forked from VoxeLibre/VoxeLibre
Refactor compass code.
* Split up `get_compass_image()` into smaller functions. This allows for better code sharing between old and new API and globalstep fn. * Add `get_compass_itemname()` function. It will be the new API of choice, `get_compass_image() will be deprecated soon. * Remove function declaration out of globalstep function. * Various other performance improvements. * Add local aliases for global functions * Lodestone compasses can only stack 1 item. * Document functions and variables. * Fix lodetone compass inaccurately reusing compass descriptions. * Add usage descriptions to node definitions * Refactor craftitem registration code. * Update translation templates.
This commit is contained in:
parent
4d342b8365
commit
a8c231da34
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@ -1,16 +1,55 @@
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local stereotype_frame = 18
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local S = minetest.get_translator(minetest.get_current_modname())
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mcl_compass = {}
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local compass_types = {
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{
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name = "compass",
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desc = S("Compass"),
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tt = S("Points to the world origin"),
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longdesc = S("Compasses are tools which point to the world origin (X=0, Z=0) or the spawn point in the Overworld."),
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usagehelp = S("A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly."),
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},
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{
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name = "compass_lodestone",
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desc = S("Lodestone Compass"),
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tt = S("Points to a lodestone"),
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longdesc = S("Lodestone compasses resemble regular compasses, but they point to a specific lodestone."),
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usagehelp = S("A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone."),
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}
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}
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-- Number of dynamic compass images (and items registered.)
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local compass_frames = 32
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-- The image/item that is craftable and shown in inventories.
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local stereotype_frame = 18
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-- random compass spinning tick in seconds.
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-- Increase if there are performance problems.
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local spin_timer_tick = 0.5
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-- Local aliases to globals for better lua performance
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local m_deg = math.deg
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local m_atan2 = math.atan2
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local m_floor = math.floor
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local m_rnd = math.random
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local vec_new = vector.new
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local vec_from_str = vector.from_string
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local get_connected_players = minetest.get_connected_players
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local get_item_group = minetest.get_item_group
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local setting_get_pos = minetest.setting_get_pos
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local compass_works = mcl_worlds.compass_works
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local y_to_layer = mcl_worlds.y_to_layer
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-- Initialize random compass frame for spinning compass. It is updated in
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-- the compass globalstep function.
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local random_frame = m_rnd(0, compass_frames-1)
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local function get_far_node(pos, itemstack) --code from minetest dev wiki: https://dev.minetest.net/minetest.get_node, some edits have been made to add a cooldown for force loads
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local node = minetest.get_node(pos)
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if node.name == "ignore" then
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tstamp = tonumber(itemstack:get_meta():get_string("last_forceload"))
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local tstamp = tonumber(itemstack:get_meta():get_string("last_forceload"))
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if tstamp == nil then --this is only relevant for new lodestone compasses, the ones that have never performes a forceload yet
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itemstack:get_meta():set_string("last_forceload", tostring(os.time(os.date("!*t"))))
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tstamp = tonumber(os.time(os.date("!*t")))
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@ -26,154 +65,180 @@ local function get_far_node(pos, itemstack) --code from minetest dev wiki: https
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return node
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end
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--- Get compass needle angle.
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-- Returns the angle that the compass needle should point at expressed in
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-- 360 degrees divided by the number of possible compass image frames..
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--
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-- pos: position of the compass;
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-- target: position that the needle points towards;
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-- dir: rotational direction of the compass.
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--
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local function get_compass_angle(pos, target, dir)
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local angle_north = m_deg(m_atan2(target.x - pos.x, target.z - pos.z))
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if angle_north < 0 then angle_north = angle_north + 360 end
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local angle_dir = -m_deg(dir)
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local angle_relative = (angle_north - angle_dir + 180) % 360
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return m_floor((angle_relative/11.25) + 0.5) % compass_frames
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end
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--Not sure spawn point should be dymanic (is it in mc?)
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--local default_spawn_settings = minetest.settings:get("static_spawnpoint")
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-- Timer for random compass spinning
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local random_timer = 0
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local random_timer_trigger = 0.5 -- random compass spinning tick in seconds. Increase if there are performance problems
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local random_frame = math.random(0, compass_frames-1)
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function mcl_compass.get_compass_image(pos, dir, itemstack)
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if not itemstack then
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minetest.log("WARNING: mcl_compass.get_compass_image() was called without itemstack, returning random frame!")
