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Author SHA1 Message Date
Guy Liner da7802fd2e Breaking range parity with Minecraft: Java Edition 2022-01-11 16:32:38 -05:00
4578 changed files with 24617 additions and 73916 deletions

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@ -1,12 +0,0 @@
root = true
[*]
end_of_line = lf
[*.lua]
charset = utf8
indent_style = tab
insert_final_newline = true
trim_trailing_whitespace = true
keep_one_space_between_table_and_bracket = false
spaces_around_operators = true

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@ -1,36 +0,0 @@
---
name: "Bug report"
about: "File a bug report"
labels:
- unconfirmed
- bug
---
<!--
Thanks for taking the time to fill out this bug report!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
<!--
What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
Current latest version is listed here, at the top:
https://git.minetest.land/MineClone2/MineClone2/tags
-->
MineClone2 version:
### What happened?
Report about the bug! Please send large log snippets as an attachement file.
### What should happen:
Tell us what should happen!
### Steps to reproduce
Tell us how we can reproduce the bug!

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

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@ -1,25 +0,0 @@
---
name: "Missing Feature request"
about: "File a missing feature request in Minecraft but not in MineClone2"
labels:
- "missing feature"
---
<!--
Thanks for taking the time to fill out this missing feature request!
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#rules-about-both-bugs-and-feature-requests
By submitting this issue, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
### Current feature in Minecraft
Tell us about the feature currently in Minecraft! What is it like on Minecraft?
### Current feature in MineClone2
Tell us about the feature currently in MineClone2! What is different?

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@ -1,20 +0,0 @@
---
name: "Pull request"
about: "Submit a pull request"
labels:
---
<!--
Please follow our contributing guidelines first:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CONTRIBUTING.md#how-you-can-help-as-a-programmer
By submitting this pull request, you agree to follow our Code of Conduct:
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUCT.md
-->
Tell us about your pull request! Reference related issues, if necessary
### Testing
Tell us how to test your changes!

5
.gitignore vendored
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@ -1,7 +1,2 @@
# Text Editor TMP Files # Text Editor TMP Files
*.swp *.swp
*.blend1
*.blend2
*.blend3
/.idea/
*.xcf

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

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

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@ -2,8 +2,8 @@
So you want to contribute to MineClone2? So you want to contribute to MineClone2?
Wow, thank you! :-) Wow, thank you! :-)
MineClone2 is maintained by AncientMariner and Nicu. If you have any MineClone2 is maintained by Nicu and Fleckenstein. If you have any
problems or questions, contact us on Discord/Matrix (See Links section below). problems or questions, contact us (See Links section below).
You can help with MineClone2's development in many different ways, You can help with MineClone2's development in many different ways,
whether you're a programmer or not. whether you're a programmer or not.
@ -11,9 +11,18 @@ whether you're a programmer or not.
## MineClone2's development target is to... ## MineClone2's development target is to...
- Crucially, create a stable, moddable, free/libre clone of Minecraft - Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of Minecraft features singleplayer and multiplayer. Currently, most of **Minecraft Java
are already implemented. Edition 1.12.2** features are already implemented and polishing existing
Polishing existing features is always welcome. features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting
**Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this
scope.
- Optionally, create a performant experience that will run relatively
well on really low spec computers. Unfortunately, due to Minecraft's
mechanisms and Minetest engine's limitations along with a very small
playerbase on low spec computers, optimizations are hard to investigate.
## Links ## Links
* [Mesehub](https://git.minetest.land/MineClone2/MineClone2) * [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
@ -36,10 +45,8 @@ referenced frequently because of its usefulness. As such, it is valuable
in learning how git works and its terminology. It can also help you in learning how git works and its terminology. It can also help you
keeping your game updated, and easily test pull requests. keeping your game updated, and easily test pull requests.
Look at our wiki for some concrete guides:
https://git.minetest.land/MineClone2/MineClone2/wiki/
## How you can help as a non-programmer ## How you can help as a non-programmer
As someone who does not know how to write programs in Lua or does not As someone who does not know how to write programs in Lua or does not
know how to use the Minetest API, you can still help us out a lot. For know how to use the Minetest API, you can still help us out a lot. For
example, by opening an issue in the example, by opening an issue in the
@ -51,10 +58,12 @@ you can report a bug or request a feature.
discussion. discussion.
* Choose a descriptive title (e.g. not just "crash", "bug" or "question" * Choose a descriptive title (e.g. not just "crash", "bug" or "question"
). ).
* Please write in plain, understandable English. It will be easier to
communicate.
* Please start the issue title with a capital letter.
* Always check the currently opened issues before creating a new one. * Always check the currently opened issues before creating a new one.
Try not to report bugs that have already been reported or request features Don't report bugs that have already been reported or request features
that already have been requested. This can often be ambiguous though. that already have been requested.
If in doubt open an issue!
* If you know about Minetest's inner workings, please think about * If you know about Minetest's inner workings, please think about
whether the bug / the feature that you are reporting / requesting is whether the bug / the feature that you are reporting / requesting is
actually an issue with Minetest itself, and if it is, head to the actually an issue with Minetest itself, and if it is, head to the
@ -64,9 +73,6 @@ instead.
an issue, feel free to ask on the Discord / Matrix server or the IRC an issue, feel free to ask on the Discord / Matrix server or the IRC
channel. channel.
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
(It appears to sometimes get lost on the page itsself)
### Reporting bugs ### Reporting bugs
* A bug is an unintended behavior or, in the worst case, a crash. * A bug is an unintended behavior or, in the worst case, a crash.
However, it is not a bug if you believe something is missing in the However, it is not a bug if you believe something is missing in the
@ -105,28 +111,23 @@ would report issues will pull requests similar to when you were
reporting bugs that are the mainline (See Reporting bugs section). You reporting bugs that are the mainline (See Reporting bugs section). You
can find currently open pull requests here: can find currently open pull requests here:
<https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull <https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
requests that start with a `WIP:` are not done yet and therefore could requests that start with a `WIP:` are not done yet, and therefore might
still undergo substantial change. Testing these is still helpful however not work, so it's not very useful to try them out yet.
because that is the reason developers put them up as WIP so other people
can have a look at the PR.
### Contributing assets ### Contributing assets
Due to license problems, MineClone2 cannot use Minecraft's assets, Due to license problems, MineClone2 unfortunately cannot use
therefore we are always looking for asset contributions. Minecraft's assets, therefore we are always looking for asset
contributions. To contribute assets, it can be useful to learn git
To contribute assets, it can be useful to learn git basics and read basics and read the section for Programmers of this document, however
the section for Programmers of this document, however this is not required. this is not required. It's also a good idea to join the Discord server
It's also a good idea to join the Discord server
(or alternatively IRC or Matrix). (or alternatively IRC or Matrix).
#### Textures #### Textures
For textures we use the Pixel Perfection texture pack. For older Minecraft For textures we use the Pixel Perfection texture pack. This is mostly
features that is mostly enough but a lot of the newer textures in it are enough; however in some cases - e.g. for newer Minecraft features, it's
copies or slight modifications of the original MC textures so great caution useful to have texture artists around. If you want to make such
needs to be taken when using any textures coming from Minecraft texture contributions, join our Discord server. Demands for textures will be
packs. communicated there.
If you want to make such contributions, join our Discord server. Demands
for textures will be communicated there.
#### Sounds #### Sounds
MineClone2 currently does not have a consistent way to handle sounds. MineClone2 currently does not have a consistent way to handle sounds.
@ -240,35 +241,30 @@ work causes problems, we ask you fix the issues as soon as possible.
### Changing Gameplay ### Changing Gameplay
Pull Requests that change gameplay have to be properly researched and Pull Requests that change gameplay have to be properly researched and
need to state their sources. These PRs also need the maintainer's approval need to state their sources. These PRs also need Fleckenstein's approval
before they are merged. before they are merged.
You can use these sources: You can use these sources:
* Minecraft code (Name the source file and line, however DONT post any
proprietary code). You can use
[MCP](https://minecraft.fandom.com/wiki/Programs_and_editors/Mod_Coder_Pack)
to decompile Minecraft or look at
[Minestorm](https://github.com/Minestom/Minestom) code.
* Testing things inside of Minecraft (Attach screenshots / video footage * Testing things inside of Minecraft (Attach screenshots / video footage
of the results) of the results)
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki) * [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used) (Include a link to the specific page you used)
### Guidelines ### Stick to our guidelines
#### Git Guidelines #### Git Guidelines
* Pushing to master is disabled - don't even try it. * We use merge rather than rebase or squash merge
* Every change is tracked as a PR. * We don't use git submodules.
* All but the tiniest changes require at least one approval from a Developer * Your commit names should be relatively descriptive, e.g. when saying
* To update branches we use rebase not merge (so we don't end up with "Fix #issueid", the commit message should also contain the title of the
excessive git bureaucracy commits in master) issue.
* We use merge to add the commits from a PR/branch to master * Try to keep your commits as atomic as possible (advise, but completely
* Submodules should only be used if a) upstream is highly reliable and optional)
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 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.
* Similarly multiple small commits are better than a giant one. (use git commit -p)
#### Code Guidelines #### Code Guidelines
* Each mod must provide `mod.conf`. * Each mod must provide `mod.conf`.
@ -351,23 +347,36 @@ Active and trusted contributors are often granted write access to the
MineClone2 repository. MineClone2 repository.
#### Developer responsibilities #### Developer responsibilities
- If you have developer privileges you can just open a new branch in the - You should not push things directly to
mcl2 repository (which is preferred). From that you create a pull request. MineClone2 master - rather, do your work on a branch on your private
This way other people can review your changes and make sure they work repository, then create a pull request. This way other people can review
before they get merged. 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 - Merge PRs only when they have recieved the necessary feedback and have
on your private repository e.g. using the "fork" function on mesehub. been tested by at least two different people (including the author of
- Any developer is welcome to review, test and merge PRs. A PR needs the pull request), to avoid crashes or the introduction of new bugs.
at least one approval (by someone else than the author) but the maintainers - You may also be assigned to issues or pull
are usually relatively quick to react to new submissions. requests as a developer. In this case it is your responsibility to fix
the issue / review and merge the pull request when it is ready. You can
also unassign yourself from the issue / PR if you have no time or don't
want to take care of it for some other reason. After all, everyone is a
volunteer and we can't expect you to do work that you are not interested
in. **The important thing is that you make sure to inform us if you
won't take care of something that has been assigned to you.**
- Please assign yourself to something that you want to work on to avoid
duplicate work.
- As a developer, it should be easy to reach you about your work. You
should be in at least one of the public MineClone2 discussion rooms -
preferrably Discord, but if you really don't like Discord, Matrix
or IRC are fine too.
### Maintainer status ### Maintainer status
Maintainers carry the main responsibility for the project. Maintainers carry the main responsibility for the project.
#### Maintainer responsibilities #### Maintainer responsibilities
- Making sure issues are addressed and pull requests are reviewed and - Making sure issues are addressed and pull requests are reviewed and
merged. merged, by assigning either themselves or Developers to issues / PRs
- Making releases - Making releases
- Making sure guidelines are kept
- Making project decisions based on community feedback - Making project decisions based on community feedback
- Granting/revoking developer access - Granting/revoking developer access
- Enforcing the code of conduct (See CODE_OF_CONDUCT.md) - Enforcing the code of conduct (See CODE_OF_CONDUCT.md)
@ -375,8 +384,8 @@ merged.
- Resolving conflicts and problems within the community - Resolving conflicts and problems within the community
#### Current maintainers #### Current maintainers
* AncientMariner - responsible for gameplay review, publishing releases, * Fleckenstein - responsible for gameplay review, publishing releases,
technical guidelines technical guidelines and issue/PR delegation
* Nicu - responsible for community related issues * Nicu - responsible for community related issues
#### Release process #### Release process

