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Merge branch 'master' into tridents

This commit is contained in:
Tuxilio 2024-01-08 12:53:01 +00:00
commit ca48f03efe
333 changed files with 5193 additions and 1169 deletions

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@ -8,30 +8,32 @@
## Maintainers
* AncientMariner
* Nicu
* Herowl
## Previous Maintainers
* Fleckenstein
* cora
* Nicu
## Developers
* AFCMS
* epCode
* chmodsayshello
* PrairieWind
* MrRar
* FossFanatic
* SmokeyDope
* Faerraven / Michieal
* Codiac
## Past Developers
* jordan4ibanez
* iliekprogrammar
* kabou
* kay27
* Faerraven / Michieal
* MysticTempest
* NO11
* SumianVoice
* PrairieWind
## Contributors
* RandomLegoBrick
@ -112,6 +114,21 @@
* Niterux
* appgurueu
* seventeenthShulker
* DinoNuggies4665
* basxto
* Morik666
* Eliy21
* mdk
* Alessandra Lozoya
* VanicGame
* ThePython10110
* Araca
* Montandalar
* mim
* Dark
* Bakawun
* JoseDouglas26
* Zasco
## Music
* Jordach for the jukebox music compilation from Big Freaking Dig
@ -155,6 +172,7 @@
* cora
* Faerraven / Michieal
* PrairieWind
* ChrisPHP
## 3D Models
* 22i
@ -162,6 +180,7 @@
* epCode
* Faerraven / Michieal
* SumianVoice
* thunder1035
## Textures
* XSSheep
@ -181,6 +200,8 @@
* Aeonix_Aeon
* Wbjitscool
* SmokeyDope
* thunder1035
* Herowl
## Translations
* Wuzzy
@ -200,6 +221,10 @@
* Temak
* megustanlosfrijoles
* kbundg
* Isaac Dennis
* ADLON
* Sab Pyrope
* JoseDouglas26
## Funders
* 40W

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@ -170,16 +170,8 @@ These groups are used mostly for informational purposes
* `ammo_bow=1`: Item is used as ammo for bows
* `non_combat_armor=1`: Item can be equipped as armor, but is not made for combat (e.g. zombie head, pumpkin)
* `container`: Node is a container which physically stores items within and has at least 1 inventory
* `container=2`: Has one inventory with list name `"main"`. Items can be placed and taken freely
* `container=3`: Same as `container=2`, but shulker boxes can not be inserted
* `container=4`: Furnace-like, has lists `"src"`, `"fuel"` and `"dst"`.
It is expected that this also reacts on `on_timer`;
the node timer must be started from other mods when they add into `"src"` or `"fuel"`
* `container=5`: Left part of a 2-part horizontal connected container. Both parts have a `"main"` inventory
list. Both inventories are considered to belong together. This is used for large chests.
* `container=6`: Same as above, but for the right part.
* `container=7`: Has inventory list "`main`", no movement allowed
* `container=1`: Other/unspecified container type
* `container=1`: Container type, which does not allow hoppers to transfer items
* `container=2`: Items can be placed and taken freely. Can have inventory with list name `"main"` or define `_mcl_hoppers_on_try_pull`, `_mcl_hoppers_on_try_push`, `_mcl_hoppers_on_after_pull`, `_mcl_hoppers_on_after_push` to play along hoppers nicely.
* `spawn_egg=1`: Spawn egg
* `pressure_plate=1`: Pressure plate (off)

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@ -27,7 +27,7 @@ Or you can play in “creative mode” in which you can build almost anything in
## How to play (quick start)
### Getting started
* **Punch a tree** trunk until it breaks and collect wood
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu and craft 4 wood planks
* Place the **wood into the 2×2 grid** (your “crafting grid” in your inventory menu) and craft 4 wood planks
* Place the 4 wood planks in a 2×2 shape in the crafting grid to **make a crafting table**
* **Rightclick the crafting table** for a 3×3 crafting grid to craft more complex things
* Use the **crafting guide** (book icon) to learn all the possible crafting recipes
@ -37,15 +37,15 @@ Or you can play in “creative mode” in which you can build almost anything in
### Farming
* Find seeds
* Craft hoe
* Rightclick dirt or similar block with hoe to create farmland
* Craft a hoe
* Rightclick dirt or a similar block with a hoe to create farmland
* Place seeds on farmland and watch them grow
* Collect plant when fully grown
* Collect plants when fully grown
* If near water, farmland becomes wet and speeds up growth
### Furnace
* Craft furnace
* Furnace allows you to obtain more items
* Craft a furnace
* The 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
@ -162,7 +162,7 @@ Bonus features (not found in Minecraft):
* 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
* Temporary crafting recipes. They only exist to make some otherwise unaccessible items available when you're not in creative mode. These recipes will be removed as development goes on an more features become available
* Saplings in chests in mapgen v6
* Saplings in chests in [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Fully moddable (thanks to Minetest's powerful Lua API)
* New blocks and items:
* Lookup tool, shows you the help for whatever it touches

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@ -137,7 +137,7 @@ Fonctionnalités 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 fonctionnalités.
* Pousses dans les coffres en mapgen v6
* Pousses dans les coffres en [mapgen v6](https://wiki.minetest.net/Map_generator#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

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@ -154,12 +154,12 @@ Mineclone2, то ветка master обычно относительно ста
* Некоторые вагонетки (с сундуком и с воронкой уже работают)
* Пара нетривиальных блоков и предметов
Бонусные воронкой (нет в Minecraft-е):
Бонусные возможности (нет в Minecraft-е):
* Встроенный гайд для крафта покажет вам рецепты крафта и переплавки
* Внутриигровая справка содержит всестороннюю информацию об основах игры, блоках, предметах и прочее
* Временные рецепты крафта. Они существуют, чтобы получить доступ к ранее недоступным предметам вне творческого режима. Они будут удалены как только разработка позволит им стать доступными
* Саженцы в сундуках мапгена v6
* Саженцы в сундуках в [mapgen v6](https://wiki.minetest.net/Map_generator#v6)
* Полностью модифицируема (благодаря мощному Lua API в Minetest)
* Новые блоки и предметы:
* Инструмент просмотра покажет справку о том чего коснется
@ -177,7 +177,7 @@ Mineclone2, то ветка master обычно относительно ста
* Недостающие блоки, предметы, мобы
* Некоторые предметы с другими названиями, чтобы лучше их различать
* Другая музыка для проигрывателей
* Другие текступы (Pixel Perfection)
* Другие текстуры (Pixel Perfection)
* Другие звуки (разные источники)
* Другой движок (Minetest)
* Другие пасхалки

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@ -1,4 +1,4 @@
title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.85.0-SNAPSHOT
version=0.87.0-SNAPSHOT

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@ -31,6 +31,7 @@ local known_controls = {
aux1 = true,
down = true,
up = true,
zoom = true,
}
minetest.register_on_joinplayer(function(player)

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 foi pego(a) em uma explosão.

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@ -22,6 +22,30 @@ function table.update_nil(t, ...)
return t
end
---Works the same as `pairs`, but order returned by keys
---
---Taken from https://www.lua.org/pil/19.3.html
---@generic T: table, K, V, C
---@param t T
---@param f? fun(a: C, b: C):boolean
---@return fun():K, V
function table.pairs_by_keys(t, f)
local a = {}
for n in pairs(t) do table.insert(a, n) end
table.sort(a, f)
local i = 0 -- iterator variable
local function iter() -- iterator function
i = i + 1
if a[i] == nil then
return nil
else
return a[i], t[a[i]]
end
end
return iter
end
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_default", false)
local LOG_MODULE = "[MCL2]"
function mcl_util.mcl_log(message, module, bypass_default_logger)
@ -136,7 +160,7 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
return
end
local undef = minetest.registered_nodes[unode.name]
if undef and undef.on_rightclick then
if undef and undef.on_rightclick and not invert_wall then
undef.on_rightclick(pointed_thing.under, unode, placer,
itemstack, pointed_thing)
return
@ -174,25 +198,11 @@ function mcl_util.rotate_axis_and_place(itemstack, placer, pointed_thing, infini
local p2
if is_y then
if invert_wall then
if fdir == 3 or fdir == 1 then
p2 = 12
else
p2 = 6
end
end
p2 = 0
elseif is_x then
if invert_wall then
p2 = 0
else
p2 = 12
end
p2 = 12
elseif is_z then
if invert_wall then
p2 = 0
else
p2 = 6
end
p2 = 6
end
minetest.set_node(pos, {name = wield_name, param2 = p2})
@ -241,34 +251,25 @@ function mcl_util.get_double_container_neighbor_pos(pos, param2, side)
end
end
-- Iterates through all items in the given inventory and
-- returns the slot of the first item which matches a condition.
-- Returns nil if no item was found.
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
--- destination_inventory: Put item into this inventory
--- destination_list: List name of the destination inventory to which to put the item into
--- condition: Function which takes an itemstack and returns true if it matches the desired item condition.
--- If set to nil, the slot of the first item stack will be taken unconditionally.
-- dst_inventory and dst_list can also be nil if condition is nil.
function mcl_util.get_eligible_transfer_item_slot(src_inventory, src_list, dst_inventory, dst_list, condition)
local size = src_inventory:get_size(src_list)
--- Selects item stack to transfer from
---@param src_inventory InvRef Source innentory to pull from
---@param src_list string Name of source inventory list to pull from
---@param dst_inventory InvRef Destination inventory to push to
---@param dst_list string Name of destination inventory list to push to
---@param condition? fun(stack: ItemStack) Condition which items are allowed to be transfered.
---@return integer Item stack number to be transfered
function mcl_util.select_stack(src_inventory, src_list, dst_inventory, dst_list, condition)
local src_size = src_inventory:get_size(src_list)
local stack
for i = 1, size do
for i = 1, src_size do
stack = src_inventory:get_stack(src_list, i)
if not stack:is_empty() and (condition == nil or condition(stack, src_inventory, src_list, dst_inventory, dst_list)) then
if not stack:is_empty() and dst_inventory:room_for_item(dst_list, stack) and ((condition == nil or condition(stack))) then
return i
end
end
return nil
end
-- Returns true if itemstack is a shulker box
local function is_not_shulker_box(itemstack)
local g = minetest.get_item_group(itemstack:get_name(), "shulker_box")
return g == 0 or g == nil
end
-- Moves a single item from one inventory to another.
--- source_inventory: Inventory to take the item from
--- source_list: List name of the source inventory from which to take the item
@ -279,13 +280,6 @@ end
-- Returns true on success and false on failure
-- Possible failures: No item in source slot, destination inventory full
function mcl_util.move_item(source_inventory, source_list, source_stack_id, destination_inventory, destination_list)
if source_stack_id == -1 then
source_stack_id = mcl_util.get_first_occupied_inventory_slot(source_inventory, source_list)
if source_stack_id == nil then
return false
end
end
if not source_inventory:is_empty(source_list) then
local stack = source_inventory:get_stack(source_list, source_stack_id)
if not stack:is_empty() then
@ -303,150 +297,75 @@ function mcl_util.move_item(source_inventory, source_list, source_stack_id, dest
return false
end
-- Moves a single item from one container node into another. Performs a variety of high-level
-- checks to prevent invalid transfers such as shulker boxes into shulker boxes
--- source_pos: Position ({x,y,z}) of the node to take the item from
--- destination_pos: Position ({x,y,z}) of the node to put the item into
--- source_list (optional): List name of the source inventory from which to take the item. Default is normally "main"; "dst" for furnace
--- source_stack_id (optional): The inventory position ID of the source inventory to take the item from (-1 for slot of the first valid item; -1 is default)
--- destination_list (optional): List name of the destination inventory. Default is normally "main"; "src" for furnace
-- Returns true on success and false on failure.
function mcl_util.move_item_container(source_pos, destination_pos, source_list, source_stack_id, destination_list)
local dpos = table.copy(destination_pos)
local spos = table.copy(source_pos)
local snode = minetest.get_node(spos)
local dnode = minetest.get_node(dpos)
--- Try pushing item from hopper inventory to destination inventory
---@param pos Vector
---@param dst_pos Vector
function mcl_util.hopper_push(pos, dst_pos)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
local dctype = minetest.get_item_group(dnode.name, "container")
local sctype = minetest.get_item_group(snode.name, "container")
-- Get node pos' for item transfer
local dst = minetest.get_node(dst_pos)
if not minetest.registered_nodes[dst.name] then return end
local dst_type = minetest.get_item_group(dst.name, "container")
if dst_type ~= 2 then return end
local dst_def = minetest.registered_nodes[dst.name]
-- Container type 7 does not allow any movement
if sctype == 7 then
return false
local dst_list = 'main'
local dst_inv, stack_id
if dst_def._mcl_hoppers_on_try_push then
dst_inv, dst_list, stack_id = dst_def._mcl_hoppers_on_try_push(dst_pos, pos, hop_inv, hop_list)
else
local dst_meta = minetest.get_meta(dst_pos)
dst_inv = dst_meta:get_inventory()
stack_id = mcl_util.select_stack(hop_inv, hop_list, dst_inv, dst_list)
end
-- Normalize double container by forcing to always use the left segment first
local function normalize_double_container(pos, node, ctype)
if ctype == 6 then
pos = mcl_util.get_double_container_neighbor_pos(pos, node.param2, "right")
if not pos then
return false
end
node = minetest.get_node(pos)
ctype = minetest.get_item_group(node.name, "container")
-- The left segment seems incorrect? We better bail out!
if ctype ~= 5 then
return false
end
if stack_id ~= nil then
local ok = mcl_util.move_item(hop_inv, hop_list, stack_id, dst_inv, dst_list)
if dst_def._mcl_hoppers_on_after_push then
dst_def._mcl_hoppers_on_after_push(dst_pos)
end
return pos, node, ctype
end
spos, snode, sctype = normalize_double_container(spos, snode, sctype)
dpos, dnode, dctype = normalize_double_container(dpos, dnode, dctype)
if not spos or not dpos then return false end
local smeta = minetest.get_meta(spos)
local dmeta = minetest.get_meta(dpos)
local sinv = smeta:get_inventory()
local dinv = dmeta:get_inventory()
-- Default source lists
if not source_list then
-- Main inventory for most container types
if sctype == 2 or sctype == 3 or sctype == 5 or sctype == 6 or sctype == 7 then
source_list = "main"
-- Furnace: output
elseif sctype == 4 then
source_list = "dst"
-- Unknown source container type. Bail out
else
return false
if ok then
return true
end
end
-- Automatically select stack slot ID if set to automatic
if not source_stack_id then
source_stack_id = -1
end
if source_stack_id == -1 then
local cond = nil
-- Prevent shulker box inception
if dctype == 3 then
cond = is_not_shulker_box
end
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
-- Try again if source is a double container
if sctype == 5 then
spos = mcl_util.get_double_container_neighbor_pos(spos, snode.param2, "left")
smeta = minetest.get_meta(spos)
sinv = smeta:get_inventory()
source_stack_id = mcl_util.get_eligible_transfer_item_slot(sinv, source_list, dinv, dpos, cond)
if not source_stack_id then
return false
end
else
return false
end
end
end
-- Abort transfer if shulker box wants to go into shulker box
if dctype == 3 then
local stack = sinv:get_stack(source_list, source_stack_id)
if stack and minetest.get_item_group(stack:get_name(), "shulker_box") == 1 then
return false
end
end
-- Container type 7 does not allow any placement
if dctype == 7 then
return false
end
-- If it's a container, put it into the container
if dctype ~= 0 then
-- Automatically select a destination list if omitted
if not destination_list then
-- Main inventory for most container types
if dctype == 2 or dctype == 3 or dctype == 5 or dctype == 6 or dctype == 7 then
destination_list = "main"
-- Furnace source slot
elseif dctype == 4 then
destination_list = "src"
end
end
if destination_list then
-- Move item
local ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
-- Try transfer to neighbor node if transfer failed and double container
if not ok and dctype == 5 then
dpos = mcl_util.get_double_container_neighbor_pos(dpos, dnode.param2, "left")
dmeta = minetest.get_meta(dpos)
dinv = dmeta:get_inventory()
ok = mcl_util.move_item(sinv, source_list, source_stack_id, dinv, destination_list)
end
-- Update furnace
if ok and dctype == 4 then
-- Start furnace's timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(dpos):start(1.0)
end
return ok
end
end
return false
end
-- Returns the ID of the first non-empty slot in the given inventory list
-- or nil, if inventory is empty.
function mcl_util.get_first_occupied_inventory_slot(inventory, listname)
return mcl_util.get_eligible_transfer_item_slot(inventory, listname)
-- Try pulling from source inventory to hopper inventory
---@param pos Vector
---@param src_pos Vector
function mcl_util.hopper_pull(pos, src_pos)
local hop_inv = minetest.get_meta(pos):get_inventory()
local hop_list = 'main'
-- Get node pos' for item transfer
local src = minetest.get_node(src_pos)
if not minetest.registered_nodes[src.name] then return end
local src_type = minetest.get_item_group(src.name, "container")
if src_type ~= 2 then return end
local src_def = minetest.registered_nodes[src.name]
local src_list = 'main'
local src_inv, stack_id
if src_def._mcl_hoppers_on_try_pull then
src_inv, src_list, stack_id = src_def._mcl_hoppers_on_try_pull(src_pos, pos, hop_inv, hop_list)
else
local src_meta = minetest.get_meta(src_pos)
src_inv = src_meta:get_inventory()
stack_id = mcl_util.select_stack(src_inv, src_list, hop_inv, hop_list)
end
if stack_id ~= nil then
local ok = mcl_util.move_item(src_inv, src_list, stack_id, hop_inv, hop_list)
if src_def._mcl_hoppers_on_after_pull then
src_def._mcl_hoppers_on_after_pull(src_pos)
end
end
end
local function drop_item_stack(pos, stack)
@ -1113,3 +1032,62 @@ function mcl_util.get_colorwallmounted_rotation(pos)
end
end
end
---Move items from one inventory list to another, drop items that do not fit in provided pos and direction.
---@param src_inv mt.InvRef
---@param src_listname string
---@param out_inv mt.InvRef
---@param out_listname string
---@param pos mt.Vector Position to throw items at
---@param dir? mt.Vector Direction to throw items in
---@param insta_collect? boolean Enable instant collection, let players collect dropped items instantly. Default `false`
function mcl_util.move_list(src_inv, src_listname, out_inv, out_listname, pos, dir, insta_collect)
local src_list = src_inv:get_list(src_listname)
if not src_list then return end
for i, stack in ipairs(src_list) do
if out_inv:room_for_item(out_listname, stack) then
out_inv:add_item(out_listname, stack)
else
local p = vector.copy(pos)
p.x = p.x + (math.random(1, 3) * 0.2)
p.z = p.z + (math.random(1, 3) * 0.2)
local obj = minetest.add_item(p, stack)
if obj then
if dir then
local v = vector.copy(dir)
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
obj:set_velocity(v)
mcl_util.mcl_log("item velocity calculated "..vector.to_string(v), "[mcl_util]")
end
if not insta_collect then
obj:get_luaentity()._insta_collect = false
end
end
end
stack:clear()
src_inv:set_stack(src_listname, i, stack)
end
end
---Move items from a player's inventory list to its main inventory list, drop items that do not fit in front of him.
---@param player mt.PlayerObjectRef
---@param src_listname string
function mcl_util.move_player_list(player, src_listname)
mcl_util.move_list(player:get_inventory(), src_listname, player:get_inventory(), "main",
vector.offset(player:get_pos(), 0, 1.2, 0),
player:get_look_dir(), false)
end
function mcl_util.is_it_christmas()
local date = os.date("*t")
if date.month == 12 and date.day >= 24 or date.month == 1 and date.day <= 7 then
return true
else
return false
end
end

