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

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

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@ -5,7 +5,7 @@ Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
## License of source code
MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
@ -38,11 +38,11 @@ No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by [MysticTempest](https://github.com/MysticTempest).
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are released under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)

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@ -1,14 +1,13 @@
# Models in Minetest/Mineclone2
#Models in Minetest/Mineclone2
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
## Recommended software
##Recommended software
### Blender
###Blender
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
@ -20,16 +19,14 @@ Blitz 3D (.b3d) Is one of the main animated model formats used for entities in t
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
## Types of model formats
### Animated, skinned models
##Types of model formats
###Animated, skinned models
* Blitz 3D files (.b3d)
* Microsoft DirectX (.x) (binary & text, compression is not supported)
### Static meshes
###Static meshes
* Wavefront OBJ (.obj)
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
@ -48,18 +45,16 @@ Note: Do not use .b3d and .x files for static meshes at the moment, Minetest cur
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
## Pros & Cons of .b3d vs .x
### B3D
##Pros & Cons of .b3d vs .x
###B3D
* [+] Binary format means a small size
* [-] Difficult to postprocess after exporting
* [-] Difficult to debug problems
### X (text version)
###X (text version)
* [+] Can be parsed easily with lua scripts
* [+] Can be easily generated by scripts

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

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@ -1,11 +1,10 @@
### Standard Release
# File to document release steps with a view to evolving into a script
#File to document release steps with a view to evolving into a script
# Update CREDITS.md
# Update version in game.conf
#Update CREDITS.md
#Update version in game.conf
```
lua tools/generate_ingame_credits.lua
git add CREDITS.md
@ -19,11 +18,10 @@ git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.83.0
git push origin 0.83.0
```
# Update version in game.conf to the next version with -SNAPSHOT suffix
#Update version in game.conf to the next version with -SNAPSHOT suffix
`git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
git commit -m "Post-release set version 0.84.0-SNAPSHOT"
### Hotfix Release
@ -34,17 +32,15 @@ To mitigate this, you just release the last release, and the relevant bug fix. F
* Create release branch from the last release tag, push it:
```
git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1
```
##### Prepare feature branch and fix
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
`git checkout -b hotfix_bug_1_branch`
git checkout -b hotfix_bug_1_branch
* Fix crash/serious bug and commit
* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
@ -57,13 +53,11 @@ git push origin release/0.82.1
* Tag it, push tag and branch:
```
git tag 0.82.1
git push origin 0.82.1
git push origin release/0.82.1
```
Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
@ -77,13 +71,5 @@ Note: If you have to do more than 1 hotfix release, can do it on the same releas
##### Inform people
* Upload video to YouTube
* Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link.
* Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/MineClone2
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post.
* Add a comment in Discord announcement

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@ -12,13 +12,13 @@ GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would
### GIMP
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
GIMP (Gnu Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
Download GIMP [here](http://gimp.org/)
# Getting Started
## Creating a new file
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing New.
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.

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@ -1 +1 @@
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs!

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

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

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

View File

@ -191,10 +191,9 @@ Origin of those models:
* [Spennnyyy](https://freesound.org/people/Spennnyyy/) (CC0)
* `mcl_totems_totem.ogg`
* Source: <https://freesound.org/people/Spennnyyy/sounds/323502/>
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto) (remixer) and [kantouth](https://freesound.org/people/kantouth/) (original author)
* [Baŝto](https://opengameart.org/users/ba%C5%9Dto)
* `mobs_mc_skeleton_random.*.ogg` (CC BY 3.0)
* Source: <https://opengameart.org/content/walking-skeleton>
* Based on: <https://freesound.org/people/kantouth/sounds/115113/>
* [spookymodem](https://freesound.org/people/spookymodem/)
* `mobs_mc_skeleton_death.ogg` (CC0)
* <https://freesound.org/people/spookymodem/sounds/202091/>
@ -308,4 +307,4 @@ Origin of those models:
Note: Many of these sounds have been more or less modified to fit the game.
Sounds not mentioned here are licensed under CC0.
Sounds not mentioned hre are licensed under CC0.