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@ -6,15 +6,10 @@
## Creator of MineClone2 ## Creator of MineClone2
* Wuzzy * Wuzzy
## Maintainers ## Maintainers
* AncientMariner
* Nicu
## Previous Maintainers
* Fleckenstein * Fleckenstein
* jordan4ibanez * Nicu
* cora * kay27
## Developers ## Developers
* bzoss * bzoss
@ -27,16 +22,8 @@
* aligator * aligator
* Code-Sploit * Code-Sploit
* NO11 * NO11
* kabou * cora
* rudzik8 * jordan4ibanez
* chmodsayshello
* PrairieWind
* RandomLegoBrick
* SumianVoice
* MrRar
* talamh
* Faerraven / Michieal
* FossFanatic
## Contributors ## Contributors
* Laurent Rocher * Laurent Rocher
@ -70,6 +57,7 @@
* Benjamin Schötz * Benjamin Schötz
* Doloment * Doloment
* Sydney Gems * Sydney Gems
* talamh
* Emily2255 * Emily2255
* Emojigit * Emojigit
* FinishedFragment * FinishedFragment
@ -80,29 +68,6 @@
* Sven792 * Sven792
* aldum * aldum
* Dieter44 * Dieter44
* Pepebotella
* MrRar
* Lazerbeak12345
* mrminer
* Thunder1035
* opfromthestart
* snowyu
* FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West
* GuyLiner
* 3raven
* anarquimico
* TheOnlyJoeEnderman
* Ranko Saotome
* Gregor Parzefall
* Wbjitscool
* b3nderman
* CyberMango
* gldrk
* SmokeyDope
* atomdmac
## MineClone5 ## MineClone5
* kay27 * kay27
@ -110,18 +75,6 @@
* epCode * epCode
* NO11 * NO11
* j45 * j45
* chmodsayshello
* 3raven
* PrairieWind
* Gustavo6046 / wallabra
* CableGuy67
* MrRar
## Mineclonia
* erlehmann
* Li0n
* E
* n_to
## Original Mod Authors ## Original Mod Authors
* Wuzzy * Wuzzy
@ -153,14 +106,11 @@
* 4Evergreen4 * 4Evergreen4
* jordan4ibanez * jordan4ibanez
* paramat * paramat
* cora
* Faerraven / Michieal
## 3D Models ## 3D Models
* 22i * 22i
* tobyplowy * tobyplowy
* epCode * epCode
* Faerraven / Michieal
## Textures ## Textures
* XSSheep * XSSheep
@ -171,11 +121,6 @@
* yutyo * yutyo
* NO11 * NO11
* kay27 * kay27
* MysticTempest
* RandomLegoBrick
* cora
* Faerraven / Michieal
* Nicu
## Translations ## Translations
* Wuzzy * Wuzzy
@ -185,22 +130,12 @@
* pitchum * pitchum
* todoporlalibertad * todoporlalibertad
* Marcin Serwin * Marcin Serwin
* Pepebotella
* Emojigit
* snowyu
* 3raven
* SakuraRiu
* anarquimico
## Funders ## Funders
* 40W * 40W
* bauknecht
* Cora
## Special thanks ## Special thanks
* celeron55 for creating Minetest * celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig * Jordach for the jukebox music compilation from Big Freaking Dig
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game * The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft * Notch and Jeb for being the major forces behind Minecraft
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/