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@ -12,6 +12,7 @@ Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en obsidienne
Mangrove Boat=Bateau en palétuvier
Cherry Boat=Bateau en cerisier
Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre
@ -19,3 +20,4 @@ Jungle Chest Boat=Bateau en acajou avec coffre
Acacia Chest Boat=Bateau en acacia avec coffre
Dark Oak Chest Boat=Bateau en chêne noir avec coffre
Mangrove Chest Boat=Bateau en palétuvier avec coffre
Cherry Chest Boat=Bateau en cerisier avec coffre

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@ -0,0 +1,23 @@
# textdomain: mcl_boats
Acacia Boat=Barco de Acácia
Birch Boat=Barco de Bétula
Boat=Barco
Boats are used to travel on the surface of water.=Barcos são usados para viajar na superfície da água
Dark Oak Boat=Barco de Carvalho Escuro
Jungle Boat=Barco de Selva
Oak Boat=Barco de Carvalho
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Clique com o botão direito em uma fonte de água para posicionar o barco. Clique com o botão direito no barco para entrar nele. Use [Esquerda] e [Direita] para fazer curva, [Frente] para acelerar e [Trás] para frear e ir para trás. Use [Agachar] para deixar o barco, soque-o para fazê-lo dropar como um item.
Spruce Boat=Barco de Pinheiro
Water vehicle=Veículo aquático
Sneak to dismount=Agache para desmontar
Obsidian Boat=Barco de Obsidiana
Mangrove Boat=Barco de Mangue
Cherry Boat=Barco de Cerejeira
Oak Chest Boat=Barco de Carvalho com Baú
Spruce Chest Boat=Barco de Pinheiro com Baú
Birch Chest Boat=Barco de Bétula com Baú
Jungle Chest Boat=Barco de Selva com Baú
Acacia Chest Boat=Barco de Acácia com Baú
Dark Oak Chest Boat=Barco de Carvalho Escuro com Baú
Mangrove Chest Boat=Barco de Mangue com Baú
Cherry Chest Boat=Barco de Cerejeira com Baú

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 foi esmagado(a) por uma bigorna em queda.
@1 was smashed by a falling block.=@1 foi esmagado(a) por um bloco em queda.

View File

@ -362,6 +362,121 @@ function minetest.handle_node_drops(pos, drops, digger)
end
end
-- the following code is pulled from Minetest builtin without changes except for the call order being changed,
-- until a comment saying explicitly it's the end of such code
-- TODO if this gets a fix in the engine, remove the block of code
local function user_name(user)
return user and user:get_player_name() or ""
end
-- Returns a logging function. For empty names, does not log.
local function make_log(name)
return name ~= "" and minetest.log or function() end
end
function minetest.node_dig(pos, node, digger)
local diggername = user_name(digger)
local log = make_log(diggername)
local def = minetest.registered_nodes[node.name]
-- Copy pos because the callback could modify it
if def and (not def.diggable or
(def.can_dig and not def.can_dig(vector.copy(pos), digger))) then
log("info", diggername .. " tried to dig "
.. node.name .. " which is not diggable "
.. minetest.pos_to_string(pos))
return false
end
if minetest.is_protected(pos, diggername) then
log("action", diggername
.. " tried to dig " .. node.name
.. " at protected position "
.. minetest.pos_to_string(pos))
minetest.record_protection_violation(pos, diggername)
return false
end
log('action', diggername .. " digs "
.. node.name .. " at " .. minetest.pos_to_string(pos))
local wielded = digger and digger:get_wielded_item()
local drops = minetest.get_node_drops(node, wielded and wielded:get_name())
-- Check to see if metadata should be preserved.
if def and def.preserve_metadata then
local oldmeta = minetest.get_meta(pos):to_table().fields
-- Copy pos and node because the callback can modify them.
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.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
-- Handle drops
minetest.handle_node_drops(pos, drops, digger)
if wielded then
local wdef = wielded:get_definition()
local tp = wielded:get_tool_capabilities()
local dp = minetest.get_dig_params(def and def.groups, tp, wielded:get_wear())
if wdef and wdef.after_use then
wielded = wdef.after_use(wielded, digger, node, dp) or wielded
else
-- Wear out tool
if not minetest.is_creative_enabled(diggername) then
wielded:add_wear(dp.wear)
if wielded:get_count() == 0 and wdef.sound and wdef.sound.breaks then
minetest.sound_play(wdef.sound.breaks, {
pos = pos,
gain = 0.5
}, true)
end
end
end
digger:set_wielded_item(wielded)
end
local oldmetadata = nil
if def and def.after_dig_node then
oldmetadata = minetest.get_meta(pos):to_table()
end
-- Remove node and update
minetest.remove_node(pos)
-- Play sound if it was done by a player
if diggername ~= "" and def and def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {
pos = pos,
exclude_player = diggername,
}, true)
end
-- Run callback
if def and def.after_dig_node then
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
def.after_dig_node(pos_copy, node_copy, oldmetadata, digger)
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_dignodes) do
local origin = minetest.callback_origins[callback]
minetest.set_last_run_mod(origin.mod)
-- Copy pos and node because callback can modify them
local pos_copy = vector.copy(pos)
local node_copy = {name=node.name, param1=node.param1, param2=node.param2}
callback(pos_copy, node_copy, digger)
end
return true
end
-- end of code pulled from Minetest
-- Drop single items by default
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then

View File

@ -0,0 +1,36 @@
# textdomain: mcl_minecarts
Minecart=Carrinho
Minecarts can be used for a quick transportion on rails.=Carrinhos podem ser usados para transporte rápido em trilhos.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Carrinhos viajam somente em trilhos e sempre seguem os traçados. Em uma junção em T sem linha reta à frente, eles viram à esquerda. A velocidade é afetada pelo tipo do trilho.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Você pode posicionar o carrinho em trilhos. Clique com o botão direito para entrar nele. Soque-o para fazê-lo mover.
To obtain the minecart, punch it while holding down the sneak key.=Para obter o carrinho, soque-o enquanto segura pressionada a tecla de agachar.
A minecart with TNT is an explosive vehicle that travels on rail.=Um carrinho com TNT é um veículo explosivo que viaja nos trilhos.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Posicione-o nos trilhos. Soque-o para movê-lo. A TNT é acesa com um isqueiro ou quando o carrinho está sobre um trilho ativador energizado.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=Para obter o carrinho e a TNT, soque-os enquanto segura pressionada a tecla de agachar. Você não consegue fazer isso se a TNT foi acesa.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Um carrinho com fornalha é um veículo que viaja nos trilhos. Se move por conta própria com combustível.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Posicione-o nos trilhos. Se você o der um pouco de carvão, a fornalha vai começar a queimar por um longo tempo e o carrinho será capaz de se mover por conta própria. Soque-o para fazê-lo mover.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Para obter o carrinho e a fornalha, soque-os enquanto segura pressionada a tecla de agachar.
Minecart with Chest=Carrinho com Baú
Minecart with Furnace=Carrinho com Fornalha
Minecart with Command Block=Carrinho com Bloco de Comandos
Minecart with Hopper=Carrinho com Funil
Minecart with TNT=Carrinho com TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Posicione-os no chão para construir suas linhas férreas, os trilhos vão conectar-se automaticamente uns nos outros e vão se transformar em curvas, junções em T, cruzamentos e rampas quando necessário.
Rail=Trilho
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos normais freiam carrinhos gradativamente devido ao atrito.
Powered Rail=Trilho Energizador
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos energizados são capazes de acelerar e frear carrinhos.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sem carga de redstone, o trilho vai frear os carrinhos. Para fazer o trilho acelerar os carrinhos, energize-o com uma carga de redstone.
Activator Rail=Trilho Ativador
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Trilhos ativadores são usados para ativar carrinhos especiais.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=Para fazer esse trilho ativar os carrinhos, energize-o com uma carga de redstone e envie um carrinho sobre esse pedaço de trilho.
Detector Rail=Trilho Detector
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Trilhos podem ser usados para construir traçados de transporte para carrinhos. Um trilho detector é capaz de detectar um carrinho sobre ele e energizar mecanismos de redstone.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=Para detectar um carrinho e providenciar carga de redstone, conecte-o em trilhas de redstone ou mecanismos de redstone e envie qualquer carrinho sobre esse trilho.
Track for minecarts=Traçado para carrinhos
Speed up when powered, slow down when not powered=Acelera quando energizado, desacelera quando não energizado
Activates minecarts when powered=Ativa carrinhos quando energizado
Emits redstone power when a minecart is detected=Emite carga de redstone quando um carrinho é detectado
Vehicle for fast travel on rails=Veículo para viajar rápido em trilhos
Can be ignited by tools or powered activator rail=Pode ser aceso por ferramentas ou trilho ativador energizado
Sneak to dismount=Agache para desmontar

View File

@ -32,6 +32,9 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if not self.follow then
return false
end
if clicker:get_wielded_item():get_definition()._mcl_not_consumable then
return false
end
-- can eat/tame with item in hand
if self.nofollow or self:follow_holding(clicker) then
local consume_food = false

View File

@ -516,6 +516,28 @@ end
-- deal damage and effects when mob punched
function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
local is_player = hitter:is_player()
local mob_pos = self.object:get_pos()
local player_pos = hitter:get_pos()
if is_player then
-- is mob out of reach?
if vector.distance(mob_pos, player_pos) > 3 then
return
end
-- is mob protected?
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
end
local time_now = minetest.get_us_time()
local time_diff = time_now - self.invul_timestamp
-- check for invulnerability time in microseconds (0.5 second)
if time_diff <= 500000 and time_diff >= 0 then
return
end
-- custom punch function
if self.do_punch then
@ -532,20 +554,15 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
return
end
local is_player = hitter:is_player()
local time_now = minetest.get_us_time()
if is_player then
-- is mob protected?
if self.protected and minetest.is_protected(self.object:get_pos(), hitter:get_player_name()) then
return
end
if minetest.is_creative_enabled(hitter:get_player_name()) then
self.health = 0
end
-- set/update 'drop xp' timestamp if hitted by player
self.xp_timestamp = minetest.get_us_time()
self.xp_timestamp = time_now
end
@ -657,6 +674,9 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
-- do damage
self.health = self.health - damage
-- give invulnerability
self.invul_timestamp = time_now
-- skip future functions if dead, except alerting others
if self:check_for_death( "hit", {type = "punch", puncher = hitter}) then
die = true
@ -672,10 +692,10 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if not v then return end
local r = 1.4 - math.min(punch_interval, 1.4)
local kb = r * (math.abs(v.x)+math.abs(v.z))
local up = 2
local up = 2.625
if die==true then
kb=kb*2
kb=kb*1.25
end
-- if already in air then dont go up anymore when hit
@ -689,7 +709,7 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if tool_capabilities.damage_groups["knockback"] then
kb = tool_capabilities.damage_groups["knockback"]
else
kb = kb * 1.5
kb = kb * 1.25
end
@ -699,9 +719,19 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
end
if hitter and is_player then
local wielditem = hitter:get_wielded_item()
kb = kb + 3 * mcl_enchanting.get_enchantment(wielditem, "knockback")
elseif luaentity and luaentity._knockback then
kb = kb + 9 * mcl_enchanting.get_enchantment(wielditem, "knockback")
-- add player velocity to mob knockback
local hv = hitter:get_velocity()
local dir_dot = (hv.x * dir.x) + (hv.z * dir.z)
local player_mag = math.sqrt((hv.x * hv.x) + (hv.z * hv.z))
local mob_mag = math.sqrt((v.x * v.x) + (v.z * v.z))
if dir_dot > 0 and mob_mag <= player_mag * 0.625 then
kb = kb + ((math.abs(hv.x) + math.abs(hv.z)) * r)
end
elseif luaentity and luaentity._knockback and die == false then
kb = kb + luaentity._knockback
elseif luaentity and luaentity._knockback and die == true then
kb = kb + luaentity._knockback * 0.25
end
self._kb_turn = true
self._turn_to=self.object:get_yaw()-1.57
@ -1201,6 +1231,9 @@ function mob_class:do_states_attack (dtime)
-- important for mcl_shields
ent._shooter = self.object
ent._saved_shooter_pos = self.object:get_pos()
if ent.homing then
ent._target = self.attack
end
end
local amount = (vec.x * vec.x + vec.y * vec.y + vec.z * vec.z) ^ 0.5
@ -1220,7 +1253,10 @@ function mob_class:do_states_attack (dtime)
elseif self.attack_type == "custom" and self.attack_state then
self.attack_state(self, dtime)
else
end
if self.on_attack then
self.on_attack(self, dtime)
end
end

View File

@ -171,6 +171,7 @@ function mcl_mobs.register_mob(name, def)
xp_min = def.xp_min or 0,
xp_max = def.xp_max or 0,
xp_timestamp = 0,
invul_timestamp = 0,
breath_max = def.breath_max or 15,
breathes_in_water = def.breathes_in_water or false,
physical = true,
@ -313,7 +314,8 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime)
end,
attack_state = def.attack_state,
attack_state = def.attack_state, -- custom attack state
on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom)
harmed_by_heal = def.harmed_by_heal,
is_boss = def.is_boss,
dealt_effect = def.dealt_effect,
@ -332,6 +334,13 @@ function mcl_mobs.register_mob(name, def)
end -- END mcl_mobs.register_mob function
function mcl_mobs.get_arrow_damage_func(damage, typ)
local typ = mcl_damage.types[typ] and typ or "arrow"
return function(projectile, object)
return mcl_util.deal_damage(object, damage, {type = typ})
end
end
-- register arrow for shoot attack
function mcl_mobs.register_arrow(name, def)
@ -348,6 +357,7 @@ function mcl_mobs.register_arrow(name, def)
hit_node = def.hit_node,
hit_mob = def.hit_mob,
hit_object = def.hit_object,
homing = def.homing,
drop = def.drop or false, -- drops arrow as registered item when true
collisionbox = {0, 0, 0, 0, 0, 0}, -- remove box around arrows
timer = 0,
@ -420,6 +430,17 @@ function mcl_mobs.register_arrow(name, def)
end
end
if self.homing and self._target then
local p = self._target:get_pos()
if p then
if minetest.line_of_sight(self.object:get_pos(), p) then
self.object:set_velocity(vector.direction(self.object:get_pos(), p) * self.velocity)
end
else
self._target = nil
end
end
if self.hit_player or self.hit_mob or self.hit_object then
for _,player in pairs(minetest.get_objects_inside_radius(pos, 1.5)) do