View File

@ -351,7 +351,7 @@ local professions = {
leatherworker = {
name = N("Leatherworker"),
texture = "mobs_mc_villager_leatherworker.png",
jobsite = "group:cauldron",
jobsite = "mcl_cauldrons:cauldron",
trades = {
{
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
@ -1008,15 +1008,7 @@ end
----- JOBSITE LOGIC
local function get_profession_by_jobsite(js)
for k,v in pairs(professions) do
if v.jobsite == js then
return k
-- Catch Nitwit doesn't have a jobsite
elseif v.jobsite and v.jobsite:find("^group:") then
local group = v.jobsite:gsub("^group:", "")
if minetest.get_item_group(js, group) > 0 then
return k
end
end
if v.jobsite == js then return k end
end
end

View File

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

View File

@ -0,0 +1 @@
-- This mod has no code and is only a collection of textures.

View File

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

View File

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

View File

@ -203,11 +203,11 @@ local bamboo_def = {
if node_above_name ~= "mcl_core:water_source" and node_above_name ~= "mcl_core:lava_source"
and node_above_name ~= "mcl_nether:nether_lava_source" then
local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir)
if position then
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
if rand_height and rand_height > 1 then
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item(1)
end
if rand_height and rand_height > 1 then
if position then
mcl_bamboo.mcl_log("Setting Height Data...")
meta = minetest.get_meta(position)
if meta then

View File

@ -1,45 +0,0 @@
# textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo=Бамбук
Bamboo Mosaic Plank=Бамбуковая мозаика
Bamboo Plank=Бамбуковые доски
Stripped Bamboo Block=Блок обтёсанного бамбука
Bamboo Block=Блок бамбука
### bamboo_items.lua ###
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Бамбуковая кнопка - это компонент красного камня, который изготовлен из краснокаменной руды. Ее можно нажать, чтобы обеспечить питание красному камню. При нажатии он приводит в действие соседние компоненты красного камня на 1 секунду.
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Деревянная нажимная пластина - это компонент красного камня, который снабжает окружающие блоки энергией красного камня, в то время как любой подвижный объект (включая выпавшие предметы, игроков и мобов) стоит на ней.
Bamboo=Бамбук
Bamboo Button=Бамбуковая кнопка
Bamboo Door=Бамбуковая дверь
Bamboo Fence=Бамбуковый забор
Bamboo Fence Gate=Бамбуковая калитка
Bamboo Mosaic Slab=Плита из бамбуковой мозаики
Bamboo Mosaic Stair=Ступеньки из бамбуковой мозаики
Bamboo Plank Slab=Бамбуковая плита из досок
Bamboo Plank Stair=Бамбуковые ступеньки из досок
Bamboo Pressure Plate=Бамбуковая нажимная плита
Bamboo Slab=Бамбуковая плита
Bamboo Stair=Бамбуковые ступеньки
Bamboo Trapdoor=Бамбуковый люк
Double Bamboo Mosaic Slab=Двойная бамбуковая мозаичная плита
Double Bamboo Plank Slab=Двойная бамбуковая дощатая плита
Double Bamboo Slab=Двойная бамбуковая плита
Double Stripped Bamboo Slab=Двойная обтесанная бамбуковая плита
Scaffolding=Строительные леса
Scaffolding (horizontal)=Строительные леса (горизонтальный)
Scaffolding block used to climb up or out across areas.=Блок строительных лесов, используемый для подъема вверх или перемещения по другим участкам.
Stripped Bamboo Slab=Обтесанная бамбуковая плита
Stripped Bamboo Stair=Обтесанные бамбуковые ступеньки
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Чтобы открыть или закрыть люк, щелкните по нему правой кнопкой мыши или отправьте на него сигнал redstone.
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Деревянные люки - это горизонтальные барьеры, которые можно открывать и закрывать вручную или по сигналу красного камня. Они занимают верхнюю или нижнюю часть блока, в зависимости от того, как они были размещены. Когда они открыты, по ним можно подниматься, как по лестнице.
Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal.=Деревянные двери представляют собой барьеры высотой в 2 блока, которые можно открывать или закрывать вручную и по сигналу redstone.
To open or close a wooden door, rightclick it or supply its lower half with a redstone signal.=Чтобы открыть или закрыть деревянную дверь, щелкните по ней правой кнопкой мыши или снабдите ее нижнюю половину сигналом красного камня.