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--- Get compass image frame.
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-- Returns the compass image frame with the needle direction matching the
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-- compass' current position.
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--
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-- pos: position of the compass;
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-- dir: rotational direction of the compass.
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-- itemstack: the compass including its optional lodestone metadata.
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--
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local function get_compass_frame(pos, dir, itemstack)
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local lpos_str = itemstack:get_meta():get_string("pointsto")
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if lpos_str == "" then -- normal compass
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-- Compasses only work in the overworld
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if compass_works(pos) then
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local spawn_pos = setting_get_pos("static_spawnpoint")
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or vec_new(0, 0, 0)
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return get_compass_angle(pos, spawn_pos, dir)
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else
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return random_frame
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end
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local lodestone_pos = minetest.string_to_pos(itemstack:get_meta():get_string("pointsto"))
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if lodestone_pos then --lodestone meta present
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local _, dim = mcl_worlds.y_to_layer(lodestone_pos.y)
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local _, playerdim = mcl_worlds.y_to_layer(pos.y)
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if dim == playerdim then --Check if player and compass target are in the same dimension, above check is just if the diemension is valid for the non lodestone compass
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if get_far_node(lodestone_pos, itemstack).name == "mcl_compass:lodestone" then --check if lodestone still exists
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local angle_north = math.deg(math.atan2(lodestone_pos.x - pos.x, lodestone_pos.z - pos.z))
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if angle_north < 0 then angle_north = angle_north + 360 end
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local angle_dir = -math.deg(dir)
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local angle_relative = (angle_north - angle_dir + 180) % 360
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return math.floor((angle_relative/11.25) + 0.5) % compass_frames .. "_lodestone"
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else -- lodestone compass
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local lpos = vec_from_str(lpos_str)
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local _, l_dim = y_to_layer(lpos.y)
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local _, p_dim = y_to_layer(pos.y)
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-- compass and lodestone must be in the same dimension
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if l_dim == p_dim then
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--check if lodestone still exists
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if get_far_node(lpos, itemstack).name == "mcl_compass:lodestone" then
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return get_compass_angle(pos, lpos, dir)
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else -- lodestone got destroyed
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return random_frame .. "_lodestone"
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return random_frame
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end
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else
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return random_frame .. "_lodestone"
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end
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else --no lodestone meta, normal compass....
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local spawn = {x = 0, y=0, z=0} --before you guys tell me that the normal compass no points to real spawn, it always pointed to 0 0
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local ssp = minetest.setting_get_pos("static_spawnpoint")
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if ssp then
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spawn = ssp
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if type(spawn) ~= "table" or type(spawn.x) ~= "number" or type(spawn.y) ~= "number" or type(spawn.z) ~= "number" then
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spawn = {x=0,y=0,z=0}
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end
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end
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if mcl_worlds.compass_works(pos) then --is the player in the overworld?
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local angle_north = math.deg(math.atan2(spawn.x - pos.x, spawn.z - pos.z))
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if angle_north < 0 then angle_north = angle_north + 360 end
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local angle_dir = -math.deg(dir)
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local angle_relative = (angle_north - angle_dir + 180) % 360
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return math.floor((angle_relative/11.25) + 0.5) % compass_frames
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else
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return random_frame
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end
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end
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end
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--- Get partial compass itemname.
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-- Returns partial itemname of a compass with needle direction matching compass position.
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-- Legacy compatibility function for mods using older api.
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--
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function mcl_compass.get_compass_image(pos, dir, itemstack)
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minetest.log("warning", "mcl_compass: deprecated function " ..
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"get_compass_image() called, use get_compass_itemname().")
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local itemstack = ItemStack("mcl_compass:" .. stereotype_frame)
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local frame = get_compass_frame(pos, dir, itemstack)
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if itemstack:get_meta():get_string("pointsto") ~= "" then
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return frame .. "_lodestone"
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else
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return frame
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end
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end
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--- Get compass itemname.
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-- Returns the itemname of a compass with needle direction matching the
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-- current compass position.
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--
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-- pos: position of the compass;
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-- dir: rotational orientation of the compass;
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-- itemstack: the compass including its optional lodestone metadata.
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--
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function mcl_compass.get_compass_itemname(pos, dir, itemstack)
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if not itemstack then
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minetest.log("warning", "mcl_compass.get_compass_image called without itemstack!")