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

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

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@ -2,6 +2,8 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB. Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.72.0 (in development)
### Gameplay ### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore You start in a randomly-generated world made entirely of cubes. You can explore
the world and dig and build almost every block in the world to create new the world and dig and build almost every block in the world to create new
@ -64,7 +66,7 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation. an explanation.
## Installation ## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported. are officially supported.
There is no support for running MineClone2 in development versions of Minetest. There is no support for running MineClone2 in development versions of Minetest.
@ -89,11 +91,11 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
## Target ## Target
- Crucially, create a stable, moddable, free/libre clone of Minecraft - Crucially, create a stable, moddable, free/libre clone of Minecraft
based on the Minetest engine with polished features, usable in both based on the Minetest engine with polished features, usable in both
singleplayer and multiplayer. Currently, a lot of **Minecraft Java singleplayer and multiplayer. Currently, most of **Minecraft Java
Edition** features are already implemented and polishing existing Edition 1.12.2** features are already implemented and polishing existing
features are prioritized over new feature requests. features are prioritized over new feature requests.
- With lessened priority yet strictly, implement features targetting - With lessened priority yet strictly, implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported **Minecraft version 1.17 + OptiFine** (OptiFine only as far as supported
by the Minetest Engine). This means features in parity with the listed by the Minetest Engine). This means features in parity with the listed
Minecraft experiences are prioritized over those that don't fulfill this Minecraft experiences are prioritized over those that don't fulfill this
scope. scope.
@ -106,7 +108,8 @@ playerbase on low spec computers, optimizations are hard to investigate.
This game is currently in **beta** stage. This game is currently in **beta** stage.
It is playable, but not yet feature-complete. It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs. Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable. The testing branch often features some experimental PRs and should be considered less stable. If you want to use the git version of MineClone2 in production, consider using the production branch.
It is updated weekly and contains relatively stable code for servers.
The following main features are available: The following main features are available:
@ -121,7 +124,7 @@ The following main features are available:
* Most blocks in the overworld * Most blocks in the overworld
* Water and lava * Water and lava
* Weather * Weather
* 28 biomes + 5 Nether Biomes * 28 biomes
* The Nether, a fiery underworld in another dimension * The Nether, a fiery underworld in another dimension
* Redstone circuits (partially) * Redstone circuits (partially)
* Minecarts (partial) * Minecarts (partial)
@ -156,10 +159,10 @@ The following features are incomplete:
* Some monsters and animals * Some monsters and animals
* Redstone-related things * Redstone-related things
* Some special minecarts (hopper and chest minecarts work) * Special minecarts
* A couple of non-trivial blocks and items * A couple of non-trivial blocks and items
Bonus features (not found in Minecraft): Bonus features (not found in Minecraft 1.12):
* Built-in crafting guide which shows you crafting and smelting recipes * Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more * In-game help system containing extensive help about gameplay basics, blocks, items and more
@ -172,9 +175,6 @@ Bonus features (not found in Minecraft):
* Nether Brick Fence Gate * Nether Brick Fence Gate
* Red Nether Brick Fence * Red Nether Brick Fence
* Red Nether Brick Fence Gate * Red Nether Brick Fence Gate
* Structure replacements - these small variants of Minecraft structures serve as replacements until we can get large structures working:
* Woodland Cabin (Mansions)
* Nether Outpost (Fortress)
Technical differences from Minecraft: Technical differences from Minecraft:

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@ -1,170 +0,0 @@
# MineClone2
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB.
Version: 0.79 (en dévelopment)
### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay
* Jeu de type bac-à-sable, sans objetifs
* Survie : combattre des monstres hostiles et la faim
* Creuser pour du minerai et d'autres trésors
* Magie : gagner de l'expérience et enchanter les outils
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite
* Ramasser des fleurs (et d'autres sources de teinture) et colorez votre monde
* Trouvez des graines et commencez à cultiver
* Trouvez ou fabriquez des centaines d'objets
* Construisez un réseau ferroviaire complexe et amusez vous avec les wagonnets
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
## Comment jouer (démarrer rapidement)
### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat**
* **Cliquez droit la table d'artisanat** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez les !
* Continuez à jouer comme vous voulez. Amusez vous !
### Agriculture
* Trouvez des graines
* Fabriquez une houe
* Cliquez droit la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four
* Fabriquer un Four
* Le four permet d'obtenir plus d'objets
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon)
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
### Aide supplémentaire
Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire.
### Objets spéciaux
Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif.
* Barrière : `mcl_core:barrier`
Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au jeu pour une explication.
## Installation
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller là-bas.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* 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>
## Objectif
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités présentes dans les versions listées sont priorisées.
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basse performances, les optimisations sont difficiles à explorer.
## Statut de complétion
Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionalités suivantes sont disponibles :
* Outils, armes
* Armure
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boite de shulker
* Fours, entonnoirs
* Faim
* La plupart des monstres et animaux
* Tout les minerais de Minecraft
* La plupart des blocs de l'overworld
* Eau et lave
* Météo
* 28 biomes + 5 biomes du nether
* Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel)
* Effets de Statut (partiel)
* Expérience
* Enchantement
* Brassage, potions, flèches trempées (partiel)
* Bâteaux
* Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret
* Horloge
* Boussole
* Eponge
* Bloc de slime
* Petites plantes et pousses
* Teintures
* Bannières
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets
* Juke-boxes
* Livres pour écrire
* Commandes
* Villages
* L'End
* et plus !
Les fonctionalités suivantes sont incomplètes :
* certains monstres et animaux
* certains composants de Redstone
* Wagonnets spéciaux
* quelques blocs et objets non-triviaux
Fonctionalités bonus (absentes de Minecraft) :
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionalités.
* Pousses dans les coffres en mapgen v6
* Entièrement moddable (grâce la puissante API lua de Minetest)
* Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche
* Plus de dalles et d'escaliers
* Portillon en briques du Nether
* Barrière en briques du Nether rouges
* Portillon en briques du Nether rouges
* Structures de remplacement - ces petites variantes de structures de Minecraft servent de remplacement en attendant qu'on arrive à en faire fonctionner de plus grandes :
* Cabine dans les bois (Manoir des bois)
* Avant-poste du Nether (Forteresse)
Différences techniques avec Minecraft :
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
* Toujours assez incomplet et buggé
* Des blocs, objets, ennemis et fonctionalités manquent
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
* Des musiques différentes pour le juke-boxe
* Des textures différentes (Pixel Perfection)
* Des sons différents (sources diverses)
* Un moteur de jeu différent (Minetest)
* Des bonus cachés différents
...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme
* `LICENSE.txt`: Le texte de la license GPLv3
* `CONTRIBUTING.md`: Information pour ceux qui veulent contribuer
* `API.md`: Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md`: Information légale
* `CREDITS.md`: Liste des contributeurs