View File

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

View File

@ -1,29 +0,0 @@
# textdomain: mcl_blackstone
Blackstone=Чернит
Polished Blackstone=Полированный чернит
Chiseled Polished Blackstone=Резной полированный чернит
Polished Blackstone Bricks=Полированный чернокаменный кирпич
Basalt=Базальт
Polished Basalt=Полированный базальт
Blackstone Slab=Чернитная плита
Polished Blackstone Slab=Плита из полированного чернита
Chiseled Polished Blackstone Slab=Резная полированная чернитная плита
Polished Blackstone Brick Slab=Плита из полированно-чернитного кирпича
Blackstone Stair=Чернитные ступеньки
Polished Blackstone Stair=Ступеньки из полированно-чернитного кирпича
Chiseled Polished Blackstone Stair=Резные полированные чернитные ступеньки
Polished Blackstone Brick Stair=Ступеньки из полированно-чернитного кирпича
Quartz Bricks=Кварцевые кирпичи
Soul Torch=Факел душ
Torches are light sources which can be placed at the side or on the top of most blocks.=Факелы - это источники света, которые могут быть размещены сбоку или сверху большинства блоков.
Soul Lantern=Фонарь душ
Soul Soil=Почва душ
Eternal Soul Fire=Пламя душ
Gilded Blackstone=Золочёный чернит
Nether Gold Ore=Незерская золотая руда
Smooth Basalt=Гладкий базальт
Blackstone Wall=Чернитная стена
Double Blackstone Slab=Двойная чернитная плита
Polished Double Blackstone Slab=Полированная двойная чернитная плита
Double Chiseled Polished Blackstone Slab=Двойная резная полированная чернитная плита
Double Polished Blackstone Brick Slab=Двойная плита из полированно-чернитного кирпича

View File

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

View File

@ -1,4 +1,5 @@
local S = minetest.get_translator(minetest.get_current_modname())
local MAX_MOB_NAME_LENGTH = 30
-- Fish Buckets
local fish_names = {
@ -29,6 +30,18 @@ local function on_place_fish(itemstack, placer, pointed_thing)
if props ~= "" then
o:set_properties(minetest.deserialize(props))
end
local ent = o:get_luaentity()
-- set nametag
local nametag = itemstack:get_meta():get_string("name")
if nametag ~= "" then
if string.len(nametag) > MAX_MOB_NAME_LENGTH then
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
ent:update_tag()
end
local water = "mcl_core:water_source"
if n.name == "mclx_core:river_water_source" then
water = n.name

View File

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

View File

@ -217,7 +217,8 @@ Stripped Spruce Wood=Madeira de Pinheiro Descascada
Stone Bricks=Tijolo de Rocha
Sugar=Açúcar
Sugar Canes=Cana de Açúcar
Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well.=Canas de açúcar são plantas que possui alguns usos em fabricações. Canas de açúcar crescerão lentamente até 3 blocos quando estão próximas da água e são colocadas em blocos de grama, terra, areia, areia vermelha, podzol ou terra infértil. Quando uma cana de açúcar é quebrada, todas as canas de açúcar conectadas acima também se quebrarão.
Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well.=
Canas de açúcar são plantas que possui alguns usos em fabricações. Canas de açúcar crescerão lentamente até 3 blocos quando estão próximas da água e são colocadas em blocos de grama, terra, areia, areia vermelha, podzol ou terra infértil.
Sugar canes can only be placed top of other sugar canes and on top of blocks on which they would grow.=Canas de açúcar só podem ser colocados emcima de outras canas de açúcar ou sobre blocos em qual elas podem crescer.
Sugar comes from sugar canes and is used to make sweet foods.=Açúcar vem de canas de açúcar e é utilizado para fazer doces comidas.
The stripped trunk of an acacia tree.=O tronco descascado de uma acácia.

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@ -681,7 +681,7 @@ mcl_doors:register_trapdoor("mcl_crimson:crimson_trapdoor", {
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
tile_front = "mcl_crimson_crimson_trapdoor.png",
tile_side = "mcl_crimson_crimson_trapdoor_side.png",
tile_side = "mcl_crimson_crimson_hyphae_wood.png",
wield_image = "mcl_crimson_crimson_trapdoor.png",
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
_mcl_hardness = 3,
@ -719,7 +719,7 @@ mcl_doors:register_trapdoor("mcl_crimson:warped_trapdoor", {
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
tile_front = "mcl_crimson_warped_trapdoor.png",
tile_side = "mcl_crimson_warped_trapdoor_side.png",
tile_side = "mcl_crimson_warped_hyphae_wood.png",
wield_image = "mcl_crimson_warped_trapdoor.png",
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
_mcl_hardness = 3,