View File

@ -0,0 +1,13 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Modo pacífico ativado! Nenhum monstro será gerado.
This allows you to place a single mob.=Isso permite você posicionar um único mob.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Posicione-o onde você deseja que o mob apareça. Animais serão gerados domesticados, a menos que você segure pressionada a tecla de agachar enquanto posiciona. Se você posicionar em um gerador de mobs, você muda o mob que será gerado.
You need the “maphack” privilege to change the mob spawner.=Você precisa do privilégio "maphack" para mudar o gerador de mobs.
Name Tag=Etiqueta
A name tag is an item to name a mob.=Uma etiqueta é um item para nomear um mob.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Antes de você usar a etiqueta, você precisa determinar um nome em uma bigorna. Assim você pode usar a etiqueta para nomear um mob. Isso consumirá a etiqueta.
Only peaceful mobs allowed!=Apenas mobs pacíficos permitidos!
Give names to mobs=Dá nome aos mobs
Set name at anvil=Determine um nome em uma bigorna
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=Remove mobs especifícos exceto os mobs nomeados ou domesticados. Como segundo parâmetro, use nametagged/tamed para selecionar apenas mobs nomeados/domesticados, ou um alcançe para especificar uma distância máxima em relação ao jogador.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Uso padrão. Eliminando mobs hostis. Para mais opções por favor digite: /help clearmobs

View File

@ -732,27 +732,26 @@ local function spawn_check(pos, spawn_def)
local sky_light = minetest.get_natural_light(pos)
local art_light = minetest.get_artificial_light(my_node.param1)
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if mob_type == "monster" then
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif mob_type == "monster" then
if dimension == "nether" then
if art_light <= nether_threshold then
return true
end
else
if mob_def.spawn_check then
return mob_def.spawn_check(pos, gotten_light, art_light, sky_light)
elseif gotten_light > overworld_passive_threshold then
elseif dimension == "end" then
if art_light <= end_threshold then
return true
end
elseif dimension == "overworld" then
if art_light <= overworld_threshold and sky_light <= overworld_sky_threshold then
return true
end
end
else
-- passive threshold is apparently the same in all dimensions ...
if gotten_light > overworld_passive_threshold then
return true
end
end
else

View File

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

View File

@ -305,6 +305,9 @@ Origin of those models:
* `mobs_mc_rabbit_random.*.ogg` (CC0)
* Changes were made.
* Source: <https://freesound.org/people/Alshred/>
* [epCode]
* `extra_mobs_hoglin*.ogg` (LGPL 3.0)
* Source: <https://git.minetest.land/epCode/extra_mobs/src/branch/master/sounds>
Note: Many of these sounds have been more or less modified to fit the game.

View File

@ -31,8 +31,9 @@ local hoglin = {
} },
visual_size = {x=3, y=3},
sounds = {
random = "extra_mobs_hoglin",
random = "extra_mobs_hoglin.1",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
},
jump = true,
@ -92,6 +93,12 @@ local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"}
sounds = {
random = "extra_mobs_hoglin.2",
damage = "extra_mobs_hoglin_hurt",
death = "extra_mobs_hoglin_hurt",
distance = 16,
}
zoglin.do_custom = function()
return
end

View File

@ -44,18 +44,6 @@ local function get_drops(self)
max = 2,
looting = "common",
})
if self._saddle then
table.insert(self.drops,{name = "mcl_mobitems:saddle",
chance = 1,
min = 1,
max = 1,})
end
if self._chest then
table.insert(self.drops,{name = "mcl_chests:chest",
chance = 1,
min = 1,
max = 1,})
end
end
-- Helper functions to determine equipment rules
@ -245,10 +233,18 @@ local horse = {
on_die = function(self, pos)
-- drop saddle when horse is killed while riding
-- drop saddle when horse is killed
if self._saddle then
minetest.add_item(pos, "mcl_mobitems:saddle")
end
-- drop chest when mule/donkey is killed
if self._chest then
minetest.add_item(pos, "mcl_chests:chest")
end
-- drop armor when horse is killed
if self._wearing_armor then
minetest.add_item(pos, self._horse_armor)
end
-- also detach from horse properly
if self.driver then
mcl_mobs.detach(self.driver, {x = 1, y = 0, z = 1})
@ -401,6 +397,7 @@ local horse = {
-- Put on armor and take armor from player's inventory
local armor = minetest.get_item_group(iname, "horse_armor")
self._horse_armor = iname
self._wearing_armor = true
local w = clicker:get_wielded_item()
if not minetest.is_creative_enabled(clicker:get_player_name()) then
w:take_item()

View File

@ -4,12 +4,14 @@
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
local allow_nav_hacks = minetest.settings:get_bool("mcl_mob_allow_nav_hacks ",false)
--###################
--################### IRON GOLEM
--###################
local etime = 0
local walk_dist = 40
local tele_dist = 80
mcl_mobs.register_mob("mobs_mc:iron_golem", {
description = S("Iron Golem"),
@ -85,11 +87,23 @@ mcl_mobs.register_mob("mobs_mc:iron_golem", {
punch_start = 40, punch_end = 50,
},
jump = true,
on_step = function(self,dtime)
etime = etime + dtime
if etime > 10 then
if self._home and vector.distance(self._home,self.object:get_pos()) > 50 then
self:gopath(self._home)
do_custom = function(self, dtime)
self.home_timer = (self.home_timer or 0) + dtime
if self.home_timer > 10 then
self.home_timer = 0
if self._home and self.state ~= "attack" then
local dist = vector.distance(self._home,self.object:get_pos())
if allow_nav_hacks and dist >= tele_dist then
self.object:set_pos(self._home)
self.state = "stand"
self.order = "follow"
elseif dist >= walk_dist then
self:gopath(self._home, function(self)
self.state = "stand"
self.order = "follow"
end)
end
end
end
end,

View File

@ -21,6 +21,7 @@ Mule=Mule
Iron Golem=Golem de fer
Llama=Lama
Ocelot=Ocelot
Cat=Chat
Parrot=Perroquet
Pig=Cochon
Polar Bear=Ours blanc
@ -48,8 +49,15 @@ Witch=Sorcière
Wither=Wither
Wolf=Loup
Husk=Zombie Momifié
Baby Husk=Bébé Zombie Momifié
Zombie=Zombie
Zombie Piglin=Zombie Cochon
Baby Zombie=Bébé Zombie
Piglin=Piglin
Baby Piglin=Bébé Piglin
Zombie Piglin=Piglin Zombie
Baby Zombie Piglin=Bébé Piglin Zombie
Sword Piglin=Piglin avec une épée
Piglin Brute=Piglin Barbare
Farmer=Fermier
Fisherman=Pêcheur
Fletcher=Archer
@ -69,5 +77,7 @@ Dolphin=Dauphin
Pillager=Pilleur
Tropical fish=Poisson tropical
Hoglin=Hoglin
Baby hoglin=Bébé Hoglin
Zoglin=Zoglin
Strider=Arpenteur
Glow Squid=Poulpe Brillant
Glow Squid=Poulpe Brillant

View File

@ -0,0 +1,83 @@
# textdomain: mobs_mc
Agent=Agente
Axolotl=Axolote
Bat=Morcego
Blaze=Blaze
Chicken=Galinha
Cow=Vaca
Mooshroom=Coguvaca
Creeper=Creeper
Ender Dragon=Dragão do Fim
Enderman=Enderman
Endermite=Endermite
Ghast=Ghast
Elder Guardian=Guardião Ancião
Guardian=Guardião
Horse=Cavalo
Skeleton Horse=Cavalo Esqueleto
Zombie Horse=Cavalo Zumbi
Donkey=Burro
Mule=Mula
Iron Golem=Golem de Ferro
Llama=Lhama
Ocelot=Jaguatirica
Cat=Gato
Parrot=Papagaio
Pig=Porco
Polar Bear=Urso Polar
Rabbit=Coelho
Killer Bunny=Coelho Assassino
Sheep=Ovelha
Shulker=Shulker
Silverfish=Traça
Skeleton=Esqueleto
Stray=Esqueleto Errante
Wither Skeleton=Esqueleto Wither
Magma Cube=Cubo de Magma
Slime=Slime
Snow Golem=Golem de Neve
Spider=Aranha
Cave Spider=Aranha de Caverna
Squid=Lula
Vex=Vex
Evoker=Invocador
Illusioner=Ilusionista
Villager=Aldeão
Vindicator=Vingador
Zombie Villager=Aldeão Zumbi
Witch=Bruxa
Wither=Wither
Wolf=Lobo
Husk=Zumbi-Múmia
Baby Husk=Zumbi-Múmia Bebê
Zombie=Zumbi
Baby Zombie=Zumbi Bebê
Piglin=Piglin
Baby Piglin=Piglin Bebê
Zombie Piglin=Piglin Zumbi
Baby Zombie Piglin=Piglin Zumbi Bebê
Sword Piglin=Piglin Espadachim
Piglin Brute=Piglin Barbáro
Farmer=Fazendeiro
Fisherman=Pescador
Fletcher=Flecheiro
Shepherd=Pastor
Librarian=Bibliotecário
Cartographer=Cartógrafo
Armorer=Armoreiro
Leatherworker=Coureiro
Butcher=Açougueiro
Weapon Smith=Armeiro
Tool Smith=Ferramenteiro
Cleric=Clérigo
Nitwit=Palerma
Cod=Bacalhau
Salmon=Salmão
Dolphin=Golfinho
Pillager=Saqueador
Tropical fish=Peixe Tropical
Hoglin=Hoglin
Baby hoglin=Hoglin Bebê
Zoglin=Zoglin
Strider=Lavagante
Glow Squid=Lula Brilhante

View File

@ -61,8 +61,10 @@ local piglin = {
} },
visual_size = {x=1, y=1},
sounds = {
random = "extra_mobs_piglin",
damage = "extra_mobs_piglin_hurt",
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry", death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt.2",
death = "mobs_mc_zombiepig_death.2",
distance = 16,
},
jump = true,

View File

@ -111,7 +111,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
run_start = 81, run_end = 121, run_speed = 60,
eat_start = 121, eat_start = 161, eat_loop = false,
},
follow = { "mcl_farming:wheat_item" },
follow = { "mcl_farming:wheat_item", "mcl_shepherd:shepherd_staff" },
view_range = 12,
-- Eat grass

View File

@ -35,7 +35,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
type = "monster",
spawn_class = "hostile",
attack_type = "shoot",
shoot_interval = 0.5,
shoot_interval = 6,
arrow = "mobs_mc:shulkerbullet",
shoot_offset = 0.5,
passive = false,
@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
hp_max = 30,
xp_min = 5,
xp_max = 5,
armor = 150,
armor = 20,
collisionbox = {-0.5, -0.01, -0.5, 0.5, 0.99, 0.5},
visual = "mesh",
mesh = "mobs_mc_shulker.b3d",
@ -51,7 +51,7 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
-- TODO: sounds
-- TODO: Make shulker dye-able
visual_size = {x=3, y=3},
walk_chance = 0,
walk_chance = 10,
knock_back = false,
jump = false,
can_despawn = false,
@ -65,15 +65,19 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
looting_factor = 0.0625},
},
animation = {
stand_speed = 25, walk_speed = 0, run_speed = 50, punch_speed = 25,
stand_speed = 25, walk_speed = 25, run_speed = 50, punch_speed = 25,
speed_normal = 25, speed_run = 50,
stand_start = 0, stand_end = 25,
walk_start = 25, walk_end = 45,
run_start = 45, run_end = 85,
walk_start = 45, walk_end = 65,
walk_loop = false,
run_start = 65, run_end = 85,
run_loop = false,
punch_start = 80, punch_end = 100,
},
view_range = 16,
fear_height = 0,
walk_velocity = 0,
run_velocity = 0,
noyaw = true,
do_custom = function(self,dtime)
local pos = self.object:get_pos()
@ -81,12 +85,13 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
self.object:set_yaw(0)
mcl_mobs:yaw(self, 0, 0, dtime)
end
if self.state == "walk" or self.state == "stand" then
self.state = "stand"
self:set_animation("stand")
end
if self.state == "attack" then
self:set_animation("punch")
self:set_animation("run")
self.armor = 0
elseif self.state == "stand" then
self.armor = 20
elseif self.state == "walk" or self.state == "run" then
self.armor = 0
end
self.path.way = false
self.look_at_players = false
@ -149,6 +154,9 @@ mcl_mobs.register_mob("mobs_mc:shulker", {
end
end
end,
on_attack = function(self, dtime)
self.shoot_interval = math.random(1, 6)
end,
})
-- bullet arrow (weapon)
@ -156,27 +164,12 @@ mcl_mobs.register_arrow("mobs_mc:shulkerbullet", {
visual = "sprite",
visual_size = {x = 0.25, y = 0.25},
textures = {"mobs_mc_shulkerbullet.png"},
velocity = 6,
hit_player = function(self, player)
player:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_mob = function(self, mob)
mob:punch(self.object, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = 4},
}, nil)
end,
hit_node = function(self, pos, node)
end
velocity = 5,
homing = true,
hit_player = mcl_mobs.get_arrow_damage_func(4),
hit_mob = mcl_mobs.get_arrow_damage_func(4),
})
mcl_mobs.register_egg("mobs_mc:shulker", S("Shulker"), "#946694", "#4d3852", 0)
mcl_mobs:non_spawn_specific("mobs_mc:shulker","overworld",0,minetest.LIGHT_MAX+1)
--[[

View File

@ -183,7 +183,7 @@ local slime_big = {
hp_max = 16,
xp_min = 4,
xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02},
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
visual_size = {x=12.5, y=12.5},
textures = {{"mobs_mc_slime.png", "mobs_mc_slime.png"}},
visual = "mesh",
@ -197,7 +197,7 @@ local slime_big = {
distance = 16,
},
damage = 4,
reach = 3,
reach = 2.5,
armor = 100,
drops = {},
-- TODO: Fix animations
@ -235,10 +235,10 @@ slime_small.hp_min = 4
slime_small.hp_max = 4
slime_small.xp_min = 2
slime_small.xp_max = 2
slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
slime_small.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3
slime_small.reach = 2.75
slime_small.reach = 2.25
slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.8
slime_small.jump_height = 4.3
@ -252,10 +252,10 @@ slime_tiny.hp_min = 1
slime_tiny.hp_max = 1
slime_tiny.xp_min = 1
slime_tiny.xp_max = 1
slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505}
slime_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
slime_tiny.visual_size = {x=3.125, y=3.125}
slime_tiny.damage = 0
slime_tiny.reach = 2.5
slime_tiny.damage = 1
slime_tiny.reach = 2
slime_tiny.drops = {
-- slimeball
{name = "mcl_mobitems:slimeball",
@ -403,7 +403,7 @@ local magma_cube_big = {
hp_max = 16,
xp_min = 4,
xp_max = 4,
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02},
collisionbox = {-1.02, -0.01, -1.02, 1.02, 2.03, 1.02, rotate = true},
visual_size = {x=12.5, y=12.5},
textures = {{ "mobs_mc_magmacube.png", "mobs_mc_magmacube.png" }},
visual = "mesh",
@ -418,7 +418,7 @@ local magma_cube_big = {
walk_velocity = 2.5,
run_velocity = 2.5,
damage = 6,
reach = 3,
reach = 2.35,
armor = 53,
drops = {
{name = "mcl_mobitems:magma_cream",
@ -463,10 +463,10 @@ magma_cube_small.hp_min = 4
magma_cube_small.hp_max = 4
magma_cube_small.xp_min = 2
magma_cube_small.xp_max = 2
magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
magma_cube_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51, rotate = true}
magma_cube_small.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3
magma_cube_small.reach = 2.75
magma_cube_small.reach = 2.1
magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.0
magma_cube_small.jump_height = 6
@ -485,13 +485,13 @@ magma_cube_tiny.hp_min = 1
magma_cube_tiny.hp_max = 1
magma_cube_tiny.xp_min = 1
magma_cube_tiny.xp_max = 1
magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505}
magma_cube_tiny.collisionbox = {-0.2505, -0.01, -0.2505, 0.2505, 0.50, 0.2505, rotate = true}
magma_cube_tiny.visual_size = {x=3.125, y=3.125}
magma_cube_tiny.walk_velocity = 1.02
magma_cube_tiny.run_velocity = 1.02
magma_cube_tiny.jump_height = 4
magma_cube_tiny.damage = 3
magma_cube_tiny.reach = 2.5
magma_cube_tiny.reach = 2
magma_cube_tiny.armor = 50
magma_cube_tiny.drops = {}
magma_cube_tiny.spawn_small_alternative = nil

Binary file not shown.