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@ -1,324 +0,0 @@
# MineClone 2
一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
版本0.71.0
### 遊玩
你開始在一個完全由方塊隨機生成的世界裡。你可以探索這個世界,挖掘和建造世界上幾乎所有的方塊,以創造新的結構。你可以選擇在「生存模式」中進行遊戲,在這個模式中,你必須與怪物戰鬥,飢餓求生,並在遊戲的其他各個環節中慢慢進步,如採礦、養殖、建造機器等等。
或者你也可以在「創造模式」中玩,在這個模式中,你可以瞬間建造大部分東西。
#### Gameplay summary
* 沙盒式遊戲,沒有明確目標
* 生存:與怪物和飢餓搏鬥
* 挖礦來獲得礦物和寶物
* 附魔:獲得經驗值並以附魔強化你的工具
* 使用收集的方塊來創造偉大的建築
* 收集鮮花(和其他染料來源),令世界多姿多彩
* 找些種子並開始耕種
* 尋找或合成數百個物品之一
* 建立一個鐵路系統,並從礦車中得到樂趣
* 用紅石電路建造複雜的機器
* 在創造模式下,你幾乎可以免費建造任何東西,而且沒有限制。
## 如何開始
### 開始生存
* **挖樹幹**直到其破裂並收集木材
* 將木頭**放入2×2的格子中**你的物品欄中的「合成格子」然後製作4塊木材。
* 將4塊木材按2×2的形狀擺放在合成格子裡製作成合成臺。
* **右鍵單擊製作臺**以獲得3×3製作網格製作更複雜的東西
* 使用**合成指南**(書形圖標)了解所有可能的合成方式
* **製作一個木鎬**,這樣你就可以挖石頭了。
* 不同的工具可以打破不同種類的方塊。試試吧!
* 繼續玩你想玩的。盡情享受吧!
### 耕種
* 找到種子
* 合成鋤頭
* 用鋤頭右鍵點擊泥土或類似的方塊,創建農田
* 將種子放在農田上,看著它們長出來
* Collect plant when fully grown
* If near water, farmland becomes wet and speeds up growth
### Furnace
* Craft furnace
* Furnace allows you to obtain more items
* Upper slot must contain a smeltable item (example: iron ore)
* Lower slot must contain a fuel item (example: coal)
* See tooltips in crafting guide to learn about fuels and smeltable items
### Additional help
More help about the gameplay, blocks items and much more can be found from inside
the game. You can access the help from your inventory menu.
### Special items
The following items are interesting for Creative Mode and for adventure
map builders. They can not be obtained in-game or in the creative inventory.
* Barrier: `mcl_core:barrier`
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **開發目標:我的世界, Java版, 版本 1.12**
* MineClone2還包括Minetest支持的Optifine功能。
* 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。
* 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。
* 克隆Minecraft是最優先的。
* MineClone2將使用不同的圖形和聲音但風格相似。
* 克隆界面沒有優先權。只會被粗略地模仿。
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。
## 完成程度
該遊戲目前處於**alpha**階段。
它是可玩的,但尚未完成,預計會出現許多錯誤。
向後兼容性是**不能保證的**更新你的世界可能會造成大大小小的bug比如「缺少節點」的錯誤甚至崩潰
已經實現以下功能:
* 工具,武器
* 盔甲
* 合成和熔煉系統2×2 合成格, 合成臺 (3×3 合成格), 熔爐, 合成教學
* 儲物箱,大型儲物箱,終界箱和界伏盒
* 熔爐, 漏斗
* 飢餓和飽食
* 大多數怪物和動物
* Minecraft 1.12中的所有礦物<!-- Minecraft 1.17 added copper, so here must mark the version is 1.12, then main README should also add this -->
* 主世界的大部分方塊
* 水和岩漿
* 天氣
* 28個生態域
* 地獄,熾熱的維度
* 紅石電路(部分)
* 礦車(部分)
* 狀態效果(部分)
* 經驗系統
* 附魔
* 釀造,藥水,藥水箭(部分)
* 船
* 火
* 建築方塊:樓梯、半磚、門、地板門、柵欄、柵欄門、牆。
* 時鐘
* 指南針
* 海綿
* 史萊姆方塊(不與紅石互動)
* 小植物和樹苗
* 染料
* 旗幟
* 裝飾方塊:玻璃、染色玻璃、玻璃片、鐵柵欄、陶土(和染色版本)、頭顱等
* 物品展示框
* 唱片機
* 床
* 物品欄
* 創造模式物品欄
* 生產
* 書和羽毛筆
* 一些服務器命令
* 還有更多!
以下是不完整的特性:
* 生成結構(特別是村莊)
* 一些怪物和動物
* 紅石系統
* 終界
* 特殊的礦車
* 一些不簡單的方塊和物品。
額外功能在Minecraft 1.11中沒有)。
* 內置合成指南,向你展示製作和熔煉的配方
* 遊戲中的幫助系統包含了大量關於遊戲基礎知識、方塊、物品等方面的幫助。
* 臨時製作配方。它們的存在只是為了在你不在創造模式下時,提供一些其他無法獲得的物品。這些配方將隨著開發的進行和更多功能的出現而被移除。
* v6地圖生成器中箱子裡的樹苗。
* 完全可修改得益於Minetest強大的Lua API
* 新的方塊和物品:
* 查找工具,顯示觸及事物的幫助
* 更多的半磚和樓梯
* 地獄磚柵欄門
* 紅地獄磚柵欄
* 紅地獄磚柵欄門
與Minecraft的技性術差異
* 高度限制為31000格(遠高於Minecraft)
* 水平世界大小約為62000×62000格比Minecraft中的小得多但仍然非常大
* 仍然非常不完整和有問題
* 塊、物品、敵人和其他功能缺失。
* 一些項目的名稱略有不同,以便於區分。
* 唱片機的音樂不同
* 不同的材質(像素完美)
* 不同的聲音(各種來源)
* 不同的引擎Minetest
...最後MineClone2是自由軟件
## 錯誤報告
請在此處報告所有錯誤和缺少的功能:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
我們有Discord交流羣
<https://discord.gg/84GKcxczG3>
## Other readme files
* `LICENSE.txt`GPLv3許可文本
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
* `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进Minetest中缺失的功能列表。
* `API.md`: 關於MineClone2的API
## 參與者
有這麼多人要列出抱歉。詳情請查看各mod目錄。本節只是粗略地介紹了本遊戲的核心作者。
### 程式碼
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082)大多數mod的主要程序員已退休
* davedevilsMineClone 2的原型——「MineClone」的創造者
* [ex-bart](https://github.com/ex-bart):紅石比較器
* [Rootyjr](https://github.com/Rootyjr):釣竿和錯誤修復
* [aligator](https://github.com/aligator):改進門
* [ryvnf](https://github.com/ryvnf):爆炸物理
* MysticTempest錯誤修復
* [bzoss](https://github.com/bzoss):狀態效果,釀造,藥水
* kay27 <kay27@bk.ru>:經驗系統,錯誤修復和優化(當前維護者)
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03):終界水晶,附魔,燃燒的怪物/玩家,箱子的動畫和錯誤修復(當前維護者)
* epCode更好的玩家動畫新徽標
* 2mac修復動力鐵軌的錯誤
* 更多:待篇寫 (請查看各mod目錄)
#### Mod概括
* `controls`: Arcelmi
* `flowlib`: Qwertymine13
* `walkover`: lordfingle
* `drippingwater`: kddekadenz
* `mobs_mc`: maikerumine, 22i and others
* `awards`: rubenwardy
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
* `xpanes`: Minetest contributors
* `mesecons` mods: Jeija and contributors
* `wieldview`: Stuart Jones
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
* 大多其他的Mod: Wuzzy
每个mod的详细參與者可以在各个mod目录中找到。
### 圖形
* [XSSheep](http://www.minecraftforum.net/members/XSSheep)主要作者Minecraft 1.11的Pixel Perfection资源包的制作者
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082):主菜單圖像和各種編輯和添加的材質包
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
* yutyo <tanakinci2002@gmail.com>MineClone2標志
* 其他GUI圖片
### 翻譯
* Wuzzy德語
* Rocher Laurent <rocherl@club-internet.fr>:法語
* wuniversales西班牙語
* kay27 <kay27@bk.ru>:俄語
* [Emoji](https://toyshost2.ddns.net):繁體中文<!-- Hi, after the translate finish, this name should add to the main README too! -->
### 模型
* [22i](https://github.com/22i):所有模型的作者
* [tobyplowy](https://github.com/tobyplowy)對上述模型進行UV映射修復
### 聲音和音樂
多種來源。 有關詳細信息請參見相應的mod目錄。
### 特殊感謝
* Wuzzy感謝他啟動和維護MineClone2多年。
* celeron55創建Minetest。
* Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。
* Jordach為《Big Freaking Dig》的唱片機音樂合輯而來
* 花了太多時間為Minecraft Wiki寫作的工作狂。它是創建這個遊戲的寶貴資源。
* Notch和Jeb是Minecraft背后的主要力量
* XSSheep用於創建Pixel Perfection資源包。
* [22i](https://github.com/22i) 提供出色的模型和支持
* [maikerumine](http://github.com/maikerumine) 揭開生物和生物群落的序幕
## 給程序員的信息
你可以在「API.md」中找到有趣和有用的信息。
## 法律信息
這是一款粉絲開發的遊戲並非由Mojang AB開發或認可。
複製是一種愛的行為。請複制和分享! <3
下面是詳細的法律條文,有需要的朋友可以參考。
### License of source code
```
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
```
### License of media (textures and sounds)
```
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.
```