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return "mcl_compass:" .. stereotype_frame
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end
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local frame = get_compass_frame(pos, dir, itemstack)
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if itemstack:get_meta():get_string("pointsto") ~= "" then
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return "mcl_compass:" .. frame .. "_lodestone"
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else
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return "mcl_compass:" .. frame
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end
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end
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-- Timer for randomly spinning compass.
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-- Gets updated and checked in the globalstep function.
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local spin_timer = 0
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-- Compass globalstep function.
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-- * updates random spin counter and random frame of spinning compasses;
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-- * updates all compasses in player's inventories to match the correct
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-- needle orientations for their current positions.
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--
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minetest.register_globalstep(function(dtime)
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random_timer = random_timer + dtime
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if random_timer >= random_timer_trigger then
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random_frame = (random_frame + math.random(-1, 1)) % compass_frames
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random_timer = 0
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end
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for _,player in pairs(minetest.get_connected_players()) do
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local function has_compass(player)
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for _,stack in pairs(player:get_inventory():get_list("main")) do
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if minetest.get_item_group(stack:get_name(), "compass") ~= 0 then
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return true
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end
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end
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return false
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end
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if has_compass(player) then
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local pos = player:get_pos()
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for j,stack in pairs(player:get_inventory():get_list("main")) do
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if minetest.get_item_group(stack:get_name(), "compass") ~= 0 then
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local compass_image = mcl_compass.get_compass_image(pos, player:get_look_horizontal(), stack)
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if minetest.get_item_group(stack:get_name(), "compass")-1 ~= compass_image and minetest.get_item_group(stack:get_name(), "compass")-1 .. "_lodestone" ~=compass_image then --Explaination: First check for normal compasses, secound check for lodestone ones
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local itemname = "mcl_compass:"..compass_image
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--minetest.log(os.time(os.date("!*t")))
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stack:set_name(itemname)
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player:get_inventory():set_stack("main", j, stack)
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end
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spin_timer = spin_timer + dtime
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if spin_timer >= spin_timer_tick then
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random_frame = (random_frame + m_rnd(-1, 1)) % compass_frames
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spin_timer = 0
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end
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local compass_nr, compass_frame
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local pos, dir, inv
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for _, player in pairs(get_connected_players()) do
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pos = player:get_pos()
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dir = player:get_look_horizontal()
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inv = player:get_inventory()
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for j, stack in pairs(inv:get_list("main")) do
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compass_nr = get_item_group(stack:get_name(), "compass")
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if compass_nr ~= 0 then
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-- check if current compass image still matches true orientation
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compass_frame = get_compass_frame(pos, dir, stack)
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if compass_nr - 1 ~= compass_frame then
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if stack:get_meta():get_string("pointsto") == "" then
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stack:set_name("mcl_compass:" .. compass_frame)
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else
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stack:set_name("mcl_compass:" .. compass_frame .. "_lodestone")
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end
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inv:set_stack("main", j, stack)
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end
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end
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end
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end
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end)
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local images = {}
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for frame = 0, compass_frames-1 do
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local s = string.format("%02d", frame)
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table.insert(images, "mcl_compass_compass_"..s..".png")
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end
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--
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-- Node and craftitem definitions
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--
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local doc_mod = minetest.get_modpath("doc")
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for i,img in ipairs(images) do
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local inv = 1
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for _, item in pairs(compass_types) do
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local name_fmt, img_fmt, stack_max
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if item.name == "compass" then
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name_fmt = "mcl_compass:%d"
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img_fmt = "mcl_compass_compass_%02d.png"
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stack_max = 64
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elseif item.name == "compass_lodestone" then
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name_fmt = "mcl_compass:%d_lodestone"
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img_fmt = "mcl_compass_compass_%02d.png^[colorize:purple:50"
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stack_max = 1
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end
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for i = 0, compass_frames - 1 do
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local def = {
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description = item.desc,
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_tt_help = item.tt,
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inventory_image = string.format(img_fmt, i),
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wield_image = string.format(img_fmt, i),
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stack_max = stack_max,
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groups = {compass = i + 1, tool = 1, disable_repair = 1},
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}
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if i == stereotype_frame then
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inv = 0
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def._doc_items_longdesc = item.longdesc
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def._doc_items_usagehelp = item.usagehelp
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else
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def._doc_items_create_entry = false
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def.groups.not_in_creative_inventory = 1
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end
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local use_doc, longdesc, tt
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--Why is there no usage help? This should be fixed.