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@ -209,9 +209,3 @@ mcl_flowerpots.register_potted_flower("mcl_core:deadbush", {
desc = S("Dead Bush"),
image = "default_dry_shrub.png",
})
mcl_flowerpots.register_potted_flower("mcl_cherry_blossom:cherrysapling", {
name = "cherrysapling",
desc = S("Cherry Sapling"),
image = "mcl_cherry_blossom_sapling.png",
})

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@ -24,4 +24,3 @@ Flower Pot=
Flower pots are decorative blocks in which flowers and other small plants can be placed.=
Just place a plant on the flower pot. Flower pots can hold small flowers (not higher than 1 block), saplings, ferns, dead bushes, mushrooms and cacti. Rightclick a potted plant to retrieve the plant.=
Can hold a small flower or plant=
Cherry Sapling Flower Pot=

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@ -298,7 +298,7 @@ mcl_doors:register_trapdoor("mcl_mangrove:mangrove_trapdoor", {
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
tile_front = "mcl_mangrove_trapdoor.png",
tile_side = "mcl_mangrove_trapdoor_side.png",
tile_side = "mcl_mangrove_planks.png",
wield_image = "mcl_mangrove_trapdoor.png",
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
_mcl_hardness = 3,

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@ -85,16 +85,16 @@ function mcl_meshhand.update_player(player)
end
end
minetest.register_on_joinplayer(function(player)
player:get_inventory():set_size("hand", 1)
end)
if mcl_skins_enabled then
mcl_player.register_on_visual_change(mcl_meshhand.update_player)
else
minetest.register_on_joinplayer(mcl_meshhand.update_player)
end
minetest.register_on_joinplayer(function(player)
player:get_inventory():set_size("hand", 1)
end)
-- This is needed to deal damage when punching mobs
-- with random items in hand in survival mode
minetest.override_item("", {