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@ -1,75 +0,0 @@
### Standard Release
#File to document release steps with a view to evolving into a script
#Update CREDITS.md
#Update version in game.conf
lua tools/generate_ingame_credits.lua
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add game.conf
#git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.82.0"
git tag 0.82.0
git push origin 0.82.0
#Update version in game.conf to -SNAPSHOT
git commit -m "Post-release set version 0.82.0-SNAPSHOT"
### Hotfix Release
##### Prepare release branch
When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
* Create release branch from the last release tag, push it:
git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1
##### Prepare feature branch and fix
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
git checkout -b hotfix_bug_1_branch
* Fix crash/serious bug and commit
* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
##### Update version and tag the release
* After all fixes are in release branch, pull it locally (best to avoid a merge conflict as feature branch will need to be merged into master also, which already changed version):
* Update version in game.conf to hotfix version and commit it. Example: version=0.82.1
* Tag it, push tag and branch:
git tag 0.82.1
git push origin 0.82.1
git push origin release/0.82.1
Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
### Release via ContentDB
* Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Click +Release
* Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
* In the minimum minetest version, put the oldest supported version (as of 14/02/2023 it is 5.5), leave the Maximum minetest version blank
* Click save. Release is now live.
##### Inform people
* 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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@ -1,4 +1,2 @@
title = MineClone 2 name = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.82.0-SNAPSHOT

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@ -204,7 +204,7 @@ end
-- Checks if the given node would drop its useful drop if dug by a given tool. -- Checks if the given node would drop its useful drop if dug by a given tool.
-- Returns true if it will yield its useful drop, false otherwise. -- Returns true if it will yield its useful drop, false otherwise.
function mcl_autogroup.can_harvest(nodename, toolname, player) function mcl_autogroup.can_harvest(nodename, toolname)
local ndef = minetest.registered_nodes[nodename] local ndef = minetest.registered_nodes[nodename]
if not ndef then if not ndef then
@ -228,9 +228,7 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
end end
-- Check if it can be dug by hand -- Check if it can be dug by hand
if not player or not player:is_player() then return false end local tdef = minetest.registered_tools[""]
local name = player:get_inventory():get_stack("hand", 1):get_name()
local tdef = minetest.registered_items[name]
if tdef then if tdef then
for g, gdef in pairs(tdef._mcl_diggroups) do for g, gdef in pairs(tdef._mcl_diggroups) do
if ndef.groups[g] then if ndef.groups[g] then
@ -262,7 +260,7 @@ local function get_tool_capabilities(tdef)
-- If the damage group and punch interval from hand is not included, -- If the damage group and punch interval from hand is not included,
-- then the user will not be able to attack with the tool. -- then the user will not be able to attack with the tool.
local hand_toolcaps = mcl_meshhand.survival_hand_tool_caps local hand_toolcaps = minetest.registered_tools[""].tool_capabilities
return { return {
full_punch_interval = hand_toolcaps.full_punch_interval, full_punch_interval = hand_toolcaps.full_punch_interval,
damage_groups = hand_toolcaps.damage_groups damage_groups = hand_toolcaps.damage_groups
@ -282,7 +280,7 @@ end
-- would have to add _mcl_autogroup as a dependency which would break the mod -- would have to add _mcl_autogroup as a dependency which would break the mod
-- loading order. -- loading order.
function mcl_autogroup.get_groupcaps(toolname, efficiency) function mcl_autogroup.get_groupcaps(toolname, efficiency)
local tdef = minetest.registered_items[toolname] local tdef = minetest.registered_tools[toolname]
local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {}) local groupcaps = table.copy(get_tool_capabilities(tdef).groupcaps or {})
add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency) add_groupcaps(toolname, groupcaps, tdef._mcl_diggroups, efficiency)
return groupcaps return groupcaps
@ -352,7 +350,7 @@ local function overwrite()
end end
end end
for tname, tdef in pairs(minetest.registered_items) do for tname, tdef in pairs(minetest.registered_tools) do
-- Assign groupcaps for digging the registered digging groups -- Assign groupcaps for digging the registered digging groups
-- depending on the _mcl_diggroups in the tool definition -- depending on the _mcl_diggroups in the tool definition
if tdef._mcl_diggroups then if tdef._mcl_diggroups then
@ -362,12 +360,6 @@ local function overwrite()
minetest.override_item(tname, { minetest.override_item(tname, {
tool_capabilities = toolcaps tool_capabilities = toolcaps
}) })
else
-- This is needed to deal damage when punching mobs
-- with random items in hand in survival mode
minetest.override_item(tname, {
tool_capabilities = mcl_meshhand.survival_hand_tool_caps
})
end end
end end
end end