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--local usagehelp
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use_doc = i == stereotype_frame
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if use_doc then
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tt = S("Points to the world origin")
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longdesc = S("Compasses are tools which point to the world origin (X=0, Z=0) or the spawn point in the Overworld.")
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end
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local itemstring = "mcl_compass:"..(i-1)
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minetest.register_craftitem(itemstring, {
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description = S("Compass"),
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_tt_help = tt,
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_doc_items_create_entry = use_doc,
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_doc_items_longdesc = longdesc,
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--_doc_items_usagehelp = usagehelp,
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inventory_image = img,
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wield_image = img,
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stack_max = 64,
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groups = {not_in_creative_inventory=inv, compass=i, tool=1, disable_repair=1 }
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})
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minetest.register_craftitem(itemstring .. "_lodestone", {
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description = S("Lodestone Compass"),
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_tt_help = tt,
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_doc_items_create_entry = use_doc,
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_doc_items_longdesc = longdesc,
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--_doc_items_usagehelp = usagehelp,
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inventory_image = img .. "^[colorize:purple:50",
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wield_image = img .. "^[colorize:purple:50",
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stack_max = 64,
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groups = {not_in_creative_inventory=1, compass=i, tool=1, disable_repair=1 }
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})
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local itemstring = string.format(name_fmt, i)
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minetest.register_craftitem(itemstring, table.copy(def))
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-- Help aliases. Makes sure the lookup tool works correctly
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if not use_doc and doc_mod then
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doc.add_entry_alias("craftitems", "mcl_compass:"..(stereotype_frame-1), "craftitems", itemstring)
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if doc_mod and i ~= stereotype_frame then
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doc.add_entry_alias("craftitems", "mcl_compass:"..(stereotype_frame), "craftitems", itemstring)
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end
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end
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end
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minetest.register_craft({
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output = "mcl_compass:"..stereotype_frame,
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output = "mcl_compass:" .. stereotype_frame,
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recipe = {
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{"", "mcl_core:iron_ingot", ""},
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{"mcl_core:iron_ingot", "mesecons:redstone", "mcl_core:iron_ingot"},
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@ -181,19 +246,10 @@ minetest.register_craft({
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}
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})
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minetest.register_craft({
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output = "mcl_compass:lodestone",
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recipe = {
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{"mcl_core:stonebrickcarved","mcl_core:stonebrickcarved","mcl_core:stonebrickcarved"},
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{"mcl_core:stonebrickcarved", "mcl_core:diamondblock", "mcl_core:stonebrickcarved"},
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{"mcl_core:stonebrickcarved", "mcl_core:stonebrickcarved", "mcl_core:stonebrickcarved"}
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}
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})
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minetest.register_alias("mcl_compass:compass", "mcl_compass:"..stereotype_frame)
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minetest.register_alias("mcl_compass:compass", "mcl_compass:" .. stereotype_frame)
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-- Export stereotype item for other mods to use
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mcl_compass.stereotype = "mcl_compass:"..tostring(stereotype_frame)
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mcl_compass.stereotype = "mcl_compass:" .. stereotype_frame
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minetest.register_node("mcl_compass:lodestone",{
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@ -218,3 +274,12 @@ minetest.register_node("mcl_compass:lodestone",{
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_mcl_blast_resistance = 6,
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sounds = mcl_sounds.node_sound_stone_defaults()
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})
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minetest.register_craft({
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output = "mcl_compass:lodestone",
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recipe = {
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{"mcl_core:stonebrickcarved","mcl_core:stonebrickcarved","mcl_core:stonebrickcarved"},
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{"mcl_core:stonebrickcarved", "mcl_core:diamondblock", "mcl_core:stonebrickcarved"},
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{"mcl_core:stonebrickcarved", "mcl_core:stonebrickcarved", "mcl_core:stonebrickcarved"}
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}
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})
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@ -1,4 +1,9 @@
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# textdomain: mcl_compass
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Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasse sind Werkzeuge, die zum Ursprungspunkt der Welt (X@=0, Z@=0) oder zum Einstiegspunkt der Welt zeigen.