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@ -37,6 +37,7 @@ mcl_mobs.register_mob("mobs_mc:vex", {
walk_velocity = 3.2,
run_velocity = 5.9,
attack_type = "dogfight",
attack_frequency = 2,
sounds = {
-- TODO: random
death = "mobs_mc_vex_death",
@ -63,10 +64,13 @@ mcl_mobs.register_mob("mobs_mc:vex", {
self.object:set_properties({textures=self.base_texture})
end
else
if self.base_texture[2] == "mobs_mc_vex_charging.png" then
self.base_texture[2] = "mobs_mc_vex.png"
end
if self.base_texture[1] ~= "default_tool_steelsword.png" then
self.base_texture[1] = "default_tool_steelsword.png"
self.object:set_properties({textures=self.base_texture})
end
self.object:set_properties({textures=self.base_texture})
end
-- Take constant damage if the vex' life clock ran out

View File

@ -1941,6 +1941,7 @@ local trade_inventory = {
if not wanted2:is_empty() then
inv:remove_item("input", inv:get_stack("wanted", 2))
end
local name = player:get_player_name()
local trader = player_trading_with[name]
minetest.sound_play("mobs_mc_villager_accept", {to_player = player:get_player_name(),object=trader.object}, true)
end

View File

@ -42,6 +42,7 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
run_velocity = 1.4,
group_attack = true,
attack_type = "dogfight",
attack_frequency = 15,
-- Summon vexes
custom_attack = function(self, to_attack)
if not spawned_vexes[self] then spawned_vexes[self] = {} end
@ -64,7 +65,6 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
table.insert(spawned_vexes[self],ent)
end
end,
shoot_interval = 15,
passive = false,
drops = {
{name = "mcl_core:emerald",
@ -86,6 +86,11 @@ mcl_mobs.register_mob("mobs_mc:evoker", {
},
view_range = 16,
fear_height = 4,
on_spawn = function(self)
self.timer = 15
return true
end,
})
-- spawn eggs

View File

@ -1,4 +1,3 @@
# textdomain: lightning
@1 was struck by lightning.=@ 1 fue alcanzado por un rayo.
Let lightning strike at the specified position or yourself=Deje que un rayo golpee en la posición especificada o sobre usted mismo.
Let lightning strike at the specified position or player.No parameter will strike yourself.=Deje que un rayo golpee en la posición especificada o jugador.Ningún parámetro le golpeará a usted mismo.
No position specified and unknown player=Ninguna posición especificada y jugador desconocido

View File

@ -0,0 +1,3 @@
# textdomain: lightning
Let lightning strike at the specified position or player. No parameter will strike yourself.=Deixa o relâmpago acertar a posição ou jogador especificado. Nenhum parâmetro irá acertar você mesmo.
No position specified and unknown player=Nenhuma posição especificada e jogador desconhecido

View File

@ -0,0 +1,2 @@
# textdomain: mcl_raids
Ominous Banner=Bannière de mauvais augure

View File

@ -0,0 +1,2 @@
# textdomain: mcl_raids
Ominous Banner=Estandarte Ameaçador

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@ -0,0 +1,3 @@
# textdomain: mcl_void_damage
The void is off-limits to you!=O vazio está fora dos limites para você!
@1 fell into the endless void.=@1 caiu em um vazio sem fim.

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@ -0,0 +1,8 @@
# textdomain: mcl_weather
Gives ability to control weather=Dá a habilidade de controlar o clima
Changes the weather to the specified parameter.=Muda o clima para o parâmetro especificado.
Error: No weather specified.=Erro: Nenhum clima especificado.
Error: Invalid parameters.=Erro: Parâmetros inválidos.
Error: Duration can't be less than 1 second.=Erro: Duração não pode ser menor que 1 segundo.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Erro: Clima especificado é inválido. Use "clear", "rain", "snow" ou "thunder".
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Alterna entre clima limpo e clima com quedas (aleatoriamente chuva, tempestade ou neve)

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@ -120,12 +120,13 @@ mcl_weather.skycolor = {
override_day_night_ratio = function(player, ratio)
local meta = player:get_meta()
local has_night_vision = meta:get_int("night_vision") == 1
local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg
-- Apply night vision only for dark sky
local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
if has_night_vision and is_dark and dim ~= "nether" and dim ~= "end" then
if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
if ratio == nil then
arg = NIGHT_VISION_RATIO
else

View File

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

View File

@ -10,12 +10,12 @@
# Itemname (ca. 25%)
@1 (ca. @2%)=
# List separator (e.g. “one, two, three”)
, =,
, =,
# Final list separator (e.g. “One, two and three”)
and = e
and = e
1 second=1 segundo
A transparent block, basically empty space. It is usually left behind after digging something.=Um bloco transparente, basicamente um vazio. Isso geralmente fica no lugar de um bloco removido.
Air=Ár
Air=Ar
Blocks=Blocos
Building another block at this block will place it inside and replace it.=Construir outro bloco nesse bloco vai subistitui-lo.
Building this block is completely silent.=Construir esse bloco é completamente silencioso.
@ -129,12 +129,12 @@ Unknown item (@1)=Item desconhecido (@1)
• @1: @2, @3=
• Flowing range: @1=
• No flowing=
• Not renewable=
• Renewable=
• Viscosity: @1=
• Not renewable=• Não renovável
• Renewable=• Renovável
• Viscosity: @1=• Viscosidade: @1
Itemstring: "@1"=
Durability: @1 uses=
Durability: @1=
Durability: @1 uses=Durabilidade: @1 usos
Durability: @1=Durabilidade: @1
Mining durability:=
• @1, level @2: @3 uses=
• @1, level @2: Unlimited=

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@ -0,0 +1,37 @@
# textdomain: craftguide
Any shulker box=Qualquer caixa shulker
Any wool=Qualquer lã
Any wood planks=Quaisquer tábuas de madeira
Any wood=Qualquer madeira
Any sand=Qualquer areia
Any normal sandstone=Qualquer arenito normal
Any red sandstone=Qualquer arenito vermelho
Any carpet=Qualquer carpete
Any dye=Qualquer tintura
Any water bucket=Qualquer balde de água
Any flower=Qualquer flor
Any mushroom=Qualquer cogumelo
Any wooden slab=Qualquer laje de madeira
Any wooden stairs=Quaisquer escadas de madeira
Any coal=Qualquer carvão
Any kind of quartz block=Qualquer tipo de bloco de quartzo
Any kind of purpur block=Qualquer tipo de bloco de purpúra
Any stone bricks=Quaisquer tijolos de pedra
Any stick=Qualquer graveto
Any item belonging to the @1 group=Qualquer item pertencente ao grupo @1
Any item belonging to the groups: @1=Qualquer item pertencente aos grupos: @1
Search=Pesquisar
Reset=Resetar
Previous page=Página anterior
Next page=Página posterior
Usage @1 of @2=Uso @1 de @2
Recipe @1 of @2=Receita @1 de @2
Burning time: @1=Tempo de queima: @1
Cooking time: @1=Tempo de cozimento: @1
Recipe is too big to be displayed (@1×@2)=Receita é muito grande para ser mostrada (@1x@2)
Shapeless=Sem forma
Cooking=Cozimento
Increase window size=Aumentar tamanho da janela
Decrease window size=Diminuir tamanho da janela
No item to show=Nenhum item para mostrar
Collect items to reveal more recipes=Colete itens para revelar mais receitas

View File

@ -2,6 +2,7 @@
Water can flow into this block and cause it to drop as an item.=
This block can be turned into dirt with a hoe.=
This block can be turned into farmland with a hoe.=
This block can be turned into grass path with a shovel.=
This block acts as a soil for all saplings.=
This block acts as a soil for some saplings.=
Sugar canes will grow on this block.=

View File

@ -25,7 +25,7 @@ Minetest is a free software game engine for games based on voxel gameplay, inspi
The player is thrown into a huge world made out of cubes or blocks. These cubes usually make the landscape they blocks can be removed and placed almost entirely freely. Using the collected items, new tools and other items can be crafted. Games in Minetest (also called “subgames”) can, however, be much more complex than this.=L'utente è gettat* in un enorme mondo fatto di cubi o blocchi. Questi cubi normalmente compongono il panorama e possono essere tolti o messi quasi completamente liberamente. Usando gli oggetti raccolti, si possono assemblare nuovi strumenti e altri oggetti. I giochi in Minetest (chiamati anche "subgame") possono, comunque, essere molto più complessi.
A core feature of Minetest is the built-in modding capability. Mods modify existing gameplay. They can be as simple as adding a few decorational blocks or be very complex by e.g. introducing completely new gameplay concepts, generating a completely different kind of world, and many other things.=Una caratteristica centrale di Minetest è la capacità integrata di usare moduli. I moduli modificano l'esperienza di gioco esistente. Possono essere tanto semplici da aggiungere qualche blocco decorativo o essere molto complessi, per esempio introducendo concetti di gioco totalmente nuovi, generare un tipo di mondo completamente diverso, e molte altre cose.
Minetest can be played alone or online together with multiple players. Online play will work out of the box with any mods, with no need for additional software as they are entirely provided by the server.=Minetest può essere giocato localmente o in rete assieme a più utenti. Il gioco in rete funzionerà immediatamente senza nessun modulo, senza bisogno di programmi aggiuntivi perché interamente forniti dal server.
Minetest is usually bundled with a simple default game, named “Minetest Game” (shown in images 1 and 2). You probably already have it. Other games for Minetest can be downloaded from the official Minetest forums <https://forum.minetest.net/viewforum.php?f=48>.=Minetest generalmente include un gioco predefinito semplice, chiamato "Minetest Game" (mostrato nelle immagini 1 e 2). Probabilmente lo avete già. Altri giochi per Minetest possono essere scaricati dai forum ufficiali di Minetest <https://forum.minetest.net/viewforum.php?f=48>.
Minetest is usually bundled with a simple default game, named “Minetest Game” (shown in images 1 and 2). You probably already have it. Other games for Minetest can be downloaded from the official Minetest forums <https://forum.minetest.net/viewforum.php?f@=48>.=Minetest generalmente include un gioco predefinito semplice, chiamato "Minetest Game" (mostrato nelle immagini 1 e 2). Probabilmente lo avete già. Altri giochi per Minetest possono essere scaricati dai forum ufficiali di Minetest <https://forum.minetest.net/viewforum.php?f@=48>.
Sneaking=Strisciare
Sneaking makes you walk slower and prevents you from falling off the edge of a block.=Strisciare vi fa camminare più lentamente e vi impedisce di cadere dal bordo di un blocco.
To sneak, hold down the sneak key (default: [Shift]). When you release it, you stop sneaking. Careful: When you release the sneak key at a ledge, you might fall!=Per strisciare, tenete premuto il tasto per strisciare (predefinito [Maiusc]). Quando lo rilasciate, smettete di strisciare. Fate attenzione: quando rilasciate il tasto per strisciare vicino a un orlo, potreste cadere!
@ -396,7 +396,7 @@ Note that “transparency” here only means that the block is able to carry bri
Coordinates=Coordinate
The Minetest world is a large cube. And because of this, a position in the world can be easily expressed with Cartesian coordinates. That is, for each position in the world, there are 3 values X, Y and Z.=Il mondo di Minetest è un grande cubo. E per questo, una posizione nel mondo può essere facilmente espressa tramite coordinate Cartesiane. Cioè, per ogni posizione nel mondo, esistono tre valori: X, Y e Z.
Like this: (5, 45, -12)=Come questi: (5, 45, -12)
This refers to the position where X=5, Y=45 and Z=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Ciò si riferisce alla posizione dove X=5 (si legga “X vale 5”, NdT), Y=45 e Z=-12. Le tre lettere sono chiamate “assi”: Y si riferisce all'altezza. X e Z si riferiscono alla posizione orizzontale.
This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Ciò si riferisce alla posizione dove X@=5 (si legga “X vale 5”, NdT), Y@=45 e Z@=-12. Le tre lettere sono chiamate “assi”: Y si riferisce all'altezza. X e Z si riferiscono alla posizione orizzontale.
The values for X, Y and Z work like this:=I valori di X, Y e Z funzionano così:
• If you go up, Y increases=• Se salite, Y aumenta
• If you go down, Y decreases=• Se scendete, Y diminuisce

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@ -0,0 +1,48 @@
# textdomain: mcl_tt
Head armor=Armadura para la cabeza
Torso armor=Armadura para el torso
Legs armor=Armadura para las piernas
Feet armor=Armadura para los pies
Armor points: @1=Puntos de armadura: @1
Armor durability: @1=Durabilidad de armadura: @1
Protection: @1%=Protección: @1%
Hunger points: +@1=Puntos de hambre: +@1
Saturation points: +@1=Puntos de saturación: +@1
Deals damage when falling=Causa daño al caer
Grows on grass blocks or dirt=Crece sobre bloques de pasto o tierra
Grows on grass blocks, podzol, dirt or coarse dirt=Crece sobre bloques de pasto, podsol, tierra o tierra estéril
Flammable=Inflamable
Zombie view range: -50%=Rango de visión zombie: -50%
Skeleton view range: -50%=Rango de visión de esqueleto: -50%
Creeper view range: -50%=Rango de visión de creeper: -50%
Damage: @1=Daño: @1
Damage (@1): @2=Daño (@1): @2
Healing: @1=Curación: @1
Healing (@1): @2=Curación (@1): @2
Full punch interval: @1s=Intervalo de golpe completo: @1s
Contact damage: @1 per second=Daño por contacto: @1 por segundo
Contact healing: @1 per second=Curación por contacto: @1 por segundo
Drowning damage: @1=Dañor por ahogamiento: @1
Bouncy (@1%)=Rebota (@1%)
Luminance: @1=Luminancia: @1
Slippery=Resbaladizo
Climbable=Escalable
Climbable (only downwards)=Escalable (solo hacia abajo)
No jumping=No saltar
No swimming upwards=No nadar hacia arriba
No rising=No levantar
Fall damage: @1%=Daño por caída: @1%
Fall damage: +@1%=Daño por caída: @1%
No fall damage=Sin daño por caída
Mining speed: @1=Velocidad de minado: @1
Very fast=Muy rápido
Extremely fast=Extremadamente rápido
Fast=Rápido
Slow=Lento
Very slow=Muy lento
Painfully slow=Dolorosamente lento
Mining durability: @1=Durabilidad de minería: @1
Block breaking strength: @1=Fuerza para romper bloques: @1
@1 uses=@1 usos
Unlimited uses=Usos ilimitados
Durability: @1=Durabilidad: @1

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@ -0,0 +1,48 @@
# textdomain: mcl_tt
Head armor=Armadura de cabeça
Torso armor=Armadura de torso
Legs armor=Armadura de pernas
Feet armor=Armadura de pés
Armor points: @1=Pontos de armadura: @1
Armor durability: @1=Durabilidade da armadura: @1
Protection: @1%=Proteção: @1%
Hunger points: +@1=Pontos de fome: +@1
Saturation points: +@1=Pontos de saturação: +@1
Deals damage when falling=Dá dano enquanto cai
Grows on grass blocks or dirt=Cresce em blocos de grama ou terra
Grows on grass blocks, podzol, dirt or coarse dirt=Cresce em blocos de grama, podzol, terra ou terra infértil
Flammable=Inflamável
Zombie view range: -50%=Alcançe de visão do zumbi: -50%
Skeleton view range: -50%=Alcançe de visão do esqueleto: -50%
Creeper view range: -50%=Alcançe de visão do creeper: -50%
Damage: @1= Dano: @1
Damage (@1): @2=Dano (@1): @2
Healing: @1=Cura: @1
Healing (@1): @2=Cura (@1): @2
Full punch interval: @1s=Intervalo completo de batida: @1s
Contact damage: @1 per second=Dano por contaro: @1 por segundo
Contact healing: @1 per second=Cura por contato: @1 por segundo
Drowning damage: @1=Dano de afogamento: @1
Bouncy (@1%)=Saltitante (@1%)
Luminance: @1=Bliho: @1
Slippery=Escorregadio
Climbable=Escalável
Climbable (only downwards)=Escalável (apenas em descida)
No jumping=Sem pulo
No swimming upwards=Sem natação em subida
No rising=Sem levantamento
Fall damage: @1%=Dano de queda: @1%
Fall damage: +@1%=Dano de queda: +@1%
No fall damage=Sem dano de queda
Mining speed: @1=Velocidade de mineração: @1
Very fast=Muito rápido
Extremely fast=Extremamente rápido
Fast=Rápido
Slow=Lento
Very slow=Muito lento
Painfully slow=Dolorosamente lento
Mining durability: @1=Durabilidade de mineração: @1
Block breaking strength: @1=Força de quebra do bloco: @1
@1 uses=@1 usos
Unlimited uses=Usos ilimitados
Durability: @1=Durabilidade: @1

View File

@ -217,7 +217,9 @@ function awards.unlock(name, award)
-- Get award
minetest.log("action", name.." has gotten award "..award)
minetest.chat_send_all(S("@1 has made the advancement @2", name, minetest.colorize(mcl_colors.GREEN, "[" .. (awdef.title or award) .. "]")))
if minetest.settings:get_bool("mcl_showAdvancementMessages", true) then
minetest.chat_send_all(S("@1 has made the advancement @2", name, minetest.colorize(mcl_colors.GREEN, "[" .. (awdef.title or award) .. "]")))
end
data.unlocked[award] = award
awards.save()

View File

@ -1,7 +1,7 @@
# textdomain:awards
@1: @2=@1: @2
@1 (got)=@1 (erhalten)
@1s awards:=Auszeichnungen von @:
@1s awards:=Auszeichnungen von @1:
(Secret Advancement)=(Geheime Auszeichnung)
Achievement gotten!=Auszeichnung erhalten!
Achievement gotten:=Auszeichnung erhalten:
@ -61,4 +61,4 @@ Achievement “@1” does not exist.=Auszeichnung »@1« existiert nicht.
Write something in chat.=Schreiben Sie etwas in den Chat.
Write @1 chat messages.=Schreiben Sie @1 Chatnachrichten.
@1/@2 chat messages=@1/@2 Chatnachrichten
Awards are disabled, enable them first by using /awards enable!=Ihre Auszeichnungen sind aktuell deaktiviert, bitte aktivieren Sie diese zuerst indem Sie /awards enable ausführen bevor Sie diesen Befehl erneut verwenden!
Awards are disabled, enable them first by using /awards enable!=Ihre Auszeichnungen sind aktuell deaktiviert, bitte aktivieren Sie diese zuerst indem Sie /awards enable ausführen bevor Sie diesen Befehl erneut verwenden!