View File

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

View File

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

View File

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

View File

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

View File

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

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

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

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@ -130,10 +130,10 @@ local function add_particles(pos, radius)
time = 0.125, time = 0.125,
minpos = pos, minpos = pos,
maxpos = pos, maxpos = pos,
minvel = vector.new(-radius, -radius, -radius), minvel = {x = -radius, y = -radius, z = -radius},
maxvel = vector.new(radius, radius, radius), maxvel = {x = radius, y = radius, z = radius},
minacc = vector.zero(), minacc = vector.new(),
maxacc = vector.zero(), maxacc = vector.new(),
minexptime = 0.5, minexptime = 0.5,
maxexptime = 1.0, maxexptime = 1.0,
minsize = radius * 0.5, minsize = radius * 0.5,
@ -333,11 +333,11 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end end
if sleep_formspec_doesnt_close_mt53 then if sleep_formspec_doesnt_close_mt53 then
minetest.after(0.3, minetest.after(0.3, function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
function() -- 0.2 is minimum delay for closing old formspec and open died formspec -- TODO: REMOVE THIS IN THE FUTURE
if not obj:is_player() then if not obj:is_player() then
return return
end end
mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source}) mcl_util.deal_damage(obj, damage, {type = "explosion", direct = direct, source = source})
obj:add_velocity(vector.multiply(punch_dir, impact * 20)) obj:add_velocity(vector.multiply(punch_dir, impact * 20))
@ -397,16 +397,15 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
-- Update falling nodes -- Update falling nodes
for a=1, #airs do for a=1, #airs do
local p = airs[a] local p = airs[a]
check_for_falling(vector.offset(p, 0, 1, 0)) check_for_falling({x=p.x, y=p.y+1, z=p.z})
end end
for f=1, #fires do for f=1, #fires do
local p = fires[f] local p = fires[f]
check_for_falling(vector.offset(p, 0, 1, 0)) check_for_falling({x=p.x, y=p.y+1, z=p.z})
end end
-- Log explosion -- Log explosion
minetest.log("action", "Explosion at " .. pos_to_string(pos) .. " with strength " .. strength .. " and radius " .. minetest.log("action", "Explosion at "..pos_to_string(pos).." with strength "..strength.." and radius "..radius)
radius)
end end
-- Create an explosion with strength at pos. -- Create an explosion with strength at pos.
@ -430,11 +429,6 @@ end
-- griefing - If true, the explosion will destroy nodes (default: true) -- griefing - If true, the explosion will destroy nodes (default: true)
-- grief_protected - If true, the explosion will also destroy nodes which have -- grief_protected - If true, the explosion will also destroy nodes which have
-- been protected (default: false) -- been protected (default: false)
---@param pos Vector
---@param strength number
---@param info {drop_chance: number, max_blast_resistance: number, sound: boolean, particles: boolean, fire: boolean, griefing: boolean, grief_protected: boolean}
---@param direct? ObjectRef
---@param source? ObjectRef
function mcl_explosions.explode(pos, strength, info, direct, source) function mcl_explosions.explode(pos, strength, info, direct, source)
if info == nil then if info == nil then
info = {} info = {}