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||||
Compass=Kompass
|
||||
Points to the world origin=Zeigt zum Startpunkt der Welt
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasse sind Werkzeuge, die zum Ursprungspunkt der Welt (X@=0, Z@=0) oder zum Einstiegspunkt der Welt zeigen.
|
||||
A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly.=
|
||||
Lodestone Compass=
|
||||
Points to a lodestone=
|
||||
Lodestone compasses resemble regular compasses, but they point to a specific lodestone.=
|
||||
A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone.=
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@ -1,3 +1,9 @@
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# textdomain: mcl_compass
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Las brújulas son herramientas que apuntan al origen del mundo (X @ = 0, Z @ = 0) o al punto de generación en el mundo.
|
||||
Compass=Brújula
|
||||
Points to the world origin=
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Las brújulas son herramientas que apuntan al origen del mundo (X @ = 0, Z @ = 0) o al punto de generación en el mundo.
|
||||
A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly.=
|
||||
Lodestone Compass=
|
||||
Points to a lodestone=
|
||||
Lodestone compasses resemble regular compasses, but they point to a specific lodestone.=
|
||||
A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone.=
|
||||
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@ -1,4 +1,9 @@
|
|||
# textdomain: mcl_compass
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Les boussoles sont des outils qui pointent vers l'origine du monde (X@=0,Z@=0) ou le point d'apparition dans l'Overworld.
|
||||
Compass=Boussole
|
||||
Points to the world origin=Pointe vers l'origine mondiale
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Les boussoles sont des outils qui pointent vers l'origine du monde (X@=0,Z@=0) ou le point d'apparition dans l'Overworld.
|
||||
A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly.=
|
||||
Lodestone Compass=
|
||||
Points to a lodestone=
|
||||
Lodestone compasses resemble regular compasses, but they point to a specific lodestone.=
|
||||
A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone.=
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
# textdomain: mcl_compass
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasy to narzędzia które wskazują na punkt początku świata (X@=0, Z@=0) lub na miejsce odrodzenia na Powierzchni.
|
||||
Compass=Kompas
|
||||
Points to the world origin=Wskazuje na początek świata
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasy to narzędzia które wskazują na punkt początku świata (X@=0, Z@=0) lub na miejsce odrodzenia na Powierzchni.
|
||||
A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly.=
|
||||
Lodestone Compass=
|
||||
Points to a lodestone=
|
||||
Lodestone compasses resemble regular compasses, but they point to a specific lodestone.=
|
||||
A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone.=
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
# textdomain: mcl_compass
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Компас - инструмент, показывающий на начало мира (X@=0, Z@=0) или на точку возрождения в Верхнем Мире.
|
||||
Compass=Компас
|
||||
Points to the world origin=Указывает на начало мира
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Компас - инструмент, показывающий на начало мира (X@=0, Z@=0) или на точку возрождения в Верхнем Мире.
|
||||
A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly.=
|
||||
Lodestone Compass=
|
||||
Points to a lodestone=
|
||||
Lodestone compasses resemble regular compasses, but they point to a specific lodestone.=
|
||||
A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone.=
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
# textdomain: mcl_compass
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=指南針是指向世界原點(X@=0,Z@=0)或主世界的出生點的工具。
|
||||
Compass=指南針
|
||||
Points to the world origin=指向世界原點
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=指南針是指向世界原點(X@=0,Z@=0)或主世界的出生點的工具。
|
||||
A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly.=
|
||||
Lodestone Compass=
|
||||
Points to a lodestone=
|
||||
Lodestone compasses resemble regular compasses, but they point to a specific lodestone.=
|
||||
A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone.=
|
||||
|
|
|
@ -1,4 +1,9 @@
|
|||
# textdomain: mcl_compass
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=
|
||||
Compass=
|
||||
Points to the world origin=
|
||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=
|
||||
A Compass always points to the world spawn point when the player is in the overworld. In other dimensions, it spins randomly.=
|
||||
Lodestone Compass=
|
||||
Points to a lodestone=
|
||||
Lodestone compasses resemble regular compasses, but they point to a specific lodestone.=
|
||||
A Lodestone compass can be made from an ordinary compass by using it on a lodestone. After becoming a lodestone compass, it always points to its linked lodestone, provided that they are in the same dimension. If not in the same dimension, the lodestone compass spins randomly, similarly to a regular compass when outside the overworld. A lodestone compass can be relinked with another lodestone.=
|
||||
|
|
Loading…
Reference in New Issue