View File

@ -62,3 +62,9 @@ Advancement “@1” does not exist.=Le progrès «@1» n'existe pas.
Mine a block: @1=Miner un bloc : @1
Mine blocks: @1×@2=Miner des blocs : @1×@2
Awards are disabled, enable them first by using /awards enable!=Les récompenses sont désactivées, activez les d'abord en utilisant /awards enable !
Goal Completed:=Objectif atteint :
Goal Completed!=Objectif atteint !
Goal Completed: @1=Objectif atteint : @1
Challenge Completed:=Défi relevé :
Challenge Completed!=Défi relevé !
Challenge Completed: @1=Défi relevé : @1

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@ -0,0 +1,6 @@
# textdomain: hudbars
Health=Saúde
Breath=Respiração
# Default format string for progress bar-style HUD bars, e.g. “Health 5/20”
@1: @2/@3=@1: @2/@3

21
mods/HUD/mcl_achievements/init.lua Normal file → Executable file
View File

@ -431,6 +431,27 @@ awards.register_achievement("mcl:wax_off", {
group = "Husbandry",
})
-- Triggered in mcl_smithing_table
awards.register_achievement("mcl:trim", {
title = S("Crafting a New Look"),
description = S("Craft a trimmed armor at a Smithing Table"),
icon = "dune_armor_trim_smithing_template.png",
type = "Advancement",
group = "Adventure",
})
awards.register_achievement("mcl:lots_of_trimming", {
title = S("Smithing with Style"),
description = S("Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder"),
icon = "silence_armor_trim_smithing_template.png",
type = "Advancement",
group = "Adventure",
on_unlock = function(name, awdef)
-- delete json that is no longer needed
minetest.get_player_by_name(name):get_meta():set_string("mcl_smithing_table:achievement_trims", "")
end,
})
-- NON-PC ACHIEVEMENTS (XBox, Pocket Edition, etc.)
if non_pc_achievements then

View File

@ -51,3 +51,7 @@ Bring Home the Beacon=Den Nachbarn heimleuchten
Use a beacon.=Benutzen Sie ein Leuchtfeuer.
Beaconator=Leuchtturmwärter
Use a fully powered beacon.=Benutzen Sie ein vollständiges Leuchtfeuer.
Crafting a New Look=Ein neues Aussehen
Craft a trimmed armor at a Smithing Table=Versieh ein Rüstungsteil an einem Schmiedetisch mit einem Rüstungsbesatz
Smithing with Style=Schmieden mit Stil
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=Wende jede dieser Schmiedevorlagen mindestens einmal an: Turmspitze, Schnauze, Rippe, Warthof, Stille, Plagegeist, Gezeiten und Wegfinder

View File

@ -108,7 +108,10 @@ Put lava in a bucket.=Pon lava en un cubo.
Hero of the Village=Héroe de la aldea
Successfully defend a village from a raid=Defiende una aldea de una invasión
Voluntary Exile=Exilio voluntario
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Mata al capitán de una invasión.
Sería mejor alejarte de las aldeas por un tiempo...
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Mata al capitán de una invasión. Sería mejor alejarte de las aldeas por un tiempo...
Tactical Fishing=Pesca táctica
Catch a fish... without a fishing rod!=Atrapa a un pez... ¡sin una caña de pescar!
Crafting a New Look=Forjando una nueva imagen
Craft a trimmed armor at a Smithing Table=Decora una armadura en una mesa de herrería
Smithing with Style=Forjando con estilo
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=Aplica estos moldes de herrería al menos una vez: agujas, hocico, costillas, guardián, silencio, vex, mareas, buscacaminos

View File

@ -111,3 +111,7 @@ Voluntary Exile=Exil volontaire
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=Tuez un capitaine de pillards. Mieux vaut rester loin des villages pour l'instant...
Tactical Fishing=Pêche tactique
Catch a fish... without a fishing rod!=Attrapez un poisson... sans canne à pêche !
Crafting a New Look=Motif de Jalousie
Craft a trimmed armor at a Smithing Table=Fabriquez une pièce d'armure ornée sur la table de forge
Smithing with Style=La classe de la cuirasse
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=Appliquez ces modèles de forge au moins une fois : Tour, Groin, Côte, Abîme, Silence, Vex, Marée, Éclaireur

4
mods/HUD/mcl_achievements/locale/template.txt Normal file → Executable file
View File

@ -111,3 +111,7 @@ Voluntary Exile=
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
Tactical Fishing=
Catch a fish... without a fishing rod!=
Crafting a New Look=
Craft a trimmed armor at a Smithing Table=
Smithing with Style=
Apply these smithing templates at least once: Spire, Snout, Rib, Ward, Silence, Vex, Tide, Wayfinder=

View File

@ -5,10 +5,15 @@ Contributors=Contributeurs
Creator of MineClone=Créateur de MineClone
Creator of MineClone2=Créateur de MineClone2
Developers=Développeurs
Past Developers=Anciens Développeurs
Jump to speed up (additionally sprint)=Saut pour accélérer (peut être combiné avec sprint)
Maintainers=Mainteneurs
Previous Maintainers=Anciens Mainteneurs
MineClone5=MineClone5
Original Mod Authors=Auteurs des mods originaux
Sneak to skip=Shift pour passer
Textures=Textures
Translations=Traductions
Translations=Traductions
Music=Musique
Funders=Fondateurs
Special thanks=Remerciements spéciaux

View File

@ -0,0 +1,19 @@
# textdomain: mcl_credits
3D Models=Modelos 3D
A faithful Open Source clone of Minecraft=Um clone fiel Open Source do Minecraft
Contributors=Colaboradores
Creator of MineClone=Criador do MineClone
Creator of MineClone2=Criador do MineClone2
Developers=Desenvolvedores
Past Developers=Desenvolvedores Passados
Jump to speed up (additionally sprint)=Pule para acelerar (arrancada adicional)
Maintainers=Mantedores
Previous Maintainers=Mantedores Anteriores
MineClone5=MineClone5
Original Mod Authors=Autores Originais do Mod
Sneak to skip=Agache para pular
Textures=Texturas
Translations=Traduções
Music=Músicas
Funders=Financiadores
Special thanks=Agradecimentos especiais

View File

@ -10,30 +10,32 @@ return {
}},
{S("Maintainers"), 0xFF51D5, {
"AncientMariner",
"Nicu",
"Herowl",
}},
{S("Previous Maintainers"), 0xFFFFFF, {
"Fleckenstein",
"cora",
"Nicu",
}},
{S("Developers"), 0xF84355, {
"AFCMS",
"epCode",
"chmodsayshello",
"PrairieWind",
"MrRar",
"FossFanatic ",
"SmokeyDope",
"Faerraven / Michieal",
"Codiac",
}},
{S("Past Developers"), 0xF84355, {
"jordan4ibanez",
"iliekprogrammar",
"kabou",
"kay27",
"Faerraven / Michieal",
"MysticTempest",
"NO11",
"SumianVoice",
"PrairieWind",
}},
{S("Contributors"), 0x52FF00, {
"RandomLegoBrick",
@ -114,6 +116,21 @@ return {
"Niterux",
"appgurueu",
"seventeenthShulker",
"DinoNuggies4665",
"basxto",
"Morik666",
"Eliy21",
"mdk",
"Alessandra Lozoya",
"VanicGame",
"ThePython10110",
"Araca",
"Montandalar",
"mim",
"Dark",
"Bakawun",
"JoseDouglas26",
"Zasco",
}},
{S("Music"), 0xA60014, {
"Jordach for the jukebox music compilation from Big Freaking Dig",
@ -157,6 +174,7 @@ return {
"cora",
"Faerraven / Michieal",
"PrairieWind",
"ChrisPHP",
}},
{S("3D Models"), 0x0019FF, {
"22i",
@ -164,6 +182,7 @@ return {
"epCode",
"Faerraven / Michieal",
"SumianVoice",
"thunder1035",
}},
{S("Textures"), 0xFF9705, {
"XSSheep",
@ -180,8 +199,11 @@ return {
"Faerraven / Michieal",
"Nicu",
"Exhale",
"Aeonix_Aeon",
"Wbjitscool",
"SmokeyDope",
"thunder1035",
"Herowl",
}},
{S("Translations"), 0x00FF60, {
"Wuzzy",
@ -201,6 +223,10 @@ return {
"Temak",
"megustanlosfrijoles",
"kbundg",
"Isaac Dennis",
"ADLON",
"Sab Pyrope",
"JoseDouglas26",
}},
{S("Funders"), 0xF7FF00, {
"40W",

View File

@ -156,7 +156,6 @@ mcl_death_messages = {
plain = "@1 died a sweet death",
assist = "@1 was poked to death by a sweet berry bush whilst trying to escape @2",
},
-- Missing snowballs: The Minecraft wiki mentions them but the MC source code does not.
},
}

View File

@ -0,0 +1,55 @@
# textdomain: mcl_death_messages
@1 went up in flames=@1 pegou fogo
@1 walked into fire whilst fighting @2=@1 caminhou no fogo enquanto lutava contra @2
@1 was struck by lightning=@1 foi atingido(a) por um raio
@1 was struck by lightning whilst fighting @2=@1 foi atingido(a) por um raio enquanto lutava contra @2
@1 burned to death=@1 queimou até a morte
@1 was burnt to a crisp whilst fighting @2=@1 foi queimado até a crocância enquanto lutava contra @2
@1 tried to swim in lava=@1 tentou nadar em lava
@1 tried to swim in lava to escape @2=@1 tentou nadar em lava para escapar de @2
@1 discovered the floor was lava=@1 descobriu que o chão era lava
@1 walked into danger zone due to @2=@1 caminhou numa zona perigosa por conta de @2
@1 suffocated in a wall=@1 sufocou em uma parede
@1 suffocated in a wall whilst fighting @2=@1 sufocou em uma parede enquanto lutava contra @2
@1 drowned=@1 se afogou
@1 drowned whilst trying to escape @2=@1 se afogou enquanto tentava escapar de @2
@1 starved to death=@1 morreu de fome
@1 starved to death whilst fighting @2=@1 morreu de fome enquanto lutava contra @2
@1 was pricked to death=@1 foi espetado até a morte
@1 walked into a cactus whilst trying to escape @2=@1 caminhou até um cacto enquanto tentava escapar de @2
@1 hit the ground too hard=@1 bateu muito forte no chão
@1 hit the ground too hard whilst trying to escape @2=@1 bateu muito forte no chão enquanto tentava escapar de @2
@1 experienced kinetic energy=@1 experienciou a energia cinética
@1 experienced kinetic energy whilst trying to escape @2=@1 experienciou a energia cinética enquanto tentava escapar de @2
@1 fell out of the world=@1 caiu do mundo
@1 didn't want to live in the same world as @2=@1 não queria viver no mesmo mundo que @2
@1 died=@1 morreu
@1 died because of @2=@1 morreu por conta de @2
@1 was killed by magic=@1 foi morto(a) por magia
@1 was killed by magic whilst trying to escape @2=@1 foi morto(a) por magia enquanto tentava escapar de @2
@1 was killed by @2 using magic=@1 foi morto(a) por @2 usando magia
@1 was killed by @2 using @3=@1 foi morto(a) por @2 usando @3
@1 was roasted in dragon breath=@1 foi assado(a) no bafo do dragão
@1 was roasted in dragon breath by @2=@1 foi assado(a) no bafo do dragão por @2
@1 withered away=@1 apodreceu
@1 withered away whilst fighting @2=@1 apodreceu enquanto lutava contra @2
@1 was shot by a skull from @2=@1 foi acertado(a) por um crânio vindo de @2
@1 was squashed by a falling anvil=@1 foi esmagado(a) por uma bigorna em queda
@1 was squashed by a falling anvil whilst fighting @2=@1 foi esmagado(a) por uma bigorna enquanto lutava contra @2
@1 was squashed by a falling block=@1 foi esmagado(a) por um bloco em queda
@1 was squashed by a falling block whilst fighting @2=@1 foi esmagado(a) por um bloco em queda enquanto lutava contra @2
@1 was slain by @2=@1 foi assassinado por @2
@1 was slain by @2 using @3=@1 foi assassinado por @2 usando @3
@1 was shot by @2=@1 foi acertado(a) por @2
@1 was shot by @2 using @3=@1 foi acertado(a) por @2 usando @3
@1 was fireballed by @2=@1 foi atingido(a) por uma bola de fogo de @2
@1 was fireballed by @2 using @3=@1 foi atingido(a) por uma bola de fogo de @2 usando @3
@1 was killed trying to hurt @2=@1 foi morto(a) tentando machucar @2
@1 tried to hurt @2 and died by @3=@1 tentou machucar @2 e morreu por conta de @3
@1 blew up=@1 explodiu
@1 was blown up by @2=@1 foi explodido por @2
@1 was blown up by @2 using @3=@1 foi explodido por @2 usando @3
@1 was squished too much=@1 foi esmagado(a) demais
@1 was squashed by @2=@1 foi esmagado(a) por @2
@1 went off with a bang=@1 saiu com um estrondo
@1 went off with a bang due to a firework fired by @2 from @3=@1 saiu com um estrondo por conta de um fogo de artifício disparado por @2 vindo de @3

View File

@ -0,0 +1,8 @@
# textdomain: mcl_experience
[[<player>] <xp>]=[[<jogador>] <xp>]
Gives a player some XP=Dá algum XP a um jogador
Error: Too many parameters!=Erro: Muitos parâmetros
Error: Incorrect value of XP=Erro: Valor incorreto de XP
Error: Player not found=Erro: Jogador não encontrado
Added @1 XP to @2, total: @3, experience level: @4=Adicionado @1 XP para @2, total: @3, nível de experiência: @4
Bottle o' Enchanting=Frasco de Experiência

View File

@ -155,7 +155,7 @@ minetest.register_entity("mcl_experience:orb", {
collisionbox = {-0.2, -0.2, -0.2, 0.2, 0.2, 0.2},
visual = "sprite",
visual_size = {x = 0.4, y = 0.4},
textures = {name="mcl_experience_orb.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0}},
textures = {"mcl_experience_orb.png"},
spritediv = {x = 1, y = 14},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = true,

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@ -0,0 +1,2 @@
# textdomain:hbarmor
Armor=Armadura

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@ -1,4 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Régler le masque de bits pour débuguer : 0 @= pour désactiver, 1 @= nom du biome, 2 @= coordonnées, 3 @= tout=
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Régler le masque de bits pour débuguer : 0 @= pour désactiver, 1 @= nom du biome, 2 @= coordonnées, 3 @= tout
Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs possibles sont des nombres entiers de @1 à @2
Debug bit mask set to @1=Masque de bits de débuguage réglé à @1

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@ -0,0 +1,4 @@
# textdomain: mcl_info
Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Defina a máscara de bits de debug: 0 @= desabilitado, 1 @= nome do bioma, 2 @= coordenadas, 3 @= todos
Error! Possible values are integer numbers from @1 to @2=Erro! Valores possíveis são números inteiros de @1 até @2
Debug bit mask set to @1=Máscara de bits de debug definida como @1

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@ -741,12 +741,14 @@ if minetest.is_creative_enabled("") then
for _, item in ipairs(drops) do
minetest.add_item(pos, item)
end
end
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
else
-- If there is a player
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
end