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

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

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@ -3,26 +3,26 @@ mcl_vars = {}
mcl_vars.redstone_tick = 0.1 mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings --- GUI / inventory menu settings
mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]" mcl_vars.gui_slots = "listcolors[#9990;#FFF7;#FFF0;#000;#FFF]"
-- nonbg is added as formspec prepend in mcl_formspec_prepend -- nonbg is added as formspec prepend in mcl_formspec_prepend
mcl_vars.gui_nonbg = table.concat({ mcl_vars.gui_nonbg = mcl_vars.gui_slots ..
mcl_vars.gui_slots, "style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[image_button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]", "style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]"..
"style_type[button;border=false;bgimg=mcl_inventory_button9.png;bgimg_pressed=mcl_inventory_button9_pressed.png;bgimg_middle=2,2]", "style_type[field;textcolor=#323232]"..
"style_type[field;textcolor=#323232]", "style_type[label;textcolor=#323232]"..
"style_type[label;textcolor=#323232]", "style_type[textarea;textcolor=#323232]"..
"style_type[textarea;textcolor=#323232]", "style_type[checkbox;textcolor=#323232]"
"style_type[checkbox;textcolor=#323232]",
})
-- Background stuff must be manually added by mods (no formspec prepend) -- Background stuff must be manually added by mods (no formspec prepend)
mcl_vars.gui_bg_color = "bgcolor[#00000000]" mcl_vars.gui_bg_color = "bgcolor[#00000000]"
mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]" mcl_vars.gui_bg_img = "background9[1,1;1,1;mcl_base_textures_background9.png;true;7]"
-- Legacy
mcl_vars.inventory_header = ""
-- Tool wield size -- Tool wield size
mcl_vars.tool_wield_scale = vector.new(1.8, 1.8, 1) mcl_vars.tool_wield_scale = { x = 1.8, y = 1.8, z = 1 }
-- Mapgen variables -- Mapgen variables
local mg_name = minetest.get_mapgen_setting("mg_name") local mg_name = minetest.get_mapgen_setting("mg_name")
@ -35,67 +35,53 @@ mcl_vars.chunksize = math.max(1, tonumber(minetest.get_mapgen_setting("chunksize
mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16) mcl_vars.MAP_BLOCKSIZE = math.max(1, minetest.MAP_BLOCKSIZE or 16)
mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000) mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen_limit")) or 31000)
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000) mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2) local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE mcl_vars.chunk_size_in_nodes = mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE
local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE local central_chunk_min_pos = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1 local central_chunk_max_pos = central_chunk_min_pos + mcl_vars.chunk_size_in_nodes - 1
local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes local ccfmin = central_chunk_min_pos - mcl_vars.MAP_BLOCKSIZE -- Fullminp/fullmaxp of central chunk, in nodes
local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE local ccfmax = central_chunk_max_pos + mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / local mapgen_limit_b = math.floor(math.min(mcl_vars.mapgen_limit, mcl_vars.MAX_MAP_GENERATION_LIMIT) / mcl_vars.MAP_BLOCKSIZE)
mcl_vars.MAP_BLOCKSIZE)
local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE local mapgen_limit_min = -mapgen_limit_b * mcl_vars.MAP_BLOCKSIZE
local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1 local mapgen_limit_max = (mapgen_limit_b + 1) * mcl_vars.MAP_BLOCKSIZE - 1
local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk local numcmin = math.max(math.floor((ccfmin - mapgen_limit_min) / mcl_vars.chunk_size_in_nodes), 0) -- Number of complete chunks from central chunk
local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits. local numcmax = math.max(math.floor((mapgen_limit_max - ccfmax) / mcl_vars.chunk_size_in_nodes), 0) -- fullminp/fullmaxp to effective mapgen limits.
mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes mcl_vars.mapgen_edge_min = central_chunk_min_pos - numcmin * mcl_vars.chunk_size_in_nodes
mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes mcl_vars.mapgen_edge_max = central_chunk_max_pos + numcmax * mcl_vars.chunk_size_in_nodes
---@param x integer
---@return integer
local function coordinate_to_block(x) local function coordinate_to_block(x)
return math.floor(x / mcl_vars.MAP_BLOCKSIZE) return math.floor(x / mcl_vars.MAP_BLOCKSIZE)
end end
---@param x integer
---@return integer
local function coordinate_to_chunk(x) local function coordinate_to_chunk(x)
return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize) return math.floor((coordinate_to_block(x) - central_chunk_offset) / mcl_vars.chunksize)
end end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_block(pos) function mcl_vars.pos_to_block(pos)
return vector.new( return {
coordinate_to_block(pos.x), x = coordinate_to_block(pos.x),
coordinate_to_block(pos.y), y = coordinate_to_block(pos.y),
coordinate_to_block(pos.z) z = coordinate_to_block(pos.z)
) }
end end
---@param pos Vector
---@return Vector
function mcl_vars.pos_to_chunk(pos) function mcl_vars.pos_to_chunk(pos)
return vector.new( return {
coordinate_to_chunk(pos.x), x = coordinate_to_chunk(pos.x),
coordinate_to_chunk(pos.y), y = coordinate_to_chunk(pos.y),
coordinate_to_chunk(pos.z) z = coordinate_to_chunk(pos.z)
) }
end end
local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes) local k_positive = math.ceil(mcl_vars.MAX_MAP_GENERATION_LIMIT / mcl_vars.chunk_size_in_nodes)
local k_positive_z = k_positive * 2 local k_positive_z = k_positive * 2
local k_positive_y = k_positive_z * k_positive_z local k_positive_y = k_positive_z * k_positive_z
---@param pos Vector
---@return integer
function mcl_vars.get_chunk_number(pos) -- unsigned int function mcl_vars.get_chunk_number(pos) -- unsigned int
local c = mcl_vars.pos_to_chunk(pos) local c = mcl_vars.pos_to_chunk(pos)
return (c.y + k_positive) * k_positive_y + return
(c.y + k_positive) * k_positive_y +
(c.z + k_positive) * k_positive_z + (c.z + k_positive) * k_positive_z +
c.x + k_positive c.x + k_positive
end end
@ -131,8 +117,11 @@ elseif singlenode then
mcl_vars.mg_bedrock_is_rough = false mcl_vars.mg_bedrock_is_rough = false
else else
-- Classic superflat -- Classic superflat
local ground = tonumber(minetest.get_mapgen_setting("mgflat_ground_level")) or 8 local ground = minetest.get_mapgen_setting("mgflat_ground_level")
ground = tonumber(ground)
if not ground then
ground = 8
end
mcl_vars.mg_overworld_min = ground - 3 mcl_vars.mg_overworld_min = ground - 3
mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit mcl_vars.mg_overworld_max_official = mcl_vars.mg_overworld_min + minecraft_height_limit
mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min mcl_vars.mg_bedrock_overworld_min = mcl_vars.mg_overworld_min
@ -149,7 +138,6 @@ mcl_vars.mg_nether_min = -29067 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128 mcl_vars.mg_nether_max = mcl_vars.mg_nether_min + 128
mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min mcl_vars.mg_bedrock_nether_bottom_min = mcl_vars.mg_nether_min
mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max mcl_vars.mg_bedrock_nether_top_max = mcl_vars.mg_nether_max
mcl_vars.mg_nether_deco_max = mcl_vars.mg_nether_max -11 -- this is so ceiling decorations don't spill into other biomes as bedrock generation calls minetest.generate_decorations to put netherrack under the bedrock
if not superflat then if not superflat then
mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4 mcl_vars.mg_bedrock_nether_bottom_max = mcl_vars.mg_bedrock_nether_bottom_min + 4
mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4 mcl_vars.mg_bedrock_nether_top_min = mcl_vars.mg_bedrock_nether_top_max - 4
@ -174,8 +162,7 @@ end
mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border mcl_vars.mg_end_min = -27073 -- Carefully chosen to be at a mapchunk border
mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit mcl_vars.mg_end_max_official = mcl_vars.mg_end_min + minecraft_height_limit
mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000 mcl_vars.mg_end_max = mcl_vars.mg_overworld_min - 2000
mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 64, z = 0 } mcl_vars.mg_end_platform_pos = { x = 100, y = mcl_vars.mg_end_min + 74, z = 0 }
mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
-- Realm barrier used to safely separate the End from the void below the Overworld -- Realm barrier used to safely separate the End from the void below the Overworld
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
@ -192,8 +179,6 @@ minetest.craftitemdef_default.stack_max = 64
math.randomseed(os.time()) math.randomseed(os.time())
local chunks = {} -- intervals of chunks generated local chunks = {} -- intervals of chunks generated
---@param pos Vector
function mcl_vars.add_chunk(pos) function mcl_vars.add_chunk(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int local n = mcl_vars.get_chunk_number(pos) -- unsigned int
local prev local prev
@ -220,9 +205,6 @@ function mcl_vars.add_chunk(pos)
end end
chunks[#chunks+1] = {n, n} chunks[#chunks+1] = {n, n}
end end
---@param pos Vector
---@return boolean
function mcl_vars.is_generated(pos) function mcl_vars.is_generated(pos)
local n = mcl_vars.get_chunk_number(pos) -- unsigned int local n = mcl_vars.get_chunk_number(pos) -- unsigned int
for i, d in pairs(chunks) do for i, d in pairs(chunks) do
@ -233,46 +215,47 @@ function mcl_vars.is_generated(pos)
return false return false
end end
---"Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does. -- "Trivial" (actually NOT) function to just read the node and some stuff to not just return "ignore", like mt 5.4 does.
---@param pos Vector Position, if it's wrong, `{name="error"}` node will return. -- p: Position, if it's wrong, {name="error"} node will return.
---@param force? boolean Optional (default: `false`), Do the maximum to still read the node within us_timeout. -- force: optional (default: false) - Do the maximum to still read the node within us_timeout.
---@param us_timeout? number Optional (default: `244 = 0.000244 s = 1/80/80/80`), set it at least to `3000000` to let mapgen to finish its job -- us_timeout: optional (default: 244 = 0.000244 s = 1/80/80/80), set it at least to 3000000 to let mapgen to finish its job.
---@return node # Node definition, eg. `{name="air"}`. Unfortunately still can return `{name="ignore"}`. --
---@nodiscard -- returns node definition, eg. {name="air"}. Unfortunately still can return {name="ignore"}.
function mcl_vars.get_node(pos, force, us_timeout) function mcl_vars.get_node(p, force, us_timeout)
-- check initial circumstances -- check initial circumstances
if not pos or not pos.x or not pos.y or not pos.z then return { name = "error" } end if not p or not p.x or not p.y or not p.z then return {name="error"} end
-- try common way -- try common way
local node = minetest.get_node(pos) local node = minetest.get_node(p)
if node.name ~= "ignore" then if node.name ~= "ignore" then
return node return node
end end
-- copy vector to get sure it won't changed by other threads -- copy table to get sure it won't changed by other threads
local pos_copy = vector.copy(pos) local pos = {x=p.x,y=p.y,z=p.z}
-- try LVM -- try LVM
minetest.get_voxel_manip():read_from_map(pos_copy, pos_copy) minetest.get_voxel_manip():read_from_map(pos, pos)
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
if node.name ~= "ignore" or not force then if node.name ~= "ignore" or not force then
return node return node
end end
-- all ways failed - need to emerge (or forceload if generated) -- all ways failed - need to emerge (or forceload if generated)
if mcl_vars.is_generated(pos_copy) then local us_timeout = us_timeout or 244
if mcl_vars.is_generated(pos) then
minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!") minetest.chat_send_all("IMPOSSIBLE! Please report this to MCL2 issue tracker!")
minetest.forceload_block(pos_copy) minetest.forceload_block(pos)
else else
minetest.emerge_area(pos_copy, pos_copy) minetest.emerge_area(pos, pos)
end end
local t = minetest.get_us_time() local t = minetest.get_us_time()
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
while (not node or node.name == "ignore") and (minetest.get_us_time() - t < (us_timeout or 244)) do while (not node or node.name == "ignore") and (minetest.get_us_time() - t < us_timeout) do
node = minetest.get_node(pos_copy) node = minetest.get_node(pos)
end end
return node return node

