to be pointed while wielding this item").."\n"..
|
||||||
S("• Group memberships: See “Basics > Groups”").."\n"..
|
S("• Group memberships: See “Basics > Groups”").."\n"..
|
||||||
S("• May be used for crafting or cooking").."\n\n"..
|
S("• May be used for crafting or cooking"),
|
||||||
|
|
||||||
S("A dropped item stack can be collected by punching it."),
|
-- MCL2: Items cannot be taken by punching
|
||||||
images = {{image="doc_basics_inventory_detail.png"}, {image="doc_basics_items_dropped.png"}},
|
images = {{image="doc_basics_inventory_detail.png"}, {image="doc_basics_items_dropped.png"}},
|
||||||
}})
|
}})
|
||||||
|
|
||||||
|
@ -236,7 +235,7 @@ doc.add_entry("basics", "point", {
|
||||||
name = S("Pointing"),
|
name = S("Pointing"),
|
||||||
data = {
|
data = {
|
||||||
text =
|
text =
|
||||||
S("“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, dropped items, players, computer enemies and objects.").."\n\n"..
|
S("“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, players, computer enemies and objects.").."\n\n"..
|
||||||
|
|
||||||
S("To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.").."\n\n"..
|
S("To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.").."\n\n"..
|
||||||
|
|
||||||
|
@ -281,50 +280,20 @@ S("• Group memberships: Group memberships are used to determine mining propert
|
||||||
images = {{image="doc_basics_nodes.png"}}
|
images = {{image="doc_basics_nodes.png"}}
|
||||||
}})
|
}})
|
||||||
|
|
||||||
-- TODO: Oh jeez, this explanation is WAY too difficult. Maybe we need to find some way to make it easier to understand.
|
|
||||||
doc.add_entry("basics", "mine", {
|
doc.add_entry("basics", "mine", {
|
||||||
name = S("Mining"),
|
name = S("Mining"),
|
||||||
data = {
|
data = {
|
||||||
text =
|
text =
|
||||||
|
-- Text changed for MCL2
|
||||||
S("Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.").."\n\n"..
|
S("Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.").."\n\n"..
|
||||||
|
|
||||||
S("Short explanation:").."\n\n"..
|
S("Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks can not be mined by any tool. Blocks vary in hardness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining will drop on the ground, ready to be collected.") .. "\n\n"..
|
||||||
|
|
||||||
S("Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks can not be mined by any tool. Blocks vary in toughness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining go straight into your inventory.") .. "\n\n"..
|
|
||||||
|
|
||||||
S("Detailed explanation:").."\n\n"..
|
|
||||||
|
|
||||||
S("Mineable blocks have mining properties (based on groups) and a toughness level. Mining tools have the same properties. Each mining property of a block also has a rating, while tools can be able to break blocks within a range of ratings.").."\n\n"..
|
|
||||||
|
|
||||||
S("In order to mine a block, these conditions need to be met:").."\n"..
|
|
||||||
S("• The block and tool share at least one mining property for which they have a matching rating").."\n"..
|
|
||||||
S("• The tool's toughness level is equal or greater than the block's toughness level").."\n\n"..
|
|
||||||
|
|
||||||
S("Example: A block with the mining property “cracky”, rating 3 and toughness level 0 can only be broken by a tool which is able to break “cracky” blocks at rating 3 and it must have a toughness level of 0 or larger.").."\n\n"..
|
|
||||||
|
|
||||||
S("The time it takes to mine a block depends on the ratings and the toughness levels of both tool and block.").."\n"..
|
|
||||||
S("• The base mining time depends on the ratings of the block and the mining speed of the tool").."\n"..
|
|
||||||
S("• The mining speed of the tool differs for each mining property and its rating").."\n"..
|
|
||||||
S("• The toughness level further modifies the mining speed for this mining property").."\n"..
|
|
||||||
S("• A high difference in toughness levels decreases the mining time considerably").."\n"..
|
|
||||||
S("• If the toughness level difference is 2, the mining time is half of the base mining time").."\n"..
|
|
||||||
S("• With a difference of 3, the mining time is a third, and so on").."\n\n"..
|
|
||||||
|
|
||||||
S("The item help shows the mining times of a tool listed by its mining properties and its ratings. The mining times are often expressed as a range. The low number stands for the mining time for toughness level 0 and the high number for the highest level the tool can mine.").."\n\n"..
|
|
||||||
|
|
||||||
S("Mining usually wears off tools. Each time you mine a block, your tool takes some damage until it is destroyed eventually. The wear per mined block is determined by the difference between the tool's toughness level and the block's toughness level. The higher the difference, the lower the wear. This means:").."\n"..
|
|
||||||
S("• High-level blocks wear off your tools faster").."\n"..
|
|
||||||
S("• You can use high-level tools to compensate this").."\n"..
|
|
||||||
S("• The highest wear is caused when the level of both tool and block are equal").."\n\n"..