View File

@ -3,56 +3,6 @@ mcl_inventory = {}
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/creative.lua")
dofile(minetest.get_modpath(minetest.get_current_modname()) .. "/survival.lua")
--local mod_player = minetest.get_modpath("mcl_player")
--local mod_craftguide = minetest.get_modpath("mcl_craftguide")
---Returns a single itemstack in the given inventory to the main inventory, or drop it when there's no space left.
---@param itemstack mt.ItemStack
---@param dropper mt.ObjectRef
---@param pos mt.Vector
---@param inv mt.InvRef
local function return_item(itemstack, dropper, pos, inv)
if dropper:is_player() then
-- Return to main inventory
if inv:room_for_item("main", itemstack) then
inv:add_item("main", itemstack)
else
-- Drop item on the ground
local v = dropper:get_look_dir()
local p = vector.offset(pos, 0, 1.2, 0)
p.x = p.x + (math.random(1, 3) * 0.2)
p.z = p.z + (math.random(1, 3) * 0.2)
local obj = minetest.add_item(p, itemstack)
if obj then
v.x = v.x * 4
v.y = v.y * 4 + 2
v.z = v.z * 4
obj:set_velocity(v)
obj:get_luaentity()._insta_collect = false
end
end
else
-- Fallback for unexpected cases
minetest.add_item(pos, itemstack)
end
return itemstack
end
---Return items in the given inventory list (name) to the main inventory, or drop them if there is no space left.
---@param player mt.PlayerObjectRef
---@param name string
local function return_fields(player, name)
local inv = player:get_inventory()
local list = inv:get_list(name)
if not list then return end
for i, stack in ipairs(list) do
return_item(stack, player, player:get_pos(), inv)
stack:clear()
inv:set_stack(name, i, stack)
end
end
---@param player mt.PlayerObjectRef
---@param armor_change_only? boolean
local function set_inventory(player, armor_change_only)
@ -72,9 +22,9 @@ end
-- Drop items in craft grid and reset inventory on closing
minetest.register_on_player_receive_fields(function(player, formname, fields)
if fields.quit then
return_fields(player, "craft")
return_fields(player, "enchanting_lapis")
return_fields(player, "enchanting_item")
mcl_util.move_player_list(player, "craft")
mcl_util.move_player_list(player, "enchanting_lapis")
mcl_util.move_player_list(player, "enchanting_item")
if not minetest.is_creative_enabled(player:get_player_name()) and (formname == "" or formname == "main") then
set_inventory(player)
end
@ -88,9 +38,9 @@ end
-- Drop crafting grid items on leaving
minetest.register_on_leaveplayer(function(player)
return_fields(player, "craft")
return_fields(player, "enchanting_lapis")
return_fields(player, "enchanting_item")
mcl_util.move_player_list(player, "craft")
mcl_util.move_player_list(player, "enchanting_lapis")
mcl_util.move_player_list(player, "enchanting_item")
end)
minetest.register_on_joinplayer(function(player)
@ -116,9 +66,9 @@ minetest.register_on_joinplayer(function(player)
items remaining in the crafting grid from the previous join; this is likely
when the server has been shutdown and the server didn't clean up the player
inventories. ]]
return_fields(player, "craft")
return_fields(player, "enchanting_item")
return_fields(player, "enchanting_lapis")
mcl_util.move_player_list(player, "craft")
mcl_util.move_player_list(player, "enchanting_lapis")
mcl_util.move_player_list(player, "enchanting_item")
end)
---@param player mt.PlayerObjectRef

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@ -0,0 +1,22 @@
# textdomain: mcl_inventory
Recipe book=Livro de receitas
Help=Ajuda
Select player skin=Selecionar skin do jogador
Advancements=Progressos
Building Blocks=Blocos de construção
Decoration Blocks=Blocos de decoração
Redstone=Redstone
Transportation=Transporte
Brewing=Fermentação
Miscellaneous=Diversos
Search Items=Pesquisar Itens
Foodstuffs=Comida
Tools=Ferramentas
Combat=Combate
Mobs=Mobs
Materials=Materiais
Survival Inventory=Inventário do Sobrevivência
Crafting=Fabricação
Inventory=Inventário
@1/@2=@1/@2
Switch stack size=Trocar tamanho da pilha

View File

@ -1,2 +1,3 @@
# textdomain: mcl_ver_info
Sorry, but your version of Minetest doesn't support the latest API. Please upgrade your minetest.=Désolé, mais votre version de Minetest ne supporte la dernière API. Veuillez mettre à jour minetest.
Display Mineclone 2 game version.=Affiche la version de Mineclone 2.

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@ -0,0 +1,3 @@
# textdomain: mcl_ver_info
Sorry, but your version of Minetest doesn't support the latest API. Please upgrade your minetest.=Desculpe, mas sua versão do Minetest não suporta a última API. Por favor atualize seu minetest.
Display Mineclone 2 game version.=Mostrar a versão do jogo Mineclone 2.

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@ -0,0 +1,12 @@
# textdomain: mcl_comparators
Redstone comparators are multi-purpose redstone components.=Comparadores de redstone são componentes de redstone multi propósito.
They can transmit a redstone signal, detect whether a block contains any items and compare multiple signals.=Eles podem transmitir um sinal de redstone, detectar se um bloco contém alguns itens e compara multíplos sinais.
A redstone comparator has 1 main input, 2 side inputs and 1 output. The output is in arrow direction, the main input is in the opposite direction. The other 2 sides are the side inputs.=Um comparador de redstone tem 1 entrada principal, 2 entradas laterais e 1 saída. A saída é na direção da seta, a entrada principal é na direção oposta. Os outros 2 lados são as entradas laterais.
The main input can powered in 2 ways: First, it can be powered directly by redstone power like any other component. Second, it is powered if, and only if a container (like a chest) is placed in front of it and the container contains at least one item.=A entrada principal pode ser energizada de 2 maneiras: Primeiro, ela pode ser energizada diretamente por carga de redstone como qualquer outro componente. Segundo, é energizada se, e somente se um recipiente (como um baú) é posicionado em frente dele e o recipiente conter pelo menos um item.
The side inputs are only powered by normal redstone power. The redstone comparator can operate in two modes: Transmission mode and subtraction mode. It starts in transmission mode and the mode can be changed by using the block.=As entradas laterais são energizadas apenas por cargas normais de redstone. O comparador de redstone pode operar em dois modos: Modo de transmissão e modo de subtração. Iniciará em modo de transmissão e o modo pode ser alterado usando o bloco.
Transmission mode:@nThe front torch is unlit and lowered. The output is powered if, and only if the main input is powered. The two side inputs are ignored.=Modo de transmissão:@nA tocha frontal é apagada e baixada. A saída é energizada se, e somente se a entrada principal é energizada. As entradas laterais são ignoradas.
Subtraction mode:@nThe front torch is lit. The output is powered if, and only if the main input is powered and none of the side inputs is powered.=Modo de subtração:@nA tocha frontal é acesa. A saída é energizada se, e somente se a entrada principal é energizada e nenhuma das entradas laterais estiverem energizadas.
Redstone Comparator=Comparador de Redstone
Redstone Comparator (Subtract)=Comparador de Redstone (Subtração)
Redstone Comparator (Powered)=Comparador de Redstone (Energizado)
Redstone Comparator (Subtract, Powered)=Comparador de Redstone (Subtração, Energizado)

View File

@ -2,12 +2,13 @@
Dispenser=Dispensador
A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Un dispensador es un bloque que actúa como un componente de redstone que, cuando se alimenta con energía de redstone, dispensa un artículo. Tiene un contenedor con 9 ranuras de inventario.
Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Coloque el dispensador en una de las 6 direcciones posibles. El "agujero" es donde los artículos saldrán volando del dispensador. Use el dispensador para acceder a su inventario. Inserte los artículos que desea dispensar. Proporcione al dispensador energía de redstone una vez para dispensar un elemento aleatorio:
The dispenser will do different things, depending on the dispensed item:= El dispensador hará diferentes cosas, dependiendo del artículo dispensado:
• Arrows: Are launched=• Flechas: Se lanzan
• Eggs and snowballs: Are thrown=• Huevos y bolas de nieve: Son lanzados
• Fire charges: Are fired in a straight line=• Cargas de fuego: Se disparan en línea recta
• Armor: Will be equipped to players and armor stands=• Armadura: Estará equipada para jugadores y armaduras
• Boats: Are placed on water or are dropped=• Barcas: Se colocan en el agua o se dejan caer
• Minecart: Are placed on rails or are dropped=• Carro de minas: Se colocan sobre rieles o se dejan caer =
• Minecart: Are placed on rails or are dropped=• Carro de minas: Se colocan sobre rieles o se dejan caer
• Bone meal: Is applied on the block it is facing=• Harina de hueso: Se aplica en el bloque que está enfrentando
• Empty buckets: Are used to collect a liquid source=• Cubos vacíos: Se utilizan para recolectar una fuente líquida
• Filled buckets: Are used to place a liquid source=• Cubos llenos: Se utilizan para colocar una fuente de líquido
@ -20,3 +21,5 @@ Place the dispenser in one of 6 possible directions. The “hole” is where ite
Downwards-Facing Dispenser=Dispensador orientado hacia abajo
Upwards-Facing Dispenser=Dispensador orientado hacia arriba
Inventory=Inventario
9 inventory slots=9 ranuras de inventario
Launches item when powered by redstone power=Laza un artículo cuando recibe energía de redstone

View File

@ -0,0 +1,25 @@
# textdomain: mcl_dispensers
Dispenser=Ejetor
A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Um ejetor é um bloco ao qual age como um componente de redstone ao qual, quando energizado com carga de redstone, ejeta um item. Tem um recipiente com 9 slots de inventário.
Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Posicione o ejetor em uma das 6 direções possíveis. O "buraco" é por onde os itens irão voar para fora do ejetor. Use o ejetor para acessar seu inventário. Insira os itens que você deseja ejetar. Alimente o ejetor com carga de redstone uma vez para ejetar um item aleatório.
The dispenser will do different things, depending on the dispensed item:=O ejetor irá fazer coisas diferentes, dependendo do item ejetado:
• Arrows: Are launched=• Flechas: Serão lançadas
• Eggs and snowballs: Are thrown=• Ovos e bolas de neve: São arremessadas
• Fire charges: Are fired in a straight line=• Bolas de fogo: São atiradas em uma linha reta
• Armor: Will be equipped to players and armor stands=• Armadura: Será equipada em jogadores e suportes de armaduras
• Boats: Are placed on water or are dropped=• Barcos: São posicionados em água ou são liberados
• Minecart: Are placed on rails or are dropped=• Carrinhos: São posicionados em trilhos ou são liberados
• Bone meal: Is applied on the block it is facing=• Farinha de osso: É aplicada no bloco ao qual está encarando
• Empty buckets: Are used to collect a liquid source=• Baldes vazios: São usados para coletar uma fonte de líquido
• Filled buckets: Are used to place a liquid source=• Baldes preenchidos: São usados para posicionar uma fonte de líquido
• Heads, pumpkins: Equipped to players and armor stands, or placed as a block=• Cabeças, abóboras: São equipadas em jogadores e suportes de armaduras, ou posicionadas como um bloco
• Shulker boxes: Are placed as a block=• Caixas shulker: São posicionadas como um bloco
• TNT: Is placed and ignited=• TNT: É posicionada e acesa
• Flint and steel: Is used to ignite a fire in air and to ignite TNT=• Isqueiro: É usado para acender um fogo no ar e para acender uma TNT
• Spawn eggs: Will summon the mob they contain=• Ovos de geração: Vão invocar o mob que eles contém
• Other items: Are simply dropped=• Outros itens: São simplesmente liberados
Downwards-Facing Dispenser=Ejetor Virado Para Baixo
Upwards-Facing Dispenser=Ejetor Virado Para Cima
Inventory=Inventário
9 inventory slots=Inventário de 9 slots
Launches item when powered by redstone power=Lança itens quando energizados por carga de redstone

View File

@ -125,7 +125,11 @@ local dropperdef = {
local dropnode = minetest.get_node(droppos)
-- Do not drop into solid nodes, unless they are containers
local dropnodedef = minetest.registered_nodes[dropnode.name]
if dropnodedef.walkable and not dropnodedef.groups.container then
if dropnodedef.groups.container == 2 then
-- If they are containers - double down as hopper
mcl_util.hopper_push(pos, droppos)
end
if dropnodedef.walkable then
return
end
local stacks = {}
@ -141,25 +145,18 @@ local dropperdef = {
local dropitem = ItemStack(stack)
dropitem:set_count(1)
local stack_id = stacks[r].stackpos
-- If it's a container, attempt to put it into the container
local dropped = mcl_util.move_item_container(pos, droppos, nil, stack_id)
-- No container?
if not dropped and not dropnodedef.groups.container then
-- Drop item normally
local pos_variation = 100
droppos = vector.offset(droppos,
math.random(-pos_variation, pos_variation) / 1000,
math.random(-pos_variation, pos_variation) / 1000,
math.random(-pos_variation, pos_variation) / 1000
)
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(vector.multiply(drop_vel, speed))
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
local pos_variation = 100
droppos = vector.offset(droppos,
math.random(-pos_variation, pos_variation) / 1000,
math.random(-pos_variation, pos_variation) / 1000,
math.random(-pos_variation, pos_variation) / 1000
)
local item_entity = minetest.add_item(droppos, dropitem)
local drop_vel = vector.subtract(droppos, pos)
local speed = 3
item_entity:set_velocity(vector.multiply(drop_vel, speed))
stack:take_item()
inv:set_stack("main", stack_id, stack)
end
end,
rules = mesecon.rules.alldirs,

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@ -0,0 +1,9 @@
# textdomain: mcl_droppers
Dropper=Liberador
A dropper is a redstone component and a container with 9 inventory slots which, when supplied with redstone power, drops an item or puts it into a container in front of it.=Um liberador é um componente de redstone e um recipiente com 9 slots de inventário ao qual, quando alimentado com carga de redstone, libera um item ou coloca-o em um recipiente em sua frente.
Droppers can be placed in 6 possible directions, items will be dropped out of the hole. Use the dropper to access its inventory. Supply it with redstone energy once to make the dropper drop or transfer a random item.=Liberadores podem ser posicionados em 6 direções possíveis, os itens serão liberados pelo buraco. Use o liberador para acessar seu inventário. Alimente-o com carga de redstone uma vez para fazer o liberador liberar ou transferir um item aleatório.
Downwards-Facing Dropper=Liberador Virado Para Baixo
Upwards-Facing Dropper=Liberador Virado Para Cima
Inventory=Inventário
9 inventory slots=Inventário de 9 slots
Drops item when powered by redstone power=Libera itens quando energizados por carga de redstone

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@ -0,0 +1,5 @@
# textdomain: mcl_observers
Observer=Observador
An observer is a redstone component which observes the block in front of it and sends a very short redstone pulse whenever this block changes.=Um observador é um componente de redstone o qual observa o bloco a sua frente e envia um pulso de redstone muito curto sempre que esse bloco mudar.
Place the observer directly in front of the block you want to observe with the “face” looking at the block. The arrow points to the side of the output, which is at the opposite side of the “face”. You can place your redstone dust or any other component here.=Posicione o observador diretamente em frente ao bloco que você deseja observar com a "face" olhando para o bloco. A seta aponta para o lado da saída, a qual está no lado oposto da "face". Você pode posicionar seu pó de redstone ou outros componentes aqui.
Emits redstone pulse when block in front changes=Emite um pulso de redstone quando um bloco muda em sua frente

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@ -0,0 +1,4 @@
# textdomain: mcl_target
Target=Alvo
A target is a block that provides a temporary redstone charge when hit by a projectile.=Um alvo é um bloco que fornece uma carga temporária de redstone quando atingido por um projétil.
Throw a projectile on the target to activate it.=Arremesse um projétil no alvo para ativá-lo.

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@ -246,6 +246,15 @@ function mesecon.mergetable(source, dest)
return rval
end
--
function mesecon.join_table(t1, t2)
local rval = mesecon.tablecopy(t2)
for i, v in ipairs(t1) do
table.insert(rval, mesecon.tablecopy(v))
end
return rval
end
function mesecon.register_node(name, spec_common, spec_off, spec_on)
spec_common.drop = spec_common.drop or name .. "_off"
spec_common.on_blast = spec_common.on_blast or mesecon.on_blastnode

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@ -108,7 +108,7 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
if groups_off.material_wood ~= 0 then
longdesc = S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.")
else
longdesc = S("A button is a redstone compent which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.", button_timer)
longdesc = S("A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.", button_timer)
end
end
@ -211,6 +211,11 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
output = "mesecons_button:button_"..basename.."_off",
recipe = {{ recipeitem }},
})
if minetest.get_modpath("mesecons_mvps") then
mesecon.register_mvps_unsticky("mesecons_button:button_"..basename.."_off")
mesecon.register_mvps_unsticky("mesecons_button:button_"..basename.."_on")
end
end
mesecon.register_button(

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@ -17,3 +17,4 @@ A wooden button is a redstone component made out of wood which can be pushed to
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé
Push duration: @1s=Durée de poussée : @1s
Pushable by arrow=Poussable par une flèche
A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=Un bouton est un composant redstone qui peut être poussé afin de fournir de la puissance redstone. Lorsqu'il est poussé, il fournit de la puissance redstone pendant @1 seconde.