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@ -18,15 +18,35 @@ Glass breaking sounds (CC BY 3.0):
default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition default_tool_breaks.ogg by EdgardEdition (CC BY 3.0), http://www.freesound.org/people/EdgardEdition
Mito551 (sounds) (CC BY-SA 3.0): Mito551 (sounds) (CC BY-SA 3.0):
default_dig_crumbly.ogg default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
default_dig_crumbly.2.ogg
default_dig_oddly_breakable_by_hand.ogg default_dig_oddly_breakable_by_hand.ogg
default_dug_node.*.ogg default_dug_node.1.ogg
default_grass_footstep.*.ogg default_dug_node.2.ogg
default_gravel_footstep.*.ogg default_grass_footstep.1.ogg
default_place_node.*.ogg default_grass_footstep.2.ogg
default_place_node_hard.*.ogg default_grass_footstep.3.ogg
default_wood_footstep.*.ogg default_gravel_footstep.1.ogg
default_dirt_footstep.*.ogg default_gravel_footstep.2.ogg
default_gravel_footstep.3.ogg
default_gravel_footstep.4.ogg
default_grass_footstep.1.ogg
default_place_node.1.ogg
default_place_node.2.ogg
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
default_sand_footstep.1.ogg
default_sand_footstep.2.ogg
default_wood_footstep.1.ogg
default_wood_footstep.2.ogg
default_dirt_footstep.1.ogg
default_dirt_footstep.2.ogg
default_glass_footstep.ogg default_glass_footstep.ogg
Metal sounds: Metal sounds:
@ -34,64 +54,35 @@ Metal sounds:
- https://www.freesound.org/people/yadronoff/sounds/320397/ - https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0 default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup - http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - (CC0 1.0) - CC0 1.0 default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://freesound.org/people/mypantsfelldown/sounds/398937/ - https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_place_node_metal.*.ogg - Ogrebane - CC0 default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2 - http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
AGFX (CC BY 3.0): AGFX (CC BY 3.0)
https://www.freesound.org/people/AGFX/packs/1253/ https://www.freesound.org/people/AGFX/packs/1253/
default_water_footstep.*.ogg default_water_footstep.1.ogg
default_water_footstep.2.ogg
default_water_footstep.3.ogg
(default_water_footstep.4.ogg is silent)
blukotek (CC0 1.0): blukotek (CC0 1.0)
https://www.freesound.org/people/blukotek/sounds/251660/ https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg default_dig_snappy.ogg
sonictechtonic (CC BY 3.0): sonictechtonic (CC BY 3.0)
https://www.freesound.org/people/sonictechtonic/sounds/241872/ https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg player_damage.ogg
Sheyvan (CC0 1.0): Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0)
https://freesound.org/people/Sheyvan/sounds/476113/
default_dig_choppy.*.ogg
lolamadeus (CC0 1.0):
https://freesound.org/people/lolamadeus/sounds/179341/
default_gravel_dig.*.ogg
default_gravel_dug.*.ogg
Benboncan (CC BY 3.0):
https://freesound.org/people/Benboncan/sounds/71823/
default_dig_cracky.*.ogg
Erdie (CC BY 3.0):
https://freesound.org/people/Erdie/sounds/41579/
default_hard_footstep.*.ogg
worthahep88 (CC0 1.0):
https://freesound.org/people/worthahep88/sounds/319224/
default_sand_footstep.*.ogg
dheming (CC BY 3.0):
https://freesound.org/people/dheming/sounds/268023/
default_ice_dig.*.ogg
InspectorJ (CC BY 3.0):
https://freesound.org/people/InspectorJ/sounds/416967/
default_ice_footstep.*.ogg
Angel_Perez_Grandi (CC BY 3.0):
https://freesound.org/people/Angel_Perez_Grandi/sounds/49190/
default_ice_dug.ogg
Voxelands project <http://www.voxelands.com/> (CC BY-SA 3.0):
mcl_sounds_place_node_water.ogg mcl_sounds_place_node_water.ogg
mcl_sounds_dug_water.ogg mcl_sounds_dug_water.ogg
(Note: Artists from the Voxelands project include: sdzen, darkrose, sapier, (Note: Artists from the Voxelands project include: sdzen, darkrose, sapier,
Tom Peter, Telaron, juskiddink) Tom Peter, Telaron, juskiddink)
Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0): Michel Baradari <https://opengameart.org/content/lava-splash> (CC BY 3.0)
default_place_node_lava.ogg default_place_node_lava.ogg
Adam_N (CC0 1.0): Adam_N (CC0 1.0):
@ -99,7 +90,7 @@ Adam_N (CC0 1.0):
Source: <https://www.freesound.org/people/Adam_N/sounds/346692/> Source: <https://www.freesound.org/people/Adam_N/sounds/346692/>
Alecia Shepherd (CC BY-SA 4.0): Alecia Shepherd (CC BY-SA 4.0):
mcl_sounds_cloth.*.ogg mcl_sounds_cloth.ogg
Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack> Source: SnowSong sound and music pack <https://opengameart.org/content/snowsong-sound-and-music-pack>
Unknown authors (WTFPL): Unknown authors (WTFPL):

View File

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

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