|
|
||||||
|
|
||||||
S("After mining, a block may leave a “drop” behind. This is a number of items you get after mining. Most commonly, you will get the block itself. There are other possibilities for a drop which depends on the block type. The following drops are possible:").."\n"..
|
S("After mining, a block may leave a “drop” behind. This is a number of items you get after mining. Most commonly, you will get the block itself. There are other possibilities for a drop which depends on the block type. The following drops are possible:").."\n"..
|
||||||
S("• Always drops itself (the usual case)").."\n"..
|
S("• Always drops itself (the usual case)").."\n"..
|
||||||
S("• Always drops the same items").."\n"..
|
S("• Always drops the same items").."\n"..
|
||||||
S("• Drops items based on probability").."\n"..
|
S("• Drops items based on probability").."\n"..
|
||||||
S("• Drops nothing").."\n\n"..
|
S("• Drops nothing"),
|
||||||
|
|
||||||
S("The drop goes directly into your inventory, unless there's no more space left. In that case, the items literally drop on the floor."),
|
|
||||||
images = {{image="doc_basics_tools_mining.png"}},
|
|
||||||
}})
|
}})
|
||||||
|
|
||||||
doc.add_entry("basics", "build", {
|
doc.add_entry("basics", "build", {
|
||||||
|
@ -409,7 +378,8 @@ S("There are multiple types of crafting recipes:").."\n\n"..
|
||||||
S("• Shaped (image 2): Items need to be placed in a particular shape").."\n"..
|
S("• Shaped (image 2): Items need to be placed in a particular shape").."\n"..
|
||||||
S("• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)").."\n"..
|
S("• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)").."\n"..
|
||||||
S("• Cooking: Explained in “Basics > Cooking”").."\n"..
|
S("• Cooking: Explained in “Basics > Cooking”").."\n"..
|
||||||
S("• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by a certain percentage. This recipe may not be available in all games").."\n\n"..
|
-- MCL2 change: call out specific repair percentage
|
||||||
|
S("• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by 5%").."\n\n"..
|
||||||
|
|
||||||
S("In some crafting recipes, some input items do not need to be a concrete item, instead they need to be a member of a group (see “Basics > Groups”). These recipes offer a bit more freedom in the input items. Images 6-8 show the same group-based recipe. Here, 8 items of the “stone” group are required, which is true for all of the shown items.").."\n\n"..
|
S("In some crafting recipes, some input items do not need to be a concrete item, instead they need to be a member of a group (see “Basics > Groups”). These recipes offer a bit more freedom in the input items. Images 6-8 show the same group-based recipe. Here, 8 items of the “stone” group are required, which is true for all of the shown items.").."\n\n"..
|
||||||
|
|
||||||
|
|
|
@ -26,8 +26,8 @@ How to play:=Spielanleitung
|
||||||
• Place the wood into the 2×2 grid (your “crafting grid”) in your inventory menu and craft 4 wood planks=• Platzieren Sie das Holz in das 2×2-Gitter (Ihr „Fertigungsgitter) in Ihrem Inventar und fertigen Sie 4 Holzplanken
|
• Place the wood into the 2×2 grid (your “crafting grid”) in your inventory menu and craft 4 wood planks=• Platzieren Sie das Holz in das 2×2-Gitter (Ihr „Fertigungsgitter) in Ihrem Inventar und fertigen Sie 4 Holzplanken
|
||||||
• Place them in a 2×2 shape in the crafting grid to craft a crafting table=• Platzieren Sie sie in eine 2×2-Form im Fertigungsgitter, um eine Werkbank zu errichten
|
• Place them in a 2×2 shape in the crafting grid to craft a crafting table=• Platzieren Sie sie in eine 2×2-Form im Fertigungsgitter, um eine Werkbank zu errichten
|
||||||
• Place the crafting table on the ground=• Platzieren Sie die Werkbank auf den Boden
|
• Place the crafting table on the ground=• Platzieren Sie die Werkbank auf den Boden
|
||||||
• Rightclick it for a 3×3 crafting grid=Rechtsklicken Sie sie für ein 3×3-Fertigungsgitter
|
• Rightclick it for a 3×3 crafting grid=• Rechtsklicken Sie sie für ein 3×3-Fertigungsgitter
|
||||||
• Use the crafting guide (book icon) to learn all the possible crafting recipes=• Benutzen Sie die Bauanleitung (Buchsymbol) um alle möglichen Fertigungsrezepte zu lernen
|
• Use the crafting guide (book icon) to learn all the possible crafting recipes=• Benutzen Sie den Fertigungsführer (Buchsymbol), um die möglichen Fertigungsrezepte zu lernen
|
||||||
• Craft a wooden pickaxe so you can dig stone=• Fertigen Sie eine Holzspitzhacke, damit Sie Stein graben können
|
• Craft a wooden pickaxe so you can dig stone=• Fertigen Sie eine Holzspitzhacke, damit Sie Stein graben können
|
||||||
• Different tools break different kinds of blocks. Try them out!=• Verschiedene Werkzeuge können verschiedene Blöcke brechen. Probieren Sie einfach!