View File

@ -0,0 +1,20 @@
# textdomain: mesecons_button
Use the button to push it.=Use o botão para pressioná-lo.
Stone Button=Botão de Pedra
A stone button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Um botão de pedra é um componente de redstone feito de pedra ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1 segundo.
Polished Blackstone Button=Botão de Rocha Negra Polida
A polished blackstone button is a redstone component made out of polished blackstone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Um botão de rocha negra polida é um componente de redstone feito de pedra negra polida ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1 segundo.
Oak Button=Botão de Carvalho
Acacia Button=Botão de Acácia
Birch Button=Botão de Bétula
Dark Oak Button=Botão de Carvalho Escuro
Spruce Button=Botão de Pinheiro
Jungle Button=Botão da Selva
Mangrove Button=Botão de Mangue
Crimson Button=Botão de Hifas Carmesim
Warped Button=Botão de Hifas Distorcidas
A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.=Um botão de madeira é um componente de redstone feito de madeira ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por 1.5 segundo. Botões de madeira também podem ser pressionados por flechas.
Provides redstone power when pushed=Fornece carga de redstone quando é pressionado
Push duration: @1s=Duração de pressão: @1s
Pushable by arrow=Pressionável por flecha
A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=Um botão é um componente de redstone ao qual pode ser pressionado para fornecer carga de redstone. Quando pressionado, irá energizar componentes de redstone adjacentes por @1 segundos.

View File

@ -17,4 +17,4 @@ A wooden button is a redstone component made out of wood which can be pushed to
Provides redstone power when pushed=Выдаёт сигнал редстоуна при нажатии
Push duration: @1s=Длительность нажатия: @1с
Pushable by arrow=Нажимается стрелами
A button is a redstone compent which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=Кнопка это компонент редстоуна, её можно нажать, чтобы получить сигнал редстоуна. При нажатии она включает соседние компоненты редстоуна на @1 с.
A button is a redstone component which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=Кнопка это компонент редстоуна, её можно нажать, чтобы получить сигнал редстоуна. При нажатии она включает соседние компоненты редстоуна на @1 с.

View File

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

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@ -1,7 +1,7 @@
# textdomain: mesecons_commandblock
Error: The command “@1” does not exist; your command block has not been changed. Use the “help” chat command for a list of available commands.=Error: el comando "@1" no existe; su bloque de comando no ha sido cambiado. Utilice el comando de chat "help" para obtener una lista de los comandos disponibles.
Error: The command “@1” does not exist; your command block has not been changed. Use the “help” chat command for a list of available commands. Hint: Try to remove the leading slash.=Error: el comando "@1" no existe; su bloque de comando no ha sido cambiado. Utilice el comando de chat "help" para obtener una lista de los comandos disponibles. Sugerencia: intente eliminar la barra diagonal inicial.
Error: You have insufficient privileges to use the command “@1” (missing privilege: @2)! The command block has not been changed.=Error: ¡No tiene suficientes privilegios para usar el comando “@ 1” (faltan privilegios: @ 2)! El bloque de comando no ha sido cambiado.
Error: You have insufficient privileges to use the command “@1” (missing privilege: @2)! The command block has not been changed.=Error: ¡No tiene suficientes privilegios para usar el comando “@1” (faltan privilegios: @2)! El bloque de comando no ha sido cambiado.
Error: No commander! Block must be replaced.=Error: ¡Sin dueño! El bloque debe ser reemplazado.
Commander: @1=Dueño: @1
Submit=Aceptar

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@ -0,0 +1,13 @@
# textdomain: mesecons_delayer
Redstone repeaters are versatile redstone components with multiple purposes: 1. They only allow signals to travel in one direction. 2. They delay the signal. 3. Optionally, they can lock their output in one state.=Repetidores de redstone são componentes de redstone versáteis com multíplos propósitos: 1. Eles apenas permitem que sinais viajem em uma direção. 2. Eles atrasam o sinal. 3. Opcionalmente, eles podem travar suas saídas em um estado.
To power a redstone repeater, send a signal in “arrow” direction (the input). The signal goes out on the opposite side (the output) with a delay. To change the delay, use the redstone repeater. The delay is between 0.1 and 0.4 seconds long and can be changed in steps of 0.1 seconds. It is indicated by the position of the moving redstone torch.=Para energizar um repetidor de redstone, envie um sinal na direção da "seta" (a entrada). O sinal sairá no lado oposto (a saída) com um atraso. Para mudar o atraso, use o repetidor de redstone. O atraso é entre 0.1 e 0.4 segundos de duração e podem ser mudados em passos de 0.1 segundo. É indicado pela posição da tocha tocha de redstone móvel.
To lock a repeater, send a signal from an adjacent repeater into one of its sides. While locked, the moving redstone torch disappears, the output doesn't change and the input signal is ignored.=Para travar um repetidor, envie um sinal de um repetidor adjacente para uma de suas laterais. Enquanto travado, a tocha de redstone móvel desaparece, a saída não muda e o sinal de entrada é ignorado.
Redstone Repeater=Repetidor de Redstone
Redstone Repeater (Powered)=Repetidor de Redstone (Energizado)
Redstone Repeater (Locked)=Repetidor de Redstone (Travado)
Redstone Repeater (Locked, Powered)=Repetidor de Redstone (Travado, Energizado)
Redstone Repeater (Delay @1)=Repetidor de Redstone (Atraso @1)
Redstone Repeater (Delay @1, Powered)=Repetidor de Redstone (Atraso @1, Energizado)
Transmits redstone power only in one direction=Transmite carga de redstone em apenas uma direção
Delays signal=Atrasa o sinal
Output locks when getting active redstone repeater signal from the side=A saída é travada quando estiver recebendo um sinal de um repetidor de redstone ativo pelas laterais

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@ -2,7 +2,24 @@ local S = minetest.get_translator(minetest.get_current_modname())
local light = minetest.LIGHT_MAX
minetest.register_node("mesecons_lightstone:lightstone_off", {
local function generate_action_on(color)
local n = "mesecons_lightstone:lightstone_on"
if color then n = n .. "_" .. color end
return function(pos, node)
minetest.swap_node(pos, {name=n, param2 = node.param2})
end
end
local function generate_action_off(color)
local n = "mesecons_lightstone:lightstone_off"
if color then n = n .. "_" .. color end
return function(pos, node)
minetest.swap_node(pos, {name=n, param2 = node.param2})
end
end
local ls_off_name = "mesecons_lightstone:lightstone_off"
local ls_off_def = {
tiles = {"jeija_lightstone_gray_off.png"},
groups = {handy=1, mesecon_effector_off = 1, mesecon = 2},
is_ground_content = false,
@ -11,16 +28,16 @@ minetest.register_node("mesecons_lightstone:lightstone_off", {
_doc_items_longdesc = S("Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.", light),
sounds = mcl_sounds.node_sound_glass_defaults(),
mesecons = {effector = {
action_on = function(pos, node)
minetest.swap_node(pos, {name="mesecons_lightstone:lightstone_on", param2 = node.param2})
end,
action_on = generate_action_on(),
rules = mesecon.rules.alldirs,
}},
_mcl_blast_resistance = 0.3,
_mcl_hardness = 0.3,
})
}
minetest.register_node(ls_off_name, ls_off_def)
minetest.register_node("mesecons_lightstone:lightstone_on", {
local ls_on_name = "mesecons_lightstone:lightstone_on"
local ls_on_def = {
tiles = {"jeija_lightstone_gray_on.png"},
groups = {handy=1, not_in_creative_inventory=1, mesecon = 2, opaque = 1},
drop = "node mesecons_lightstone:lightstone_off",
@ -29,14 +46,59 @@ minetest.register_node("mesecons_lightstone:lightstone_on", {
light_source = light,
sounds = mcl_sounds.node_sound_glass_defaults(),
mesecons = {effector = {
action_off = function(pos, node)
minetest.swap_node(pos, {name="mesecons_lightstone:lightstone_off", param2 = node.param2})
end,
action_off = generate_action_off(),
rules = mesecon.rules.alldirs,
}},
_mcl_blast_resistance = 0.3,
_mcl_hardness = 0.3,
})
}
minetest.register_node(ls_on_name, ls_on_def)
local colored_lamps = {
{"white", S("White Redstone Lamp"), "white"},
{"grey", S("Grey Redstone Lamp"), "dark_grey"},
{"silver", S("Light Grey Redstone Lamp"), "grey"},
{"black", S("Black Redstone Lamp"), "black"},
{"red", S("Red Redstone Lamp"), "red"},
{"yellow", S("Yellow Redstone Lamp"), "yellow"},
{"green", S("Green Redstone Lamp"), "dark_green"},
{"cyan", S("Cyan Redstone Lamp"), "cyan"},
{"blue", S("Blue Redstone Lamp"), "blue"},
{"magenta", S("Magenta Redstone Lamp"), "magenta"},
{"orange", S("Orange Redstone Lamp"), "orange"},
{"purple", S("Purple Redstone Lamp"), "violet"},
{"brown", S("Brown Redstone Lamp"), "brown"},
{"pink", S("Pink Redstone Lamp"), "pink"},
{"lime", S("Lime Redstone Lamp"), "green"},
{"lightblue", S("Light Blue Redstone Lamp"), "lightblue"},
}
for _, row in ipairs(colored_lamps) do
local name = row[1]
local desc = row[2]
local dye = row[3]
local mask = "^[hsl:0:-100^(mcl_lightstone_mask.png^[multiply:" .. name .. "^[opacity:100)"
if name == "lightblue" then
mask = "^[hsl:0:-100^(mcl_lightstone_mask.png^[multiply:" .. name .. "^[hsl:0:200^[opacity:100)"
end
local name_off = ls_off_name .. "_" .. name
local def_off = table.copy(ls_off_def)
def_off.description = desc
def_off._doc_items_longdesc = nil
def_off._doc_items_create_entry = false
def_off.mesecons.effector.action_on = generate_action_on(name)
def_off.tiles[1] = def_off.tiles[1] .. mask
local def_on = table.copy(ls_on_def)
def_on.drop = name_off
def_on.tiles[1] = def_on.tiles[1] .. mask
def_on.mesecons.effector.action_off = generate_action_off(name)
minetest.register_node(name_off, def_off)
minetest.register_node(ls_on_name.."_"..name, def_on)
minetest.register_craft({
type = "shapeless",
output = name_off,
recipe = {ls_off_name, "mcl_dye:" .. dye}
})
end
minetest.register_craft({
output = "mesecons_lightstone:lightstone_off",

View File

@ -2,3 +2,19 @@
Redstone Lamp=Redstonelampe
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Redstonelampen sind einfache Redstonekomponenten, die hell aufleuchten (Helligkeitspegel von @1), wenn sie Redstoneenergie erhalten.
Glows when powered by redstone power=Leuchtet, wenn mit Redstoneenergie versorgt
White Redstone Lamp=Weiße Redstonelampe
Grey Redstone Lamp=Graue Redstonelampe
Light Grey Redstone Lamp=Hellgraue Redstonelampe
Black Redstone Lamp=Schwartze Redstonelampe
Red Redstone Lamp=Rote Redstonelampe
Yellow Redstone Lamp=Gelbe Redstonelampe
Green Redstone Lamp=Grüne Redstonelampe
Cyan Redstone Lamp=Türkise Redstonelampe
Blue Redstone Lamp=Blaue Redstonelampe
Magenta Redstone Lamp=Magenta Redstonelampe
Orange Redstone Lamp=Orange Redstonelampe
Purple Redstone Lamp=Violette Redstonelampe
Brown Redstone Lamp=Braune Redstonelampe
Pink Redstone Lamp=Rosa Redstonelampe
Lime Redstone Lamp=Lindgrüne Redstonelampe
Light Blue Redstone Lamp=Hellblaue Redstonelampe

View File

@ -1,3 +1,4 @@
# textdomain: mesecons_lightstone
Redstone Lamp=Lámpara de redstone
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Las lámparas Redstone son componentes simples de redstone que brillan intensamente (nivel de luz @ 1) cuando reciben energía de redstone.
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Las lámparas de redstone son componentes simples de redstone que brillan intensamente (nivel de luz @1) cuando reciben energía de redstone.
Glows when powered by redstone power=Brilla cuando recibe energía de redstone

View File

@ -2,3 +2,19 @@
Redstone Lamp=Lampa czerwienitowa
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Lampy czerwienitowe to mechanizmy czerwienitowe, które jasno świecą (poziom światła @1), gdy są zasilone energią czerwienitową.
Glows when powered by redstone power=Świeci gdy zasilana czerwienitem
White Redstone Lamp=Biała lampa czerwienitowa
Grey Redstone Lamp=Szara lampa czerwienitowa
Light Grey Redstone Lamp=Jasnoszara lampa czerwienitowa
Black Redstone Lamp=Czarna lampa czerwienitowa
Red Redstone Lamp=Czerwona lampa czerwienitowa
Yellow Redstone Lamp=Żółta lampa czerwienitowa
Green Redstone Lamp=Zielona lampa czerwienitowa
Cyan Redstone Lamp=Błękitna lampa czerwienitowa
Blue Redstone Lamp=Niebieska lampa czerwienitowa
Magenta Redstone Lamp=Karmazynowa lampa czerwienitowa
Orange Redstone Lamp=Pomarańczowa lampa czerwienitowa
Purple Redstone Lamp=Fioletowa lampa czerwienitowa
Brown Redstone Lamp=Brązowa lampa czerwienitowa
Pink Redstone Lamp=Różowa lampa czerwienitowa
Lime Redstone Lamp=Jasnozielona lampa czerwienitowa
Light Blue Redstone Lamp=Jasnoniebieska lampa czerwienitowa

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@ -0,0 +1,4 @@
# textdomain: mesecons_lightstone
Redstone Lamp=Lâmpada de Redstone
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=Lâmpadas de redstone são componentes de redstone simples ao qual brilha intensamente (nível de brilho @1) quando recebe carga de redstone.
Glows when powered by redstone power=Bliha quando energizada com carga de redstone

View File

@ -2,3 +2,19 @@
Redstone Lamp=
Redstone lamps are simple redstone components which glow brightly (light level @1) when they receive redstone power.=
Glows when powered by redstone power=
White Redstone Lamp=
Grey Redstone Lamp=
Light Grey Redstone Lamp=
Black Redstone Lamp=
Red Redstone Lamp=
Yellow Redstone Lamp=
Green Redstone Lamp=
Cyan Redstone Lamp=
Blue Redstone Lamp=
Magenta Redstone Lamp=
Orange Redstone Lamp=
Purple Redstone Lamp=
Brown Redstone Lamp=
Pink Redstone Lamp=
Lime Redstone Lamp=
Light Blue Redstone Lamp=