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@ -1,160 +0,0 @@
### 0.84 - The Very Nice release
### Contributors
#### New contributors
* appgurueu
* kbundg
* megustanlosfrijoles
* Niterux
* seventeenthShulker
* Temak
* uqers
#### Returning contributors
* 3raven
* AncientMariner
* chmodsayshello
* cora
* epCode
* Exhale
* FlamingRCCars
* FossFanatic
* MrRar
* Nicu
* PrairieWind
* rudzik8
* SmokeyDope
* Wbjitscool
## Important Info
### New server commands
minetest.register_chatcommand("music", {
params = "[on|off|invert [<player name>]]",
description = S("Turns music for yourself or another player on or off."),
### New settings added
#Maximum amount of hostile mobs (default:300)
mcl_mob_cap_hostile (Global hostile mob cap) int 300 0 2048
#Maximum amount of non-hostile mobs (default:300)
mcl_mob_cap_non_hostile (Global non-hostile mob cap) int 300 0 2048
#Maximum amount of ambient water mobs that will spawn near a player (default:20)
mcl_mob_cap_water_ambient (Mob cap ambient water) int 20 0 1024
#Maximum amount of underground water mobs that will spawn near a player (default:5)
mcl_mob_cap_water_underground (Mob cap underground water) int 5 0 1024
#Maximum amount of axolotl mobs that will spawn near a player (default:5)
mcl_mob_cap_axolotl (Mob cap axolotl) int 5 0 1024
## Change Log
### Gameplay Improvements
* Cherry Blossoms - Saplings added as loot, and trees and craftables added. Initial changes to enable a Wood API. - PrairieWind, SmokeyDope, Wbjitscool
* Fix issue with drops turning black due to clipping into walls and floors and visually demonstrate drops merging - AncientMariner
* Hoglins attack frequency reduced now due to new attack_frequency mob setting - AncientMariner
* Hostile mobs should lose aggro if they cannot see their target - AncientMariner
* Nerf skeleton attack - AncientMariner
* Split global cap for peaceful and hostile. Introduce underground water, ambient water, axolotl cap. Slight peaceful spawn balancing. Mob spawning can have more density in some instances. Slightly less passive mob spawning. Some mobs were not counted in cap calculations. Refreshed cap space after spawning in cycle. - AncientMariner
* Prevent slime blocks from 'connecting' to honey blocks when pushing/pulling, like in Minecraft - seventeenthShulker
* Add support for external custom skins mod - MrRar
* Double doors fixed - FossFanatic
* Make elytra enchantable and the enchanted elytra usable - PrairieWind/FlamingRCCars/MrRar
* Remove slimes from mushroom islands - AncientMariner
* Remove Flower Forest Beaches from Wolf biome spawn list - PrairieWind
* Make Piglin Brutes drop golden axes = PrairieWind
* Make end crystals explode when nearby crystals are punched and explode - PrairieWind
* Improved pig riding - PrairieWind
### Visual Improvements
* Incorporate sheep eating animation. - epCode
* New textures for warped for Crimson Fungus, Crimson Fungus planks, Warped Hyphae planks - Exhale
* New sweet berry textures - SmokeyDope
* Add Piglin and Creeper description names to death message - AncientMariner
* Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to. - AncientMariner
* Remove one cause of extra jittering in mobs - AncientMariner
* Update dead bush generation - PrairieWind
* Fix a typo in the Acquire Hardware achievement - uqers
* Clean-up mcl_bamboo text - rudzik8
### Sounds
* Add more fishing sounds! - Niterux
* Add max_hear_distance flag to composter sounds - SmokeyDope
* Add barrel sounds - SmokeyDope
### Translations
* Update russian translation - Temak
* (french) translation enhancements - 3raven
* Add spanish translations - megustanlosfrijoles
### Performance
* Reduce network activity for elytra flying rocket particles - AncientMariner
* Mapgen Performance Improvements - FossFanatic
* Migrate beacons back to abm - chmodsayshello
* Frequent danger checks and movement actions removed from non-moving and out of range mobs - AncientMariner
* Duplicate jump and danger checks removed from mob processing - AncientMariner
* Decreased frequency of processing for some mob actions - AncientMariner
* Only run certain checks if applicable for mob - AncientMariner
### Multiplayer
* Add global cooldown for the bed quick chat feature - chmodsayshello/AncientMariner
* Music toggle for players connecting to servers - chmodsayshello
* Make sure dying sign text respects protection - AncientMariner
### Code Quality
* Oxidation API - PrairieWind
* Fix sign color requirement and translation issue - PrairieWind
* Standardise despawn logic and add asserts. Add persistent flag for mobs that have been interacted with. - AncientMariner
* Replace the zombie pigman with the zombified piglin - AncientMariner
* Clean up crash code and convert to new style vectors - AncientMariner
* Fix png start warning and double slab description warning. - AncientMariner
* OptiPNG a bunch of textures - PrairieWind
* Beds mesecons dependency incorrectly named - AncientMariner
* Rename Bucket Textures - AncientMariner
* Fix global variable references and exit mob_step if missing pos - AncientMariner
* Fix texture modifiers relying on undocumented behavior - appgurueu
### Fixes
* Piglins no longer aggro for enchanted gold armour - AncientMariner
* Drop pumpkins, melons and buttons via piston or dirt next to piston - AncientMariner
* Llamas and other mobs change skin color - AncientMariner
* Mobs more easily jump from stationary up a block - epCode
* Fix waterlogged mangrove roots leaving water in the nether - AncientMariner
* Prevent ALL furnaces from being moved (xp dupe fix) - chmodsayshello
* Fix gilded blackstone fortune dupe - cora
* Lightning rod param2 is now saved upon being struck - AncientMariner
* Adjust hot stuff achievement to use new lava bucket texture name - SmokeyDope
* Fix dropped out bamboo lines from translation work - AncientMariner
* Zombie piglin no longer prevent sleep unless hostile. - AncientMariner
### Crashes
* Fix crash when creeper explodes in minecart - AncientMariner
* Fix crash when using a named spawn egg - cora
* Fix crash when parrot sits on shoulder - AncientMariner
* Fix 2 automated wool farm crash and elytra fly over unknown block crash - AncientMariner
* Change order of numbers passed into random that crash on some Lua versions - AncientMariner
* solar panels: No crash when minetest.get_natural_light() return nil - MrRar

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@ -7,9 +7,8 @@ local colors = {
["Creator of MineClone2"] = "0xFBF837",
["Maintainers"] = "0xFF51D5",
["Developers"] = "0xF84355",
["Past Developers"] = "0xF84355",
["Contributors"] = "0x52FF00",
["Music"] = "0xA60014",
["MineClone5"] = "0xA60014",
["Original Mod Authors"] = "0x343434",
["3D Models"] = "0x0019FF",
["Textures"] = "0xFF9705",