|
• Different tools break different kinds of blocks. Try them out!=• Verschiedene Werkzeuge können verschiedene Blöcke brechen. Probieren Sie einfach!
|
||||||
• Read entries in this help to learn the rest=• Lesen Sie Einträge in dieser Hilfe, um den Rest zu lernen
|
• Read entries in this help to learn the rest=• Lesen Sie Einträge in dieser Hilfe, um den Rest zu lernen
|
||||||
|
@ -126,7 +126,7 @@ There are two core attributes of melee weapons:=Nahkampfwaffen haben zwei Haupta
|
||||||
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=Eine Waffe macht nur den vollen Schaden, wenn sie voll ausgeholt ist, d.h. der letzte Schlag war lange genug her. Sonst macht die Waffe nur reduzierten Schaden. Das bedeutet, dass schnelle Schläge wirklich sehr schnell sind, aber geringen Schaden anrichten. Beachten Sie, dass das Vollschlagintervall nicht begrenzt, wie schnell Sie angreifen können.
|
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=Eine Waffe macht nur den vollen Schaden, wenn sie voll ausgeholt ist, d.h. der letzte Schlag war lange genug her. Sonst macht die Waffe nur reduzierten Schaden. Das bedeutet, dass schnelle Schläge wirklich sehr schnell sind, aber geringen Schaden anrichten. Beachten Sie, dass das Vollschlagintervall nicht begrenzt, wie schnell Sie angreifen können.
|
||||||
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=Es gibt eine Regel, die es manchmal unmöglich macht, Schaden anzurichten. Spieler, lebendige Objekte und Waffen gehören Schadensgruppen an. Eine Waffe macht nur Schaden auf Sachen, mit denen sie mindestens eine Schadensgruppe teilt. Wenn Sie also die falsche Waffe benutzen, können sie überhaupt keinen Schaden machen.
|
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=Es gibt eine Regel, die es manchmal unmöglich macht, Schaden anzurichten. Spieler, lebendige Objekte und Waffen gehören Schadensgruppen an. Eine Waffe macht nur Schaden auf Sachen, mit denen sie mindestens eine Schadensgruppe teilt. Wenn Sie also die falsche Waffe benutzen, können sie überhaupt keinen Schaden machen.
|
||||||
Pointing=Zeigen
|
Pointing=Zeigen
|
||||||
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, dropped items, players, computer enemies and objects.=„Zeigen“ bedeutet, dass man auf etwas mit dem Fadenkreuz in Reichweite schaut. Zeigen wird für die Interaktion benutzt, wie Graben, Schlagen, usw. Zu zeigbare Dingen gehören Blöcke, fallen gelassene Gegenstände, Spieler, computergesteuerte Feinde und Objekte.
|
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, players, computer enemies and objects.=„Zeigen“ bedeutet, dass man auf etwas mit dem Fadenkreuz in Reichweite schaut. Zeigen wird für die Interaktion benutzt, wie Graben, Schlagen, usw. Zu zeigbaren Dingen gehören Blöcke, Spieler, computergesteuerte Feinde und Objekte.
|
||||||
To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.=Um auf etwas zu zeigen, muss es sich in der Zeigereichweite (kurz „Reichweite“) Ihres gehaltenen Gegenstands befinden. Es gibt eine Standardreichweite, wenn Sie nichts halten. Ein gezeigtes Ding wird umrandet oder hervorgehoben (abhängig von Ihren Einstellungen). Zeigen ist nicht möglich mit der Dritten-Person-Vorderkamera.
|
To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.=Um auf etwas zu zeigen, muss es sich in der Zeigereichweite (kurz „Reichweite“) Ihres gehaltenen Gegenstands befinden. Es gibt eine Standardreichweite, wenn Sie nichts halten. Ein gezeigtes Ding wird umrandet oder hervorgehoben (abhängig von Ihren Einstellungen). Zeigen ist nicht möglich mit der Dritten-Person-Vorderkamera.
|
||||||
A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items.=Ein paar Dinge können nicht gezeigt werden. Die meisten Blöcke sind zeigbar. Ein paar Blöcke, wie Luft, können niemals gezeigt werden. Andere Blöcke, wie Flüssigkeiten können nur von besonderen Gegenständen gezeigt werden.
|
A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items.=Ein paar Dinge können nicht gezeigt werden. Die meisten Blöcke sind zeigbar. Ein paar Blöcke, wie Luft, können niemals gezeigt werden. Andere Blöcke, wie Flüssigkeiten können nur von besonderen Gegenständen gezeigt werden.
|
||||||
Camera=Kamera
|
Camera=Kamera
|
||||||
|
@ -148,7 +148,7 @@ Blocks can have a wide range of different properties which determine mining time
|
||||||
Mining=Abbauen
|
Mining=Abbauen
|
||||||
Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.=Das Abbauen (oder Ausgraben) ist der Prozess, in dem Blöcke abgebrochen werden, um sie zu entfernen. Um einen Block abzubauen, zeigen Sie auf ihn und halten Sie die linke Maustaste, bis er bricht.