View File

@ -117,7 +117,7 @@ local function is_available(pos)
return false, n
end
if minetest.registered_nodes[name] then
return minetest.registered_nodes[name].buildable_to, n or false, n
return minetest.registered_nodes[name].buildable_to or minetest.get_item_group(name, "dig_by_piston") == 1, n or false, n
end
return false, n
end
@ -126,6 +126,7 @@ end
function mesecon.mvps_get_stack(pos, dir, maximum, piston_pos)
-- determine the number of nodes to be pushed
local nodes = {}
local dig_nodes = {}
local frontiers = {pos}
while #frontiers > 0 do
@ -140,47 +141,50 @@ function mesecon.mvps_get_stack(pos, dir, maximum, piston_pos)
return
end
if not node_replaceable(nn.name) then
if #nodes >= maximum then return nil, false end
table.insert(nodes, {node = nn, pos = {x=np.x, y=np.y, z=np.z}})
-- add connected nodes to frontiers, connected is a vector list
-- the vectors must be absolute positions
local connected = {}
local has_loop
if minetest.registered_nodes[nn.name]
and minetest.registered_nodes[nn.name].mvps_sticky then
connected, has_loop = minetest.registered_nodes[nn.name].mvps_sticky(np, nn, piston_pos)
if has_loop then
return {}, true
end
end
table.insert(connected, vector.add(np, dir))
-- Make sure there are no duplicates in frontiers / nodes before
-- adding nodes in "connected" to frontiers
for _, cp in ipairs(connected) do
local duplicate = false
for _, rp in ipairs(nodes) do
if vector.equals(cp, rp.pos) then
duplicate = true
if minetest.get_item_group(nn.name, "dig_by_piston") == 1 then
-- if we want the node to drop, e.g. sugar cane, do not count towards push limit
table.insert(dig_nodes, {node = nn, pos = {x=np.x, y=np.y, z=np.z}})
else
if not node_replaceable(nn.name) then
table.insert(nodes, {node = nn, pos = {x=np.x, y=np.y, z=np.z}})
if #nodes > maximum then return nil, nil, false, true end
-- add connected nodes to frontiers, connected is a vector list
-- the vectors must be absolute positions
local connected = {}
local has_loop
if minetest.registered_nodes[nn.name] and minetest.registered_nodes[nn.name].mvps_sticky then
connected, has_loop = minetest.registered_nodes[nn.name].mvps_sticky(np, nn, piston_pos)
if has_loop then
return {}, {}, true, false
end
end
for _, fp in ipairs(frontiers) do
if vector.equals(cp, fp) then
duplicate = true
table.insert(connected, vector.add(np, dir))
-- Make sure there are no duplicates in frontiers / nodes before
-- adding nodes in "connected" to frontiers
for _, cp in ipairs(connected) do
local duplicate = false
for _, rp in ipairs(nodes) do
if vector.equals(cp, rp.pos) then
duplicate = true
end
end
for _, fp in ipairs(frontiers) do
if vector.equals(cp, fp) then
duplicate = true
end
end
if not duplicate and not mesecon.is_mvps_stopper(minetest.get_node(cp)) and minetest.get_item_group(nn.name, "dig_by_piston") == 0 then
table.insert(frontiers, cp)
end
end
if not duplicate and not mesecon.is_mvps_stopper(minetest.get_node(cp)) then
table.insert(frontiers, cp)
end
end
end
table.remove(frontiers, 1)
end
return nodes, false
return nodes, dig_nodes, false, false
end
function mesecon.mvps_set_owner(pos, placer)
@ -203,6 +207,11 @@ local function are_protected(nodes, player_name)
end
function mesecon.mvps_push(pos, dir, maximum, player_name, piston_pos)
-- check if the node in front of the piston is protected against player_name (to prevent replacing air)
if minetest.is_protected(pos, player_name) then
return false
end
return mesecon.mvps_push_or_pull(pos, dir, dir, maximum, player_name, piston_pos)
end
@ -222,9 +231,9 @@ end
-- movedir: direction of actual movement
-- maximum: maximum nodes to be pushed
function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, player_name, piston_pos)
local nodes, has_loop = mesecon.mvps_get_stack(pos, movedir, maximum, piston_pos)
local nodes, dig_nodes, has_loop, too_many = mesecon.mvps_get_stack(pos, movedir, maximum, piston_pos)
if has_loop then
if has_loop or too_many then
return false
end
@ -237,6 +246,9 @@ function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, player_name,
if (newpos[i].x == piston_pos.x) and (newpos[i].y == piston_pos.y) and (newpos[i].z == piston_pos.z) then
return
end
if minetest.is_protected(newpos[i], player_name) then
return
end
if not is_available(newpos[i]) then
local available = false
for j in ipairs(nodes) do
@ -253,18 +265,35 @@ function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, player_name,
end
end
if are_protected(nodes, player_name) then
local all_nodes = nodes
if dig_nodes and #dig_nodes > 0 then all_nodes = mesecon.join_table(dig_nodes, nodes) end
if are_protected(all_nodes, player_name) then
return
end
local first_dropper = nil
-- remove all nodes
for id, n in ipairs(nodes) do
for id, n in ipairs(all_nodes) do
n.meta = minetest.get_meta(n.pos):to_table()
local is_dropper = mesecon.is_mvps_dropper(n.node, movedir, nodes, id)
local is_dropper = mesecon.is_mvps_dropper(n.node, movedir, all_nodes, id)
if is_dropper then
--local drops = minetest.get_node_drops(n.node.name, "")
minetest.dig_node(n.pos)
-- if current node has already been destroyed (e.g. chain reaction of sugar cane breaking), skip it
if minetest.get_node(n.pos).name == n.node.name then
-- simulate dig_node using handle_node_drops
local drops = minetest.get_node_drops(n.node.name, "")
local counted_drops = {}
minetest.remove_node(n.pos)
for _, callback in pairs(minetest.registered_on_dignodes) do
callback(n.pos, n.node)
end
for _, item in ipairs(drops) do
if type(item) ~= "string" then
item = item:get_name() .. item:get_count()
end
table.insert(counted_drops, item)
end
minetest.handle_node_drops(n.pos, counted_drops)
end
else
minetest.remove_node(n.pos)
local node_timer = minetest.get_node_timer(n.pos)
@ -273,13 +302,13 @@ function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, player_name,
end
end
if is_dropper then
first_dropper = id
break
-- get id of the first dropper, but we still let everything else drop, so don't break here
if not first_dropper then first_dropper = id end
end
end
-- update mesecons for removed nodes ( has to be done after all nodes have been removed )
for id, n in ipairs(nodes) do
for id, n in ipairs(all_nodes) do
if first_dropper and id >= first_dropper then
break
end
@ -287,7 +316,7 @@ function mesecon.mvps_push_or_pull(pos, stackdir, movedir, maximum, player_name,
end
-- add nodes
for id, n in ipairs(nodes) do
for id, n in ipairs(all_nodes) do
if first_dropper and id >= first_dropper then
break
end
@ -394,6 +423,7 @@ mesecon.register_mvps_stopper("mcl_core:realm_barrier")
mesecon.register_mvps_stopper("mcl_core:void")
mesecon.register_mvps_stopper("mcl_core:bedrock")
mesecon.register_mvps_stopper("mcl_core:obsidian")
mesecon.register_mvps_stopper("mcl_core:crying_obsidian")
mesecon.register_mvps_stopper("mcl_chests:ender_chest")
mesecon.register_mvps_stopper("mcl_chests:ender_chest_small")
mesecon.register_mvps_stopper("mcl_mobspawners:spawner")
@ -411,10 +441,9 @@ mesecon.register_mvps_stopper("mesecons_solarpanel:solar_panel_inverted_on")
mesecon.register_mvps_stopper("mesecons_solarpanel:solar_panel_inverted_off")
mesecon.register_mvps_stopper("mcl_banners:hanging_banner")
mesecon.register_mvps_stopper("mcl_banners:standing_banner")
mesecon.register_mvps_stopper("mcl_campfires:campfire")
mesecon.register_mvps_stopper("mcl_campfires:campfire_lit")
mesecon.register_mvps_stopper("mcl_campfires:soul_campfire")
mesecon.register_mvps_stopper("mcl_campfires:soul_campfire_lit")
mesecon.register_mvps_stopper("mcl_beehives:bee_nest")
mesecon.register_mvps_stopper("mcl_beehives:beehive")
mesecon.register_mvps_stopper("mcl_compass:lodestone")
-- Unmovable by technical restrictions.
-- Open formspec would screw up if node is destroyed (minor problem)
@ -445,13 +474,14 @@ mesecon.register_mvps_stopper("mcl_chests:trapped_chest")
mesecon.register_mvps_stopper("mcl_chests:trapped_chest_small")
mesecon.register_mvps_stopper("mcl_chests:trapped_chest_left")
mesecon.register_mvps_stopper("mcl_chests:trapped_chest_right")
mesecon.register_mvps_stopper("mcl_signs:wall_sign")
mesecon.register_mvps_stopper("mcl_signs:standing_sign")
mesecon.register_mvps_stopper("mcl_signs:standing_sign22_5")
mesecon.register_mvps_stopper("mcl_signs:standing_sign45")
mesecon.register_mvps_stopper("mcl_signs:standing_sign67_5")
mesecon.register_mvps_stopper("mcl_barrels:barrel_open")
mesecon.register_mvps_stopper("mcl_barrels:barrel_closed")
mesecon.register_mvps_stopper("mcl_campfires:campfire")
mesecon.register_mvps_stopper("mcl_campfires:campfire_lit")
mesecon.register_mvps_stopper("mcl_campfires:soul_campfire")
mesecon.register_mvps_stopper("mcl_campfires:soul_campfire_lit")
mesecon.register_mvps_stopper("mcl_lectern:lectern")
mesecon.register_mvps_stopper("mcl_grindstone:grindstone")
-- Unmovable by design: objects
@ -495,8 +525,6 @@ mesecon.register_mvps_unsticky("mcl_bamboo:bamboo_2")
mesecon.register_mvps_unsticky("mcl_bamboo:bamboo_3")
mesecon.register_mvps_unsticky("mcl_bamboo:bamboo_door")
mesecon.register_mvps_unsticky("mcl_bamboo:bamboo_trapdoor")
mesecon.register_mvps_unsticky("mcl_signs:wall_sign_bamboo")
mesecon.register_mvps_unsticky("mcl_bamboo:scaffolding")
-- Beds
@ -532,21 +560,6 @@ mesecon.register_mvps_unsticky("mcl_beds:bed_white_top")
mesecon.register_mvps_unsticky("mcl_beds:bed_white_bottom")
mesecon.register_mvps_unsticky("mcl_beds:bed_yellow_top")
mesecon.register_mvps_unsticky("mcl_beds:bed_yellow_bottom")
-- Buttons
mesecon.register_mvps_unsticky("mesecons_button:button_stone_off")
mesecon.register_mvps_unsticky("mesecons_button:button_stone_on")
mesecon.register_mvps_unsticky("mesecons_button:button_wood_off")
mesecon.register_mvps_unsticky("mesecons_button:button_wood_on")
mesecon.register_mvps_unsticky("mesecons_button:button_acaciawood_off")
mesecon.register_mvps_unsticky("mesecons_button:button_acaciawood_on")
mesecon.register_mvps_unsticky("mesecons_button:button_birchwood_off")
mesecon.register_mvps_unsticky("mesecons_button:button_birchwood_on")
mesecon.register_mvps_unsticky("mesecons_button:button_darkwood_off")
mesecon.register_mvps_unsticky("mesecons_button:button_darkwood_on")
mesecon.register_mvps_unsticky("mesecons_button:button_sprucewood_off")
mesecon.register_mvps_unsticky("mesecons_button:button_sprucewood_on")
mesecon.register_mvps_unsticky("mesecons_button:button_junglewood_off")
mesecon.register_mvps_unsticky("mesecons_button:button_junglewood_on")
-- Cactus, Sugarcane & Vines
mesecon.register_mvps_unsticky("mcl_core:cactus")
mesecon.register_mvps_unsticky("mcl_core:reeds")
@ -559,23 +572,6 @@ mesecon.register_mvps_unsticky("mcl_cake:cake_4")
mesecon.register_mvps_unsticky("mcl_cake:cake_5")
mesecon.register_mvps_unsticky("mcl_cake:cake_6")
mesecon.register_mvps_unsticky("mcl_cake:cake")
-- Carpet
mesecon.register_mvps_unsticky("mcl_wool:black_carpet")
mesecon.register_mvps_unsticky("mcl_wool:blue_carpet")
mesecon.register_mvps_unsticky("mcl_wool:brown_carpet")
mesecon.register_mvps_unsticky("mcl_wool:cyan_carpet")
mesecon.register_mvps_unsticky("mcl_wool:green_carpet")
mesecon.register_mvps_unsticky("mcl_wool:grey_carpet")
mesecon.register_mvps_unsticky("mcl_wool:light_blue_carpet")
mesecon.register_mvps_unsticky("mcl_wool:lime_carpet")
mesecon.register_mvps_unsticky("mcl_wool:orange_carpet")
mesecon.register_mvps_unsticky("mcl_wool:magenta_carpet")
mesecon.register_mvps_unsticky("mcl_wool:pink_carpet")
mesecon.register_mvps_unsticky("mcl_wool:purple_carpet")
mesecon.register_mvps_unsticky("mcl_wool:red_carpet")
mesecon.register_mvps_unsticky("mcl_wool:silver_carpet")
mesecon.register_mvps_unsticky("mcl_wool:white_carpet")
mesecon.register_mvps_unsticky("mcl_wool:yellow_carpet")
-- Carved & Jack O'Lantern Pumpkins, Pumpkin & Melon
mesecon.register_mvps_unsticky("mcl_farming:pumpkin_face")
mesecon.register_mvps_unsticky("mcl_farming:pumpkin_face_light")
@ -907,16 +903,16 @@ mesecon.register_mvps_unsticky("mcl_chests:black_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:blue_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:brown_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:cyan_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:dark_green_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:dark_grey_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:lightblue_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:green_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:grey_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:light_blue_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:lime_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:orange_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:magenta_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:pink_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:purple_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:violet_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:red_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:silver_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:grey_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:white_shulker_box_small")
mesecon.register_mvps_unsticky("mcl_chests:yellow_shulker_box_small")
-- Snow

View File

@ -152,8 +152,6 @@ function mesecon.noteblock_play(pos, param2)
soundname="mesecons_noteblock_xylophone_metal"
elseif block_below_name == "mcl_nether:soul_sand" then
soundname="mesecons_noteblock_cowbell"
elseif block_below_name == "mcl_farming:pumpkin" or block_below_name == "mcl_farming:pumpkin_face" or block_below_name == "mcl_farming:pumpkin_face_light" then
soundname="mesecons_noteblock_didgeridoo"
elseif block_below_name == "mcl_core:emeraldblock" then
soundname="mesecons_noteblock_squarewave"
elseif block_below_name == "mcl_farming:hay_block" then
@ -162,6 +160,8 @@ function mesecon.noteblock_play(pos, param2)
soundname="mesecons_noteblock_piano_digital"
elseif minetest.get_item_group(block_below_name, "wool") ~= 0 then
soundname="mesecons_noteblock_guitar"
elseif minetest.get_item_group(block_below_name, "pumpkin") ~= 0 then
soundname="mesecons_noteblock_didgeridoo"
elseif minetest.get_item_group(block_below_name, "material_glass") ~= 0 then
soundname="mesecons_noteblock_hit"
elseif minetest.get_item_group(block_below_name, "material_wood") ~= 0 then

View File

@ -138,14 +138,12 @@ local function piston_off(pos, node)
end
local function piston_orientate(pos, placer)
mesecon.mvps_set_owner(pos, placer)
-- not placed by player
if not placer then return end
-- placer pitch in degrees
local pitch = placer:get_look_vertical() * (180 / math.pi)
local node = minetest.get_node(pos)
local pistonspec = minetest.registered_nodes[node.name].mesecons_piston
if pitch > 55 then
@ -153,6 +151,9 @@ local function piston_orientate(pos, placer)
elseif pitch < -55 then
minetest.add_node(pos, {name=pistonspec.piston_down})
end
-- set owner meta after setting node, or it will not keep
mesecon.mvps_set_owner(pos, placer)
end

View File

@ -0,0 +1,21 @@
# textdomain: mesecons_pressureplates
A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.=Uma placa de pressão é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto alguém ou alguma coisa descansa em cima dela.
Oak Pressure Plate=Placa de Pressão de Carvalho
Acacia Pressure Plate=Placa de Pressão de Acácia
Birch Pressure Plate=Placa de Pressão de Bétula
Dark Oak Pressure Plate=Placa de Pressão de Carvalho Escuro
Spruce Pressure Plate=Placa de Pressão de Pinheiro
Jungle Pressure Plate=Placa de Pressão da Selva
Mangrove Pressure Plate=Placa de Pressão de Mangue
Crimson Pressure Plate=Placa de Pressão de Hifas Carmesim
Warped Pressure Plate=Placa de Pressão de Hifas Distorcidas
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Uma placa de pressão de madeira é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto qualquer objeto móvel (incluindo itens largados, jogadores e mobs) descansarem em cima dela.
Polished Blackstone Pressure Plate=Placa de Pressão de Rocha Negra Polida
A polished blackstone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Uma placa de pressão de pedra negra polida é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto um jogador ou mob estiver em pé em cima dela. Não é acionada por outras coisas.
Stone Pressure Plate=Placa de Pressão de Pedra
A stone pressure plate is a redstone component which supplies its surrounding blocks with redstone power while a player or mob stands on top of it. It is not triggered by anything else.=Uma placa de pressão de pedra é um componente de redstone ao qual alimenta os blocos ao seu redor com carga de redstone enquanto um jogador ou mob estiver em pé em cima dela. Não é acionada por outras coisas.
Provides redstone power when pushed=Fornece carga de redstone quando pressionada
Pushable by players, mobs and objects=Pressionável por jogadores, mobs e objetos
Pushable by players and mobs=Pressionável por jogadores e mobs
Pushable by players=Pressionável por jogadores
Pushable by mobs=Pressionável por mobs

View File

@ -0,0 +1,5 @@
# textdomain: mesecons_walllever
Lever=Alavanca
A lever is a redstone component which can be flipped on and off. It supplies redstone power to adjacent blocks while it is in the “on” state.=Uma alavanca é um componente de redstone ao qual pode ser comutado em ligado ou desligado. Fornecerá carga de redstone para blocos adjacentes enquanto estiver no estado "ligado".
Use the lever to flip it on or off.=Use a alavanca para comutá-la em ligado ou desligado.
Provides redstone power while it's turned on=Fornece carga de redstone enquanto estiver ligada

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