|
Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.=Das Abbauen (oder Ausgraben) ist der Prozess, in dem Blöcke abgebrochen werden, um sie zu entfernen. Um einen Block abzubauen, zeigen Sie auf ihn und halten Sie die linke Maustaste, bis er bricht.
|
||||||
Short explanation:=Kurzerklärung:
|
Short explanation:=Kurzerklärung:
|
||||||
Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks can not be mined by any tool. Blocks vary in toughness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining go straight into your inventory.=Blöcke benötigen ein Grabewerkzeug, um abgebaut werden zu können. Andere Blöcke werden von anderen Grabewerkzeugen abgebaut, und einige Blöcke können überhaupt nicht abgebaut werden. Blöcke unterscheiden sich in ihrer Härte und Werkzeuge unterscheiden sich in ihrer Stärke. Grabewerkzeuge werden sich allmählich abnutzen. Die Abbauzeit und Abnutzung hängen vom Block und dem Grabewerkzeug ab. Die schnellste Methode, um herauszufinden, wie effizient Ihre Grabewerkzeuge sind, ist es, sie einfach an verschiedenen Blöcken auszuprobieren. Gegenstände, die Sie vom Abbauen erhalten, werden direkt in Ihr Inventar befördert.
|
Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks can not be mined by any tool. Blocks vary in hardness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining will drop on the ground, ready to be collected.=Blöcke benötigen ein Grabewerkzeug, um abgebaut werden zu können. Verschiedene Blöcke werden von verschiedenen Grabewerkzeugen abgebaut und einige Blöcke können gar nicht abgebaut werden. Blöcke variieren in der Härte und Werkzeuge variieren in ihrer Stärke. Grabewerkzeuge werden sich allmählich abnutzen. Die Grabezeit und die Werkzeugabnutzung hängen vom Block und dem Grabewerkzeug ab. Die schnellste Methode, um herauszufinden, wie effizient Ihre Grabewerkzeuge sind, ist es, sie einfach an verschiedenen Blöcken auszuprobieren. Alles, was Sie aus Blöcken erhalten, wird zu Boden fallen und kann von ihnen aufgesammelt werden.
|
||||||
Detailed explanation:=Detaillierte Erklärung:
|
Detailed explanation:=Detaillierte Erklärung:
|
||||||
Mineable blocks have mining properties (based on groups) and a toughness level. Mining tools have the same properties. Each mining property of a block also has a rating, while tools can be able to break blocks within a range of ratings.=Abbaubare Blöcke haben Abbaueigenschaften (basierend auf Gruppen) und einen Härtegrad. Grabewerkzeuge haben die gleichen Eigenschaften. Jede Abbaueigenschaft eines Blocks hat auch eine Wertung; Werkzeuge hingegen können fähig sein, Blöcke mit einer Reihe von Wertungen abzubauen.
|
Mineable blocks have mining properties (based on groups) and a toughness level. Mining tools have the same properties. Each mining property of a block also has a rating, while tools can be able to break blocks within a range of ratings.=Abbaubare Blöcke haben Abbaueigenschaften (basierend auf Gruppen) und einen Härtegrad. Grabewerkzeuge haben die gleichen Eigenschaften. Jede Abbaueigenschaft eines Blocks hat auch eine Wertung; Werkzeuge hingegen können fähig sein, Blöcke mit einer Reihe von Wertungen abzubauen.
|
||||||
In order to mine a block, these conditions need to be met:=Um einen Block abbauen zu können, müssen diese Bedingungen erfüllt sein:
|
In order to mine a block, these conditions need to be met:=Um einen Block abbauen zu können, müssen diese Bedingungen erfüllt sein:
|
||||||
|
@ -426,7 +426,7 @@ There are multiple types of crafting recipes:=Es gibt mehrere Arten von Fertigun
|
||||||
• Shaped (image 2): Items need to be placed in a particular shape=• Förmig (Bild 2): Gegenstände müssen in einer bestimmten Form platziert werden
|
• Shaped (image 2): Items need to be placed in a particular shape=• Förmig (Bild 2): Gegenstände müssen in einer bestimmten Form platziert werden
|
||||||
• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)=• Formlos (Bilder 3 und 4): Gegenstände müssen irgendwo in der Eingabe platziert werden (beide Bilder zeigen das gleiche Rezept)
|
• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)=• Formlos (Bilder 3 und 4): Gegenstände müssen irgendwo in der Eingabe platziert werden (beide Bilder zeigen das gleiche Rezept)
|
||||||
• Cooking: Explained in “Basics > Cooking”=• Kochen: Siehe „Grundlagen > Kochen“
|
• Cooking: Explained in “Basics > Cooking”=• Kochen: Siehe „Grundlagen > Kochen“
|
||||||
• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by a certain percentage. This recipe may not be available in all games=• Reparieren (Bild 5): Platzieren sie zwei gleiche beschädigte Werkzeuge in das Fertigungsgitter, um ein Werkzeug zu erhalten, das zu einem bestimmten Prozentsatz repariert ist. Dieses Rezept ist nicht in allen Spielen vorhanden
|
• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by 5%=• Reparieren (Bild 5): Platzieren sie zwei gleiche beschädigte Werkzeuge in das Fertigungsgitter, um ein Werkzeug zu erhalten, das zu 5% repariert ist
|
||||||
Minetest has 3 different views which determine the way you see the world. The modes are:=Minetest hat 3 verschiedene Ansichten, die bestimmen, wie Sie die Welt sehen. Die Modi sind:
|
Minetest has 3 different views which determine the way you see the world. The modes are:=Minetest hat 3 verschiedene Ansichten, die bestimmen, wie Sie die Welt sehen. Die Modi sind:
|
||||||
• 1: First-person view (default)=• 1: Erste Person (Standard)
|
• 1: First-person view (default)=• 1: Erste Person (Standard)
|
||||||
• 2: Third-person view from behind=• 2: Dritte Person von hinten
|
• 2: Third-person view from behind=• 2: Dritte Person von hinten
|
||||||
|
@ -452,7 +452,7 @@ Enabling Creative Mode in MineClone 2 applies the following changes:=Der Kreativ
|
||||||
• You keep the things you've placed=• Sie behalten die Dinge, die Sie platzieren
|
• You keep the things you've placed=• Sie behalten die Dinge, die Sie platzieren
|
||||||
• Creative inventory is available to obtain most items easily=• Das Kreativinventar ist verfügbar, mit dem Sie die meisten Dinge leicht erhalten
|
• Creative inventory is available to obtain most items easily=• Das Kreativinventar ist verfügbar, mit dem Sie die meisten Dinge leicht erhalten
|
||||||
• Hand breaks all default blocks instantly=• Hand zerbricht alle Standardblöcke sofort
|
• Hand breaks all default blocks instantly=• Hand zerbricht alle Standardblöcke sofort
|
||||||
• Greatly increased hand pointing range=• Stark erhöhte Handzeigereichweite
|
• Greatly increased hand pointing range=• Stark erhöhte Zeigereichweite der Hand
|
||||||
• Mined blocks don't drop items=• Gegrabene Blöcke werfen nichts ab
|
• Mined blocks don't drop items=• Gegrabene Blöcke werfen nichts ab
|
||||||
• Items don't get used up=• Gegenstände werden nicht verbraucht
|
• Items don't get used up=• Gegenstände werden nicht verbraucht
|
||||||
• Tools don't wear off=• Werkzeuge nutzen sich nicht ab
|
• Tools don't wear off=• Werkzeuge nutzen sich nicht ab
|
||||||
|
@ -461,7 +461,7 @@ Enabling Creative Mode in MineClone 2 applies the following changes:=Der Kreativ
|
||||||
Damage is not affected by Creative Mode, it needs to be disabled separately.=Schaden wird vom Kreativmodus nicht beeinflusst, er muss separat ausgeschaltet werden.
|
Damage is not affected by Creative Mode, it needs to be disabled separately.=Schaden wird vom Kreativmodus nicht beeinflusst, er muss separat ausgeschaltet werden.
|
||||||
Mobs=Mobs
|
Mobs=Mobs
|
||||||
Mobs are the living beings in the world. This includes animals and monsters.=Mobs sind die lebenden Kreaturen in der Welt. Das schließt Tiere und Monster ein.
|
Mobs are the living beings in the world. This includes animals and monsters.=Mobs sind die lebenden Kreaturen in der Welt. Das schließt Tiere und Monster ein.
|
||||||
Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some blocks only spawn on particular blocks (like grass blocks).=Monster tauchen zufällig in der Welt auf. Das nennt man „spawnen“. Jeder Mobart taucht auf bestimmten Blocktypen bei einer bestimmten Helligkeit auf. Die Höhe spielt auch eine Rolle. Friedliche Mobs neigen dazu, bei Tageslicht zu spawnen, während feindliche Mobs die Dunkelheit bevorzugen. Die meisten Mobs können auf jedem festen Block spawnen, aber einige Blöcke können nur auf bestimmten Blöcken spawnen (wie Grasblöcke).
|
Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some mobs only spawn on particular blocks (like grass blocks).=Monster tauchen zufällig in der Welt auf. Das nennt man „spawnen“. Jeder Mobart taucht auf bestimmten Blocktypen bei einer bestimmten Helligkeit auf. Die Höhe spielt auch eine Rolle. Friedliche Mobs neigen dazu, bei Tageslicht zu spawnen, während feindliche Mobs die Dunkelheit bevorzugen. Die meisten Mobs können auf jedem festen Block spawnen, aber einige Mobs können nur auf bestimmten Blöcken spawnen (wie Grasblöcke).
|
||||||
Like players, mobs have hit points and sometimes armor points, too (which means you need better weapons to deal any damage at all). Also like players, hostile mobs can attack directly or at a distance. Mobs may drop random items after they die.=Wie Spieler haben Mobs Trefferpunkte und manchmal auch Rüstungspunkte (was bedeutet, dass Sie bessere Waffen benötigen, um überhaupt Schaden anrichten zu können). Auch wie bei Spielern können feindliche Mobs direkt angreifen oder aus der Ferne. Mobs können nach ihrem Tod zufällige Gegenstände abwerfen.
|
Like players, mobs have hit points and sometimes armor points, too (which means you need better weapons to deal any damage at all). Also like players, hostile mobs can attack directly or at a distance. Mobs may drop random items after they die.=Wie Spieler haben Mobs Trefferpunkte und manchmal auch Rüstungspunkte (was bedeutet, dass Sie bessere Waffen benötigen, um überhaupt Schaden anrichten zu können). Auch wie bei Spielern können feindliche Mobs direkt angreifen oder aus der Ferne. Mobs können nach ihrem Tod zufällige Gegenstände abwerfen.
|
||||||
Most animals roam the world aimlessly while most hostile mobs hunt players. Animals can be fed, tamed and bred.=Die meisten Tiere wandern in der Welt ziellos umher, während die meisten feindlichen Mobs die Spieler jagen. Tiere können gefüttert, gezähmt und gezüchtet werden.
|
Most animals roam the world aimlessly while most hostile mobs hunt players. Animals can be fed, tamed and bred.=Die meisten Tiere wandern in der Welt ziellos umher, während die meisten feindlichen Mobs die Spieler jagen. Tiere können gefüttert, gezähmt und gezüchtet werden.
|
||||||
Animals=Tiere
|
Animals=Tiere
|
||||||
|
@ -477,7 +477,7 @@ Breeding:=Züchten:
|
||||||
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=Wenn Sie ein Tier bis zur vollen Gesundheit geheilt haben und es erneut füttern, werden Sie den „Liebesmodus“ aktivieren. Viele Herzen tauchen um das Tier herum auf.
|
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=Wenn Sie ein Tier bis zur vollen Gesundheit geheilt haben und es erneut füttern, werden Sie den „Liebesmodus“ aktivieren. Viele Herzen tauchen um das Tier herum auf.
|
||||||
Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.=Zwei Tiere der gleichen Art werden sich paaren, wenn sie im Liebesmodus sind und nah beieinander stehen. Kurz darauf wird ein Junges auftauchen.
|
Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.=Zwei Tiere der gleichen Art werden sich paaren, wenn sie im Liebesmodus sind und nah beieinander stehen. Kurz darauf wird ein Junges auftauchen.
|
||||||
Baby animals:=Junge:
|
Baby animals:=Junge:
|
||||||
Baby animals are just like their adult couterparts, but they can't be fed, tamed or bred and don't drop anything when they die. They grow to adults after a short time.=Junge sind wie ihre erwachsenen Artgenossen, aber sie können nicht gefüttert, gezähmt oder gezüchtet werden und werfen nichts ab, wenn sie sterben. Nach einer kurzen Zeit werden sie erwachsen.
|
Baby animals are just like their adult couterparts, but they can't be tamed or bred and don't drop anything when they die. They grow to adults after a short time. When fed, they grow to adults faster.=Junge sind wie ihre erwachsenen Artgenossen, aber sie können nicht gezähmt oder gezüchtet werden und werfen nichts ab, wenn sie sterben. Nach einer kurzen Zeit werden sie erwachsen. Werden sie gefüttert, werden sie schneller erwachsen.
|
||||||
Hunger=Hunger
|
Hunger=Hunger
|
||||||
Hunger affects your health and your ability to sprint. Hunger is not in effect when damage is disabled.=Hunger beeinflusst Ihre Gesundheit und Ihre Fähigkeit, zu sprinten.
|
Hunger affects your health and your ability to sprint. Hunger is not in effect when damage is disabled.=Hunger beeinflusst Ihre Gesundheit und Ihre Fähigkeit, zu sprinten.
|
||||||
Core hunger rules:=Haupthungerregeln:
|
Core hunger rules:=Haupthungerregeln:
|
||||||
|
@ -500,7 +500,7 @@ If your saturation reaches 0, you're hungry and start to lose hunger points. Whe
|
||||||
Saturation decreases by doing things which exhaust you (highest exhaustion first):=Die Sättigung verringert sich, wenn Sie Dinge tun, die Sie erschöpfen (höchste Erschöpfung zuerst):
|
Saturation decreases by doing things which exhaust you (highest exhaustion first):=Die Sättigung verringert sich, wenn Sie Dinge tun, die Sie erschöpfen (höchste Erschöpfung zuerst):
|
||||||
• Regenerating 1 HP=• 1 TP regenerieren
|
• Regenerating 1 HP=• 1 TP regenerieren
|
||||||
• Suffering food poisoning=• Lebensmittelvergiftung erleiden
|
• Suffering food poisoning=• Lebensmittelvergiftung erleiden
|
||||||
• Sprint-jumping=• Beim sprinten springen
|
• Sprint-jumping=• Beim Sprinten springen
|
||||||
• Sprinting=• Sprinten
|
• Sprinting=• Sprinten
|
||||||
• Attacking=• Angreifen
|
• Attacking=• Angreifen
|
||||||
• Taking damage=• Schaden nehmen
|
• Taking damage=• Schaden nehmen
|
||||||
|
|
|
@ -125,7 +125,7 @@ There are two core attributes of melee weapons:=
|
||||||
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=
|
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=
|
||||||
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=
|
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=
|
||||||
Pointing=
|
Pointing=
|
||||||
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, dropped items, players, computer enemies and objects.=
|
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, players, computer enemies and objects.=
|
||||||
To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.=
|
To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.=
|
||||||
A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items.=
|
A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items.=
|
||||||
Camera=
|
Camera=
|
||||||
|
@ -415,72 +415,10 @@ Enabling Creative Mode in MineClone 2 applies the following changes:=
|
||||||
• Tools don't wear off=
|
• Tools don't wear off=
|
||||||
• You can eat food whenever you want=
|
• You can eat food whenever you want=
|
||||||
• You can always use the minimap (including radar mode)=
|
• You can always use the minimap (including radar mode)=
|
||||||
Damage is not affected by Creative Mode, it needs to be disabled seperately.=
|
|
||||||
Mobs=
|
|
||||||
Mobs are the living beings in the world. This includes animals and monsters.=
|
|
||||||
Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some blocks only spawn on particular blocks (like grass blocks).=
|
|
||||||
Like players, mobs have hit points and sometimes armor points, too (which means you need better weapons to deal any damage at all). Also like players, hostile mobs can attack directly or at a distance. Mobs may drop random items after they die.=
|
|
||||||
Most animals roam the world aimlessly while most hostile mobs hunt players. Animals can be fed, tamed and bred.=
|
|
||||||
Animals=
|
|
||||||
Animals are peaceful beings which roam the world aimlessly. You can feed, tame and breed them.=
|
|
||||||
Feeding:=
|
|
||||||
Each animal has its own taste for food and doesn't just accept any food. To feed, hold an item in your hand and rightclick the animal.=
|
|
||||||
Animals are attraced to the food they like and follow you as long you hold the food item in hand.=
|
|
||||||
Feeding an animal has three uses: Taming, healing and breeding.=
|
|
||||||
Feeding heals animals instantly, depending on the quality of the food item.=
|
|
||||||
Taming:=
|
|
||||||
A few animals can be tamed. You can generally do more things with tamed animals and use other items on them. For example, tame horses can be saddled and tame wolves fight on your side.=
|
|
||||||
Breeding:=
|
|
||||||
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=
|
|
||||||
Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.=
|
|
||||||
Baby animals:=
|
|
||||||
Baby animals are just like their adult couterparts, but they can't be fed, tamed or bred and don't drop anything when they die. They grow to adults after a short time.=
|
|
||||||
Hunger=
|
|
||||||
Hunger affects your health and your ability to sprint. Hunger is not in effect when damage is disabled.=
|
|
||||||
Core hunger rules:=
|
|
||||||
• You start with 20/20 hunger points (more points @= less hungry)=
|
|
||||||
• Actions like combat, jumping, sprinting, etc. decrease hunger points=
|
|
||||||
• Food restores hunger points=
|
|
||||||
• If your hunger bar decreases, you're hungry=
|
|
||||||
• At 18-20 hunger points, you regenerate 1 HP every 4 seconds=
|
|
||||||
• At 6 hunger points or less, you can't sprint=
|
|
||||||
• At 0 hunger points, you lose 1 HP every 4 seconds (down to 1 HP)=
|
|
||||||
• Poisonous food decreases your health=
|
|
||||||
Details:=
|
|
||||||
You have 0-20 hunger points, indicated by 20 drumstick half-icons above the hotbar. You also have an invisible attribute: Saturation.=
|
|
||||||
Hunger points reflect how full you are while saturation points reflect how long it takes until you're hungry again.=
|
|
||||||
Each food item increases both your hunger level as well your saturation.=
|
|
||||||
Food with a high saturation boost has the advantage that it will take longer until you get hungry again.=
|
|
||||||
A few food items might induce food poisoning by chance. When you're poisoned, the health and hunger symbols turn sickly green. Food poisoning drains your health by 1 HP per second, down to 1 HP. Food poisoning also drains your saturation. Food poisoning goes away after a while or when you drink milk.=
|
|
||||||
You start with 5 saturation points. The maximum saturation is equal to your current hunger level. So with 20 hunger points your maximum saturation is 20. What this means is that food items which restore many saturation points are more effective the more hunger points you have. This is because at low hunger levels, a lot of the saturation boost will be lost due to the low saturation cap.=
|
|
||||||
If your saturation reaches 0, you're hungry and start to lose hunger points. Whenever you see the hunger bar decrease, it is a good time to eat.=
|
|
||||||
Saturation decreases by doing things which exhaust you (highest exhaustion first):=
|
|
||||||
• Regenerating 1 HP=
|
|
||||||
• Suffering food poisoning=
|
|
||||||
• Sprint-jumping=
|
|
||||||
• Sprinting=
|
|
||||||
• Attacking=
|
|
||||||
• Taking damage=
|
|
||||||
• Swimming=
|
|
||||||
• Jumping=
|
|
||||||
• Mining a block=
|
|
||||||
Other actions, like walking, do not exaust you.=
|
|
||||||
# textdomain: mcl_doc_basics
|
|
||||||
Creative Mode=
|
|
||||||
Enabling Creative Mode in MineClone 2 applies the following changes:=
|
|
||||||
• You keep the things you've placed=
|
|
||||||
• Creative inventory is available to obtain most items easily=
|
|
||||||
• Hand breaks all default blocks instantly=
|
|
||||||
• Greatly increased hand pointing range=
|
|
||||||
• Mined blocks don't drop items=
|
|
||||||
• Items don't get used up=
|
|
||||||
• Tools don't wear off=
|
|
||||||
• You can eat food whenever you want=
|
|
||||||
• You can always use the minimap (including radar mode)=
|
|
||||||
Damage is not affected by Creative Mode, it needs to be disabled separately.=
|
Damage is not affected by Creative Mode, it needs to be disabled separately.=
|
||||||
Mobs=
|
Mobs=
|
||||||
Mobs are the living beings in the world. This includes animals and monsters.=
|
Mobs are the living beings in the world. This includes animals and monsters.=
|
||||||
Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some blocks only spawn on particular blocks (like grass blocks).=
|
Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some mobs only spawn on particular blocks (like grass blocks).=
|
||||||
Like players, mobs have hit points and sometimes armor points, too (which means you need better weapons to deal any damage at all). Also like players, hostile mobs can attack directly or at a distance. Mobs may drop random items after they die.=
|
Like players, mobs have hit points and sometimes armor points, too (which means you need better weapons to deal any damage at all). Also like players, hostile mobs can attack directly or at a distance. Mobs may drop random items after they die.=
|
||||||
Most animals roam the world aimlessly while most hostile mobs hunt players. Animals can be fed, tamed and bred.=
|
Most animals roam the world aimlessly while most hostile mobs hunt players. Animals can be fed, tamed and bred.=
|
||||||
Animals=
|
Animals=
|
||||||
|
@ -496,7 +434,7 @@ Breeding:=
|
||||||
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=
|
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=
|
||||||
Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.=
|
Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.=
|
||||||
Baby animals:=
|
Baby animals:=
|
||||||
Baby animals are just like their adult couterparts, but they can't be fed, tamed or bred and don't drop anything when they die. They grow to adults after a short time.=
|
Baby animals are just like their adult couterparts, but they can't be tamed or bred and don't drop anything when they die. They grow to adults after a short time. When fed, they grow to adults faster.=
|
||||||
Hunger=
|
Hunger=
|
||||||
Hunger affects your health and your ability to sprint. Hunger is not in effect when damage is disabled.=
|
Hunger affects your health and your ability to sprint. Hunger is not in effect when damage is disabled.=
|
||||||
Core hunger rules:=
|
Core hunger rules:=
|
||||||
|
|
|
@ -23,7 +23,7 @@ doc.add_entry("basics", "mobs", {
|
||||||
data = { text =
|
data = { text =
|
||||||
S("Mobs are the living beings in the world. This includes animals and monsters.").."\n\n"..
|
S("Mobs are the living beings in the world. This includes animals and monsters.").."\n\n"..
|
||||||
|
|
||||||
S("Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some blocks only spawn on particular blocks (like grass blocks).").."\n\n"..
|
S("Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some mobs only spawn on particular blocks (like grass blocks).").."\n\n"..
|
||||||
|
|
||||||
S("Like players, mobs have hit points and sometimes armor points, too (which means you need better weapons to deal any damage at all). Also like players, hostile mobs can attack directly or at a distance. Mobs may drop random items after they die.").."\n\n"..
|
S("Like players, mobs have hit points and sometimes armor points, too (which means you need better weapons to deal any damage at all). Also like players, hostile mobs can attack directly or at a distance. Mobs may drop random items after they die.").."\n\n"..
|
||||||
|
|
||||||
|
@ -49,7 +49,7 @@ S("When you have fed an animal up to its maximum health, then feed it again, you
|
||||||
S("Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.").."\n\n"..
|
S("Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.").."\n\n"..
|
||||||
|
|
||||||
S("Baby animals:").."\n"..
|
S("Baby animals:").."\n"..
|
||||||
S("Baby animals are just like their adult couterparts, but they can't be fed, tamed or bred and don't drop anything when they die. They grow to adults after a short time.")
|
S("Baby animals are just like their adult couterparts, but they can't be tamed or bred and don't drop anything when they die. They grow to adults after a short time. When fed, they grow to adults faster.")
|
||||||
|
|
||||||
}})
|
}})
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue