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221 Commits

Author SHA1 Message Date
chmodsayshello 1599202353 Merge pull request 'fork update' (#10) from MineClone2/MineClone2:master into master
Reviewed-on: #10
2023-06-04 10:44:01 +00:00
ancientmarinerdev 46d486c7cb Merge pull request 'Oxidation API' (#3748) from oxidation_api into master
Reviewed-on: MineClone2/MineClone2#3748
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-02 20:34:26 +00:00
PrairieWind 75e4000b30 Fix the scraped variants of certain waxed copper blocks
Also fix some wording in the oxidation api documentation
2023-06-02 20:28:54 +00:00
PrairieWind 46f6731cf5 Make oxidized slabs and stairs waxable, and fix the copper oxidation dupe 2023-06-02 20:28:54 +00:00
PrairieWind 0fba7eaed4 Fix a few crashes, make the abm work, and revive the wax off advancement 2023-06-02 20:28:54 +00:00
Michieal 7c46826958 Did what I should have done to begin with: changed _mcl_copper_waxed_variant to _mcl_waxed_variant so that it intuitively applies to more than just copper. 2023-06-02 20:28:54 +00:00
Michieal d6858b7e2a Made the scraped variants of the stairs & slabs.
Cleaned up commented out code.
2023-06-02 20:28:54 +00:00
Michieal 9e5a45e3fd Rebased; Changed the way that the abm handles being called.
Still have to make the scraped variants of the stairs & slabs.
2023-06-02 20:28:54 +00:00
PrairieWind 4b9fc7046b Add Oxidization API 2023-06-02 20:28:54 +00:00
ancientmarinerdev 3eb2f745e2 Merge pull request 'Change order of numbers passed into random that crash on some Lua versions' (#3775) from fix_random_ordering_crash into master
Reviewed-on: MineClone2/MineClone2#3775
2023-06-02 20:20:33 +00:00
ancientmarinerdev 4287a261c8 Change order of numbers passed into random that crash on some Lua versions 2023-06-02 21:14:52 +01:00
ancientmarinerdev 5cbb56d71b Merge pull request 'Split global cap for peaceful and hostile. Introduce underground water, ambient water, axolotl cap. Slight peaceful spawn balancing.' (#3765) from spawning_cap_tweaks into master
Reviewed-on: MineClone2/MineClone2#3765
2023-06-01 20:08:53 +00:00
ancientmarinerdev c65f8c9e51 Improved early game spawn balance 2023-06-01 20:05:25 +00:00
ancientmarinerdev 812269264b Add in caps for underground water and axolotl 2023-06-01 20:05:25 +00:00
ancientmarinerdev afb4540408 Clean up 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4d3e8e25e5 Add water_ambient cap 2023-06-01 20:05:25 +00:00
ancientmarinerdev ae32ce4a0a Split hostile and non-hostile mob caps 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4c3d726882 Merge pull request 'Add max_hear_distance flag to composter sounds' (#3767) from fix_composter_sound_hear_distance into master
Reviewed-on: MineClone2/MineClone2#3767
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-31 22:26:16 +00:00
ancientmarinerdev 90842c5f25 Fixed slight error. 2023-05-31 22:20:58 +00:00
ancientmarinerdev 428ae9ac0d Fix positional sounds based on mt docs. 2023-05-31 22:20:58 +00:00
SmokeyDope adee1a49af Add max_hear_distance flag to composter sounds 2023-05-31 22:20:58 +00:00
megustanlosfrijoles 06077d1633 Spanish translations (#3753)
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Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3753
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-05-31 21:22:49 +00:00
ancientmarinerdev ae486fa525 Merge pull request 'Fix a typo in the Acquire Hardware achievement' (#3740) from uqers/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3740
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-28 19:46:07 +00:00
uqers 7133031caf Fix translations for ru, pl, ja, and fr 2023-05-27 01:42:59 +00:00
ancientmarinerdev 019717cab0 Merge pull request 'Add support for external custom skins mod' (#3653) from skins into master
Reviewed-on: MineClone2/MineClone2#3653
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-26 20:55:53 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 f1d17e2c69 mcl_skins: PR feedback 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 26f033932e Add mcl_custom_skins info to README 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 1e63f3931a Skins update 2023-05-26 20:27:11 +00:00
ancientmarinerdev bd37ed178c Merge pull request 'Fix pig riding' (#3675) from fix_pig_riding into master
Reviewed-on: MineClone2/MineClone2#3675
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 21:47:14 +00:00
PrairieWind 5ed92a2695 Make pigs mountable without carrot on a stick, but require the carrot on a stick to actually control the pig 2023-05-22 21:40:23 +00:00
ancientmarinerdev 8f60fb08d3 Merge pull request 'Fix global variable references and exit mob_step if missing pos' (#3741) from mobs_tweaks into master
Reviewed-on: MineClone2/MineClone2#3741
2023-05-22 21:12:43 +00:00
ancientmarinerdev 10a3d06360 Fix global variable references and exit mob_step if missing pos 2023-05-22 21:05:12 +00:00
ancientmarinerdev 08cbd95a5e Merge pull request 'Make sure dying sign text respects protection' (#3727) from sign_dye_protection into master
Reviewed-on: MineClone2/MineClone2#3727
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 20:53:58 +00:00
PrairieWind a5a035d9bb Make sure dying sign text respects protection 2023-05-22 20:47:49 +00:00
uqers 9c8b942e26 Fix a typo in Acquire Hardware achievement
Fixes a minor typo with an achievement name
2023-05-21 03:17:07 +00:00
ancientmarinerdev 4651bd7e7d Merge pull request 'merge_0.83.1_asset_fixes' (#3745) from merge_0.83.1_asset_fixes into master
Reviewed-on: MineClone2/MineClone2#3745
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-19 14:24:05 +00:00
ancientmarinerdev 62ca6faab1 Updated credits for new assets 2023-05-19 14:18:49 +00:00
ancientmarinerdev ccf063999e New crimson fungus texture 2023-05-19 14:18:49 +00:00
ancientmarinerdev 4a7a50e78c New warped and crimson hyphae plank textures 2023-05-19 14:18:49 +00:00
ancientmarinerdev 00a950721d Merge pull request 'Make end crystals explode when nearby crystals are punched and explode' (#3714) from end_crystal_explosion into master
Reviewed-on: MineClone2/MineClone2#3714
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-17 21:25:43 +00:00
PrairieWind 6294a61d0d Make end crystals explode when nearby crystals are punched and explode 2023-05-17 21:17:46 +00:00
ancientmarinerdev 393c24d32a Merge pull request 'Make Piglin Brutes drop golden axes' (#3719) from piglin_brute_drops into master
Reviewed-on: MineClone2/MineClone2#3719
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-17 20:57:39 +00:00
PrairieWind 873297d2cf Make Piglin Brutes drop golden axes
Instead of dropping crossbows
2023-05-17 20:55:09 +00:00
ancientmarinerdev 681ea9b515 Merge pull request 'Zombie piglin no longer prevent sleep unless hostile.' (#3731) from allow_sleep_near_ziglin into master
Reviewed-on: MineClone2/MineClone2#3731
2023-05-17 19:55:50 +00:00
ancientmarinerdev e2688c03e3 Zombie piglin no longer prevent sleep unless hostile. 2023-05-17 19:49:37 +00:00
ancientmarinerdev d6192dda67 Merge pull request 'Update dead bush generation' (#3725) from dead_bush_mapgen into master
Reviewed-on: MineClone2/MineClone2#3725
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-16 23:16:21 +00:00
PrairieWind e2963f88a7 Update dead bush generation
Removed Taiga biome and changed the generation values
2023-05-16 23:13:11 +00:00
ancientmarinerdev 11b371a107 Merge pull request 'Fix sign color requirement and translation issue' (#3677) from sign_color_fix into master
Reviewed-on: MineClone2/MineClone2#3677
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-16 21:44:12 +00:00
PrairieWind 5071a7c789 Fix translator translating sign description api side instead of mod side 2023-05-16 21:38:28 +00:00
PrairieWind 0903ac60e4 Make custom sign registration not absolutely require color 2023-05-16 21:38:28 +00:00
ancientmarinerdev f093050c76 Merge pull request 'Fix waterlogged mangrove roots leaving water in the nether' (#3724) from waterlog_mangrove_roots_nether into master
Reviewed-on: MineClone2/MineClone2#3724
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-16 19:38:52 +00:00
PrairieWind d467b80491 Fix waterlogged mangrove roots leaving water in the nether 2023-05-16 19:35:56 +00:00
ancientmarinerdev 6ded4d2322 Merge pull request 'Optimise mobs' (#3720) from optimise_mobs into master
Reviewed-on: MineClone2/MineClone2#3720
2023-05-15 14:03:54 +00:00
ancientmarinerdev 5a059379b2 Group damage logic. Remove physics falling logic out of suspend with duplicate falling call 2023-05-15 13:54:23 +00:00
ancientmarinerdev 952a90bfde Re-organise mob_step for better clarity 2023-05-15 13:54:23 +00:00
ancientmarinerdev f326fa620f Optimise do states and env danger check 2023-05-15 13:54:23 +00:00
ancientmarinerdev 3d1fb8cf4a Clean up and optimise falling 2023-05-15 13:54:23 +00:00
ancientmarinerdev 519b237ba8 Jumping check only called once per mob_step and refactor duplicate water danger, cliff fall logic 2023-05-15 13:54:23 +00:00
ancientmarinerdev 72c3f87925 Reduce excessive mob overhead 2023-05-15 13:54:23 +00:00
ancientmarinerdev 818052dc6c Fix mob textures getting reset on shutdown/startup 2023-05-15 13:54:23 +00:00
ancientmarinerdev b3a6970370 Merge pull request 'Remove zombie pigmen and ensure zombie piglin named correctly. Add Piglin description names.' (#3718) from zombie_piglin_fixes into master
Reviewed-on: MineClone2/MineClone2#3718
2023-05-14 16:15:51 +00:00
ancientmarinerdev 53637bbc19 Group attack configured so that sword piglins and piglins will also respond to aggression on other piglins. 2023-05-14 15:56:26 +00:00
ancientmarinerdev 92a8f23d22 Fix creeper name 2023-05-14 15:56:26 +00:00
ancientmarinerdev 2d89440972 Fix Piglin naming and add localisation entries 2023-05-14 15:56:26 +00:00
ancientmarinerdev 92c0809dbe Remove zombie pigman file as no longer needed 2023-05-14 15:56:26 +00:00
ancientmarinerdev 530c8ec0da Remove zombie pigmen and ensure zombie piglin named correctly. Add Piglin description names. 2023-05-14 15:56:26 +00:00
ancientmarinerdev 47e26bbfe6 Merge pull request 'Lightning rod param2 is now saved upon being struck' (#3712) from lightning_rod_param_strike into master
Reviewed-on: MineClone2/MineClone2#3712
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-14 11:54:06 +00:00
PrairieWind f019f4ae45 Lightning rod param2 is now saved upon being struck 2023-05-14 11:50:27 +00:00
FossFanatic 998983445b Rename Bucket Textures (#3708)
This pull request renames buckets so that they use the `mcl_` naming convention.

I originally was going to do some renaming on a bigger scope, but decided against it for now.

Reviewed-on: MineClone2/MineClone2#3708
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
Co-committed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-05-14 11:41:39 +00:00
ancientmarinerdev 0a0bb3ff9a Merge pull request 'Remove Flower Forest Beaches from Wolf biome spawn list' (#3722) from wolf_flower_biome into master
Reviewed-on: MineClone2/MineClone2#3722
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-12 22:57:10 +00:00
PrairieWind be32ffde6b Remove Flower Forest Beaches from Wolf biome spawn list 2023-05-12 22:50:33 +00:00
PrairieWind 0364c8d2a6 Merge pull request 'Piglins no longer aggro for enchanted gold armour' (#3713) from fix_piglin_gold_aggression into master
Reviewed-on: MineClone2/MineClone2#3713
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-05-12 22:30:32 +00:00
ancientmarinerdev 3aed71fb85 Piglins no longer aggro for enchanted gold armour 2023-05-12 22:21:56 +00:00
PrairieWind 8a2c90406f Merge pull request 'Fix dropped out bamboo lines from translation work' (#3717) from bamboo_fix into master
Reviewed-on: MineClone2/MineClone2#3717
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-05-12 22:16:42 +00:00
ancientmarinerdev d42260cea3 Fix dropped out bamboo lines from translation work 2023-05-11 23:49:46 +01:00
3raven 9518d47662 (french) translation enhancements (#3643)
- Add missing translation
- Fix broken translations
- Fix unacurate description
- Correct/improve/change for cohesion french translation

Translations templates have been updated,other translations must be updated.

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### Testing
Tell us how to test your changes!

Co-authored-by: 3raven <elise_declerck@laposte.net>
Reviewed-on: MineClone2/MineClone2#3643
Reviewed-by: AFCMS <afcm.contact@gmail.com>
Co-authored-by: 3raven <3raven@noreply.git.minetest.land>
Co-committed-by: 3raven <3raven@noreply.git.minetest.land>
2023-05-11 22:39:49 +00:00
ancientmarinerdev ede98cda80 Merge pull request 'Clean up crash code and convert to new style vectors' (#3703) from cleanup_crash_code into master
Reviewed-on: MineClone2/MineClone2#3703
2023-05-11 19:25:20 +00:00
ancientmarinerdev 09619a62ee Clean up is_as_cliff code and convert to new style vector part 2 2023-05-11 20:22:49 +01:00
ancientmarinerdev 31e6e38013 Clean up is_as_cliff code and convert to new style vector 2023-05-11 20:22:49 +01:00
ancientmarinerdev 8092fd573c Cleanup self.acc code and convert to new style vectors 2023-05-11 20:22:19 +01:00
ancientmarinerdev 0185609b01 Merge pull request 'Reduce network activity for elytra flying rocket particles' (#3702) from optimisations_ely into master
Reviewed-on: MineClone2/MineClone2#3702
2023-05-11 17:33:47 +00:00
ancientmarinerdev 7726e576f0 Remove oopsie 2023-05-11 17:30:28 +00:00
ancientmarinerdev d920441a01 Reduce network activity for elytra flying rocket particles 2023-05-11 17:30:28 +00:00
ancientmarinerdev c62694f9e4 Merge pull request 'Hoglins attack frequency reduced now due to new attack_frequency mob setting' (#3700) from hoglin_attack_fix into master
Reviewed-on: MineClone2/MineClone2#3700
2023-05-11 17:07:55 +00:00
ancientmarinerdev 39872f8ef6 Fix hoglin reach and view_range 2023-05-11 16:33:55 +00:00
ancientmarinerdev 0787d7a988 Remove duplicate code that has been moved. 2023-05-11 16:33:55 +00:00
ancientmarinerdev 8a771ebfce Allow adjustment of attack frequency. Reduce attack frequency of Hoglins. Move on_step and do_states functionality off of the attack timer on to their own timer. 2023-05-11 16:33:55 +00:00
megustanlosfrijoles d14c074d6c Add spanish translations (#3678)
I'm working on adding more translations. I made this pull request to let everyone now I'm working on this.

So far I've completed 1 file/mod

Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3678
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-05-10 23:12:37 +00:00
ancientmarinerdev 42c70ee622 Merge pull request 'Fix sheep wool farm crash' (#3699) from redstone_sheep_shear_crash into master
Reviewed-on: MineClone2/MineClone2#3699
2023-05-10 22:41:11 +00:00
ancientmarinerdev ff426412ef Fix sheep wool farm crash 2023-05-10 22:37:55 +00:00
ancientmarinerdev 6151507442 Merge pull request 'Beds mesecons dependency incorrectly named' (#3704) from incorrect_dependency_name into master
Reviewed-on: MineClone2/MineClone2#3704
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-09 23:36:43 +00:00
ancientmarinerdev 3785dcda48 Beds mesecons dependency incorrectly named 2023-05-09 23:34:07 +00:00
ancientmarinerdev 1694780d3f Merge pull request 'Standardise despawn logic and add asserts. Add persistent flag for mobs that have been interacted with.' (#3688) from despawn_refactor into master
Reviewed-on: MineClone2/MineClone2#3688
2023-05-09 23:18:27 +00:00
ancientmarinerdev ea4ea3f05e Standardise despawn logic and add asserts. Add persistent flag for mobs that have been interacted with. 2023-05-09 22:24:40 +00:00
ancientmarinerdev 453e90741d Merge pull request 'Fix crash when parrot sits on shoulder' (#3696) from fix_parrot_rotation_crash into master
Reviewed-on: MineClone2/MineClone2#3696
2023-05-09 22:04:09 +00:00
ancientmarinerdev 6f75932a4b Fix crash when parrot sits on shoulder 2023-05-09 21:43:54 +00:00
ancientmarinerdev 2d00e1e203 Merge pull request 'Remove slimes from mushroom islands' (#3705) from fix_mushroom_island_spawn into master
Reviewed-on: MineClone2/MineClone2#3705
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-09 21:33:00 +00:00
ancientmarinerdev 8b45cb2672 Remove slimes from mushroom islands 2023-05-09 14:56:51 +01:00
PrairieWind 848003de85 Merge pull request 'Fix crash when creeper explodes in minecart' (#3698) from creeper_in_mc_explosion_crash into master
Reviewed-on: MineClone2/MineClone2#3698
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-05-08 16:04:31 +00:00
ancientmarinerdev be8d9122ee Fix crash when creeper explodes in minecart 2023-05-07 21:11:48 +01:00
ancientmarinerdev 5507e99582 Merge pull request 'Hostile mobs should lose aggro if they cannot see their target' (#3682) from fix_mobs_aggressive_through_blocks into master
Reviewed-on: MineClone2/MineClone2#3682
2023-05-06 21:54:28 +00:00
ancientmarinerdev fb9a630a5b Hostile mobs should lose aggro if they cannot see their target 2023-05-06 21:51:47 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 10459f51b1 Merge pull request 'Clean-up mcl_bamboo code' (#3662) from bamboofix into master
Reviewed-on: MineClone2/MineClone2#3662
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-05 18:11:16 +00:00
Mikita Wiśniewski 387b79e582 Remove useless comments 2023-05-05 07:41:50 +07:00
Mikita Wiśniewski 21694879be Clean-up mcl_bamboo code
make it less dramatic ('Bamboo Door.') and fix inventory_image inconsistency with trapdoors
2023-05-05 07:41:50 +07:00
SmokeyDope 3b64ceb5b2 add barrel sounds (#3670)
This PR Adds sounds to opening and closing barrels. The sounds are properly attributed in the 'attribution.txt' file. They are published under Creative Commons 0 (CC0) and the source for them is [here](https://freesound.org/people/quantumriver/sounds/552153/)

Reviewed-on: MineClone2/MineClone2#3670
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: SmokeyDope <smokey@tilde.team>
Co-committed-by: SmokeyDope <smokey@tilde.team>
2023-05-04 21:48:07 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 3e768c6a6f Merge pull request 'New sweet berry textures' (#3654) from sweet-berry-texture-change into master
Reviewed-on: MineClone2/MineClone2#3654
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-02 18:54:57 +00:00
SmokeyDope 1448a5e098 Add new sweet berry textures 2023-05-02 13:46:37 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 8ef653fb77 Merge pull request 'Fix issue with drops turning black due to clipping into walls and floors and visually demonstrate drops merging' (#3667) from fix_clipping_mining_drops into master
Reviewed-on: MineClone2/MineClone2#3667
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-01 22:00:42 +00:00
ancientmarinerdev 938ee7a832 Pick highest y and kick it up a little for visual spice and to fix occassional drop falling into floor 2023-05-01 16:53:00 -05:00
ancientmarinerdev c48510244e Before merging same stacks, move to middle to show merging occurs. 2023-05-01 16:53:00 -05:00
ancientmarinerdev 52e64a6f75 Fix issue with drops turning black due to clipping into walls and floors 2023-05-01 16:53:00 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 0568c18081 Merge pull request 'Fix crash when using a named spawn egg' (#3674) from spawn_egg_name_crash into master
Reviewed-on: MineClone2/MineClone2#3674
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-05-01 17:29:08 +00:00
cora 13df9ec46c Fix crash when using a named spawn egg 2023-04-27 21:16:19 +00:00
ancientmarinerdev 2c01240a56 Merge pull request 'Make elytra enchantable and the enchanted elytra usable' (#3637) from elytra_enchantable into master
Reviewed-on: MineClone2/MineClone2#3637
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-27 20:58:12 +00:00
PrairieWind b001e4e06f Make elytra active checks use groups instead
So that modders can easily add their own varients of elytra that work
2023-04-27 20:53:49 +00:00
FlamingRCCars 1a7f9fe8ec Make elytra enchantable 2023-04-27 20:53:49 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 ec5b0903be Make enchanted elytra usable 2023-04-27 20:53:49 +00:00
megustanlosfrijoles 7dc09e3ebd Add spanish translations (#3659)
I just added some translations to Spanish that were missing

Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3659
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-04-27 19:50:10 +00:00
ancientmarinerdev 0d80f1126c Merge pull request 'Migrate beacons back to abm' (#3631) from beacon-abm into master
Reviewed-on: MineClone2/MineClone2#3631
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-27 18:09:37 +00:00
ancientmarinerdev b15482012e Implement review feedback. 2023-04-27 18:05:44 +00:00
chmodsayshello a8c989edd8 don't get all objects in radius 2023-04-27 18:05:44 +00:00
chmodsayshello 1a1473e8c0 insert missing end 2023-04-27 18:05:44 +00:00
chmodsayshello 80cde37e65 remove empty lines and unneeded code 2023-04-27 18:05:44 +00:00
chmodsayshello 181cb73e45 remove commented out code 2023-04-27 18:05:44 +00:00
chmodsayshello 198eb630e1 replace globalstep with abm 2023-04-27 18:05:44 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6c99a63419 Merge pull request 'playerbound music toggle' (#3658) from playerMusicToggle into master
Reviewed-on: MineClone2/MineClone2#3658
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-04-25 18:43:47 +00:00
chmodsayshello 5db1e1876c playerbound music toggle (between 94e554aa1a and 5481f0109c) 2023-04-25 17:24:17 +02:00
ancientmarinerdev 32a60c888b Merge pull request 'solar panels: No crash when minetest.get_natural_light() return nil' (#3640) from spanels into master
Reviewed-on: MineClone2/MineClone2#3640
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-04-20 13:30:26 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 cdb2bc20b0 solar panels: No crash when minetest.get_natural_light() return nil 2023-04-20 12:25:45 +00:00
ancientmarinerdev becf98875f Merge pull request 'Add global cooldown for the bed quick chat feature' (#3645) from bedantispam into master
Reviewed-on: MineClone2/MineClone2#3645
2023-04-19 13:35:27 +00:00
ancientmarinerdev b374301ebf Throttle applies to default or custom sleep message 2023-04-19 13:25:42 +00:00
chmodsayshello 326e805798 update translation stuff 2023-04-19 13:25:42 +00:00
chmodsayshello 65aa185ffa global 'bed button' cooldown 2023-04-19 13:25:42 +00:00
ancientmarinerdev 90b9263f03 Merge pull request 'Mapgen Performance Improvements' (#3626) from mapgen_performance_improvements into master
Reviewed-on: MineClone2/MineClone2#3626
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-16 17:02:31 +00:00
ancientmarinerdev 3b1464ecc8 Tweak leaf generator numbers to catch missed jungle leaves 2023-04-16 17:50:22 +01:00
ancientmarinerdev 1015f5a569 Optimize folliage fixes code 2023-04-16 16:20:45 +00:00
ancientmarinerdev 31b65bac91 Move generator code to functions to aid in profiling 2023-04-16 16:20:45 +00:00
FossFanatic 01ac9ad685 Add old method back for foliage
This commit adds back the old `set_node` method for the foliage, since the foliage is much more difficult to work with via the VoxelManip method due to them being part of schematics that could span across mapblocks in some cases.

The old method will complement the new one by running after the VoxelManip has done its job, and fixes any foliage that the VoxelManip had missed.
2023-04-16 16:20:45 +00:00
FossFanatic d28dcb1b10 Another small change to account for mangrove leaves
This one should actually work as expected.
2023-04-16 16:20:45 +00:00
FossFanatic aac6af4c20 Small change to account for mangrove leaves 2023-04-16 16:20:45 +00:00
FossFanatic d8d83dd21c Make vines use voxelmanip colouring as well
This commit adds some code to the `set_foliage_palette` function which checks for the `param2` of the foliage node in question to see whether or not said `param2` value is `0` upon first being generated.

If it isn't, then it's safe to assume that said foliage is a vine, and therefore needs to use the other method of calculating the final `param2` value.
2023-04-16 16:20:45 +00:00
FossFanatic 76bf98b26c Use voxelmanip to set the correct param2 for nodes
Voxelmanip is now used to set the correct `param2` for the nodes which use biome colouring or, in the case of seagrass, the correct meshoption.
2023-04-16 16:20:44 +00:00
FossFanatic d53ea65da8 Remove some code
Some code has been moved to `mcl_mapgen_core` for consistency.
2023-04-16 16:20:44 +00:00
ancientmarinerdev cf174c110a Merge pull request 'release/0.83' (#3644) from release/0.83 into master
Reviewed-on: MineClone2/MineClone2#3644
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-04-15 11:36:52 +00:00
ancientmarinerdev 0de9685914 Post-release set version 0.84.0-SNAPSHOT 2023-04-15 12:28:27 +01:00
ancientmarinerdev 3ed3f16702 Pre-release update credits and set version 0.83.0 2023-04-15 12:25:17 +01:00
chmodsayshello 99918c192c Merge pull request 'add the ability to chat whilst being in bed' (#3634) from bedchat into master
Reviewed-on: MineClone2/MineClone2#3634
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-11 19:00:48 +00:00
ancientmarinerdev 20638c482d Merge pull request 'Make shield block sounds not play across infinite distance' (#3629) from shield_sound_distance into master
Reviewed-on: MineClone2/MineClone2#3629
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-11 17:37:54 +00:00
PrairieWind f8d338d731 Add position to shield sound 2023-04-11 17:16:57 +00:00
PrairieWind 5165730da8 Make shield block sounds not play across infinite distance 2023-04-11 17:16:57 +00:00
ancientmarinerdev d0f7d7c90d Merge pull request 'Fix French translation' (#3636) from syl/MineClone2:translationfr into master
Reviewed-on: MineClone2/MineClone2#3636
Reviewed-by: AFCMS <afcm.contact@gmail.com>
2023-04-11 16:53:17 +00:00
chmodsayshello 0719d6038c add missing '=' to the translation template 2023-04-09 19:53:28 +02:00
chmodsayshello bf9989beb9 add default message button 2023-04-09 19:51:55 +02:00
chmodsayshello 62c014363d 'fix' multiline comment 2023-04-09 18:50:34 +02:00
chmodsayshello 75595115a0 move rate checks to seperate function 2023-04-09 18:45:23 +02:00
chmodsayshello d9ac803f5b update translations 2023-04-09 18:37:02 +02:00
chmodsayshello 899d619624 fix translator syntax 2023-04-09 18:35:03 +02:00
chmodsayshello 145be4c830 remove debug logging 2023-04-09 18:32:52 +02:00
chmodsayshello a55cbaadd6 take 'chat_message_limit_per_10sec' into account 2023-04-09 18:32:15 +02:00
ancientmarinerdev 56175d839f Merge pull request 'Slow down the pressure plate timer' (#3627) from pplates into master
Reviewed-on: MineClone2/MineClone2#3627
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-08 23:17:57 +00:00
ancientmarinerdev 7b748efa64 Merge branch 'master' into pplates 2023-04-08 23:11:16 +00:00
syl ac4073a259 Improve french translation 2023-04-07 17:05:06 +02:00
chmodsayshello 2366969e00 update german translation 2023-04-07 12:00:36 +02:00
chmodsayshello fca23ba47f update traslation template 2023-04-07 11:59:07 +02:00
chmodsayshello 4b1cc017a9 fix syntax 2023-04-07 11:58:27 +02:00
chmodsayshello 786aaf7a6d check for shout priv 2023-04-07 11:58:03 +02:00
ancientmarinerdev 1b4d9cfab7 Merge pull request 'Add error handling to sunlight checking to prevent crashing and improve diagnosis.' (#3624) from fix_crash_solarpanel into master
Reviewed-on: MineClone2/MineClone2#3624
2023-04-06 14:13:13 +00:00
ancientmarinerdev 7fe1be2c18 Add error handling to sunlight checking to prevent crashing and improve diagnosis. 2023-04-06 13:35:38 +00:00
chmodsayshello 645e20afa4 translation updates 2023-04-05 15:45:48 +02:00
chmodsayshello a026bbd3c4 minor bed changes 2023-04-05 15:45:16 +02:00
chmodsayshello 9c8463d2e3 add basic bed-chat 2023-04-05 14:43:07 +02:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 93bc5bb5f8 Slow down the pressure plate timer 2023-04-04 07:38:50 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 b19cc8a5e6 Merge pull request 'Ensure enchanted netherite armour is fire immune to lava etc.' (#3625) from enchanted_netherite_lava_immune into master
Reviewed-on: MineClone2/MineClone2#3625
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-04-03 18:12:53 +00:00
ancientmarinerdev 6817a8535b Get item name correctly. 2023-04-03 17:50:48 +01:00
ancientmarinerdev c83574802f Ensure enchanted netherite armour is fire immune to lava etc. 2023-04-03 02:06:58 +01:00
PrairieWind 0f64fb79c5 Merge pull request 'Don't drop dug banners in creative mode' (#3623) from banners into master
Reviewed-on: MineClone2/MineClone2#3623
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-04-02 22:08:46 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 87bf3aed59 Don't drop banners in creative mode 2023-04-02 21:58:34 +00:00
ancientmarinerdev 0ee31bd322 Merge pull request 'Elytra moves quicker than mapgen can cope. A bit performance hit on servers. Make this configurable.' (#3613) from ely_speed_toned_down into master
Reviewed-on: MineClone2/MineClone2#3613
2023-04-02 20:36:41 +00:00
ancientmarinerdev 3e6b43ad47 Elytra moves quicker than mapgen can cope. A bit performance hit on servers. Make this configurable. 2023-04-02 20:27:02 +00:00
ancientmarinerdev ed8953dfe3 Merge pull request 'Do not run kelp lbm every time' (#3612) from lbm_run_every_time_fixes into master
Reviewed-on: MineClone2/MineClone2#3612
2023-04-02 20:11:04 +00:00
ancientmarinerdev 8edffeb40d Map gen kelp should init age also 2023-04-02 20:04:32 +00:00
ancientmarinerdev 80f038da4a Do not run kelp lbm every time 2023-04-02 20:04:32 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 952c72c414 Merge pull request 'Make banners drop when the support node is dug' (#3606) from banner_node_support into master
Reviewed-on: MineClone2/MineClone2#3606
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-04-02 16:29:45 +00:00
PrairieWind 088922dc33 Make sure banner drops, even if banner entity doesn't exist 2023-04-02 11:22:26 -05:00
PrairieWind a98f79763b Remove unused digger variable that I forgot 2023-04-02 11:22:26 -05:00
PrairieWind 9c83755f53 Make banners drop when support node is dug and when banner node is dug 2023-04-02 11:22:26 -05:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 acfcb7528c Merge pull request 'Don't drop beds in creative' (#3602) from beds into master
Reviewed-on: MineClone2/MineClone2#3602
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-04-02 16:18:50 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 771044236f Don't drop beds in creative 2023-04-02 11:06:37 -05:00
ancientmarinerdev bfea20dd00 Merge pull request 'Mapgen optimisations' (#3607) from mapgen_optimisation into master
Reviewed-on: MineClone2/MineClone2#3607
2023-04-01 19:03:09 +00:00
ancientmarinerdev 0abc0ffc48 Mapgen optimisations 2023-04-01 18:53:51 +00:00
ancientmarinerdev 4205915a0b Merge pull request 'Update ruined portal loot table' (#3595) from ruined_portal_loot into master
Reviewed-on: MineClone2/MineClone2#3595
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-04-01 02:27:11 +00:00
PrairieWind f7bdf7481c Update ruined portal loot table 2023-04-01 00:11:56 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6e107a77b5 Merge pull request 'Hopper minecart optimisation' (#3596) from hopper_minecart_optimisation into master
Reviewed-on: MineClone2/MineClone2#3596
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-03-31 18:43:16 +00:00
ancientmarinerdev 53923dd5fa Move on_step code to functions to help see profiling impact 2023-03-31 13:40:36 -05:00
ancientmarinerdev 59f4a62fd6 Move hopper minecarts off item entity. Do not run every on_step. Use more accurate object search location. Cut down object search distance. 2023-03-31 13:40:36 -05:00
ancientmarinerdev f8e994ae78 Create new dtime timer utility. 2023-03-31 13:40:36 -05:00
ancientmarinerdev deb393ae32 Merge pull request 'Remove mcl_player_init' (#3594) from player_init into master
Reviewed-on: MineClone2/MineClone2#3594
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 18:27:08 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 bef204f548 Remove mcl_player_init 2023-03-30 18:18:57 +00:00
ancientmarinerdev 80225bb8df Merge pull request 'Add texture making & optimization documentation' (#3588) from Add-texture-documentation into master
Reviewed-on: MineClone2/MineClone2#3588
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 02:26:06 +00:00
SmokeyDope 8a1c885faf Update optipng command to ACFMS' recommendation 2023-03-30 02:18:46 +00:00
SmokeyDope c3e37cb840 One more formatting adjust 2023-03-30 02:18:46 +00:00
SmokeyDope 4226b2a8ba Add link to optipng in textures.md and fix some formatting 2023-03-30 02:18:46 +00:00
SmokeyDope b08b6034ac Add texture making documentation 2023-03-30 02:18:46 +00:00
PrairieWind 2a3fbdead0 Merge pull request 'Make Lecterns use wooden slabs for crafting' (#3605) from lectern_slab_issues into master
Reviewed-on: MineClone2/MineClone2#3605
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 02:09:48 +00:00
PrairieWind f284b1ca0e Fix minor issue with mcl_stairs.register_stair function 2023-03-30 02:03:08 +00:00
PrairieWind 2bd36b5d66 Make lecterns require wood slabs for crafting
Otherwise you can use stone slabs to craft lecterns, which doesn't make sense
2023-03-30 02:03:08 +00:00
ancientmarinerdev d5c150d46c Merge pull request 'Add slab and stair groups to crimson and warped slabs and stairs' (#3603) from crimson_slab_fix into master
Reviewed-on: MineClone2/MineClone2#3603
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-03-30 01:37:46 +00:00
PrairieWind 8a129fa00c Add slab and stair groups to crimson and warped slabs and stairs 2023-03-29 09:47:29 -06:00
ancientmarinerdev 12b9def9ad Merge pull request 'Fix dark day right and light night rain' (#3592) from rain_light_level_fix into master
Reviewed-on: MineClone2/MineClone2#3592
2023-03-29 02:45:39 +00:00
ancientmarinerdev 61a4595c1b Fix rain light levels so that day rain is brighter and night rain is darker 2023-03-29 02:21:16 +00:00
ancientmarinerdev 2426570871 Fix for light night rain and dark day rain issue 2023-03-29 02:21:16 +00:00
PrairieWind ce1393af0c Merge pull request 'Fixed. Add polished blackstone button and pressure plate' (#3590) from Wbjitscool/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3590
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-03-27 00:30:34 +00:00
Wbjitscool bfa5662421 Update 'mods/ITEMS/REDSTONE/mesecons_pressureplates/locale/template.txt' 2023-03-27 00:24:40 +00:00
Wbjitscool 87ca144c4e Update 'mods/ITEMS/REDSTONE/mesecons_button/locale/template.txt' 2023-03-27 00:23:53 +00:00
Wbjitscool a10235f330 Update 'mods/ITEMS/REDSTONE/mesecons_button/init.lua'
added in a Polished Blackstone Button
2023-03-27 00:07:48 +00:00
Wbjitscool e3978c4d22 Update 'mods/ITEMS/REDSTONE/mesecons_button/locale/template.txt'
updated template.txt for buttons
2023-03-27 00:05:52 +00:00
Wbjitscool c0fa2c38bd Update 'mods/ITEMS/REDSTONE/mesecons_pressureplates/init.lua'
added polished blackstone pressure plate
2023-03-27 00:02:29 +00:00
Wbjitscool 049a4a11f4 Update 'mods/ITEMS/REDSTONE/mesecons_pressureplates/locale/template.txt'
updated template.txt
2023-03-27 00:00:09 +00:00
PrairieWind 114e640132 Merge pull request 'Remove deprecated usages of image property in tile defs' (#3582) from dumpnodes into master
Reviewed-on: MineClone2/MineClone2#3582
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-03-26 23:06:50 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 692758bd6d Remove deprecated usages of image property in tile defs 2023-03-26 22:56:33 +00:00
278 changed files with 3311 additions and 1913 deletions

View File

@ -76,7 +76,7 @@ in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you
are a server admin, you can find error messages in the log file of the
server.
* Tell us which MineClone2 and Minetest versions you are using.
* Tell us which MineClone2 and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
* Tell us how to reproduce the problem: What you were doing to trigger
the bug, e.g. before the crash happened or what causes the faulty
behavior.

View File

@ -36,7 +36,8 @@
* MrRar
* talamh
* Faerraven / Michieal
* FossFanatic
* FossFanatic
* SmokeyDope
## Contributors
* Laurent Rocher
@ -81,15 +82,12 @@
* aldum
* Dieter44
* Pepebotella
* MrRar
* Lazerbeak12345
* mrminer
* Thunder1035
* opfromthestart
* snowyu
* FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West
* GuyLiner
* 3raven
@ -101,8 +99,8 @@
* b3nderman
* CyberMango
* gldrk
* SmokeyDope
* atomdmac
* emptyshore
## MineClone5
* kay27
@ -176,6 +174,7 @@
* cora
* Faerraven / Michieal
* Nicu
* Exhale
## Translations
* Wuzzy

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@ -13,15 +13,15 @@ git add game.conf
#git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.82.0"
git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.82.0
git tag 0.83.0
git push origin 0.82.0
git push origin 0.83.0
#Update version in game.conf to -SNAPSHOT
#Update version in game.conf to the next version with -SNAPSHOT suffix
git commit -m "Post-release set version 0.82.0-SNAPSHOT"
git commit -m "Post-release set version 0.84.0-SNAPSHOT"
### Hotfix Release

57
TEXTURES.md Normal file
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@ -0,0 +1,57 @@
# Making Textures In Mineclone2
Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
## Recommended Software
### 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.
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.
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.
## Zoom In
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
## Configure Grid
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
## Pencil Tool & Color Picking
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
## How to export optimally
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
### Further optimization with OptiPNG
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
```
optipng -o7 -zm1-9 -nc -clobber *.png
```
This will further optimize all the textures in the directory.
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB

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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=0.82.0-SNAPSHOT
version=0.84.0-SNAPSHOT

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@ -352,6 +352,23 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end
end
end
-- Punch End Crystals to make them explode
if ent and ent.name == "mcl_end:crystal" then
if direct then
local puncher = direct:get_luaentity()
if puncher and puncher.name == "mcl_end:crystal" then
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
full_punch_interval = 1.0,
damage_groups = {fleshy = 1},
}, nil, nil)
else
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
end
else
ent.object:remove() -- Node exploded the end crystal, remove it.
end
end
end
local airs, fires = {}, {}

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@ -0,0 +1,2 @@
# textdomain:mcl_explosions
@1 was caught in an explosion.=@1 est mort dans une explosion

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

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@ -0,0 +1,14 @@
# Oxidization API for MineClone 2
This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
## API
To take advantage of the actual oxidization, put `oxidizable = 1` into the list of groups for the oxidizable node.
You would also need to put `_mcl_oxidized_variant = itemstring of node this node will oxidize into` into the node definition.
For example, a copper block oxidizes into exposed copper, so the defintion would be `_mcl_oxidized_variant = "mcl_copper:block_exposed"`.
To utilize the ability to wax the block for protection from oxidization, put `mcl_waxed_variant = item string of waxed variant of node` into the node definition table.
For example, Copper Blocks have the definition arguement of `_mcl_waxed_variant = "mcl_copper:waxed_block"`.
For waxed nodes, scraping is easy. Start by putting `waxed = 1` into the list of groups of the waxed node.
Next put `_mcl_stripped_variant = item string of the unwaxed variant of the node` into the defintion table.
Wxaed Copper Blocks can be scrapped into normal Copper Blocks because of the definition `_mcl_stripped_variant = "mcl_copper:block"`.

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@ -0,0 +1,12 @@
minetest.register_abm({
label = "Oxidatize Nodes",
nodenames = { "group:oxidizable" },
interval = 500,
chance = 3,
action = function(pos, node)
local def = minetest.registered_nodes[node.name]
if def and def._mcl_oxidized_variant then
minetest.set_node(pos, { name = def._mcl_oxidized_variant, param2 = node.param2 })
end
end,
})

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@ -0,0 +1,4 @@
name = mcl_oxidation
title = Oxidation API for MineClone 2
author = PrairieWind, N011, Michael
description = API to allow oxidizing different nodes.

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@ -34,6 +34,64 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end
end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
-- dtime - The time since last run of on_step, should be passed in to function
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
if not self or not threshold or not dtime then return end
if not timer_name or timer_name == "" then return end
if type(self) == "string" then
local player_name = self
if not player_timers[player_name] then
player_timers[player_name] = {}
end
self = player_timers[player_name]
end
if not self._timers then
self._timers = {}
end
if not self._timers[timer_name] then
self._timers[timer_name] = 0
else
self._timers[timer_name] = self._timers[timer_name] + dtime
--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
end
if self._timers[timer_name] > threshold then
--minetest.log("Over threshold")
self._timers[timer_name] = 0
return true
--else
--minetest.log("Not over threshold")
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See:
-- https://git.minetest.land/MineClone2/MineClone2/issues/1392
function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then
return retVal
else
minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time))
if (pos) then
local node = minetest.get_node(pos)
minetest.log("warning", "Node at pos: " .. dump(node.name))
end
end
return 0
end
function mcl_util.file_exists(name)
if type(name) ~= "string" then return end
local f = io.open(name)

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@ -8,3 +8,6 @@ Jungle Boat=Barca de la selva
Oak Boat=Barca de roble
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. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
Spruce Boat=Barca de abeto
Water vehicle=Vehículo acuático
Sneak to dismount=Agáchate para bajar
Obsidian Boat=Barca de obsidiana

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@ -11,3 +11,11 @@ Spruce Boat=Bateau en sapin
Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en obsidienne
Mangrove Boat=Bateau en palétuvier
Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre
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

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@ -10,4 +10,12 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
Spruce Boat=
Water vehicle=
Sneak to dismount=
Obsidian Boat=
Obsidian Boat=
Mangrove Boat=
Oak Chest Boat=
Spruce Chest Boat=
Birch Chest Boat=
Jungle Chest Boat=
Acacia Chest Boat=
Dark Oak Chest Boat=
Mangrove Chest Boat=

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@ -5,7 +5,12 @@ function mcl_burning.get_storage(obj)
end
function mcl_burning.is_burning(obj)
return mcl_burning.get_storage(obj).burn_time
local storage = mcl_burning.get_storage(obj)
if storage then
return mcl_burning.get_storage(obj).burn_time
else
return false
end
end
function mcl_burning.is_affected_by_rain(obj)

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 fue aplastado por un yunque.
@1 was smashed by a falling block.=@1 fue aplastado por un bloque.

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 a été écrasé par une enclume
@1 was smashed by a falling block.=@1 a été écrasé par un bloc

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@ -0,0 +1,3 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=
@1 was smashed by a falling block.=

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@ -7,12 +7,7 @@ local pool = {}
local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Item Entities]", true)
end
end
minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0
@ -408,114 +403,176 @@ local function cxcz(o, cw, one, zero)
return o
end
local function hopper_take_item(self, pos)
--mcl_log("self.itemstring: ".. self.itemstring)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
local function nodes_destroy_items (self, moveresult, def, nn)
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
local objs = minetest.get_objects_inside_radius(pos, 2)
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
local item_string = self.itemstring
local item_name = ItemStack(item_string):get_name()
if objs and self.itemstring then
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do
local ent = v:get_luaentity()
-- Don't forget actual hoppers
if ent and ent.name == "mcl_minecarts:hopper_minecart" then
local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(ent, 5)
if not inv then
mcl_log("No inv")
return false
end
local current_itemstack = ItemStack(self.itemstring)
mcl_log("inv. size: " .. ent._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, ent._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
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")
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)
inv:set_stack("main", i, stack)
items_remaining = 0
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
break
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 == ent._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())
self.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
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return true
end
end
return false
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
-- TODO We need to play a sound when it gets destroyed
self._removed = true
self.object:remove()
return true
end
end
end
end
local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return true
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return true
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return true
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return true
end
end
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return true
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return true
end
end
minetest.register_entity(":__builtin:item", {
@ -564,13 +621,17 @@ minetest.register_entity(":__builtin:item", {
if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity()
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity
local x = math.random(5, 10) / 10 * v
local x = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then x = -x end
local z = math.random(5, 10) / 10 * v
local z = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then z = -z end
local y = math.random(2, 4)
local y = math.random(1, 2)
self.object:set_velocity(vector.new(x, y, z))
end
self.random_velocity = 0
@ -747,11 +808,19 @@ minetest.register_entity(":__builtin:item", {
if total_count > max_count then
return false
end
-- Merge the remote stack into this one
-- local pos = object:get_pos()
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
-- self.object:move_to(pos)
-- Merge the remote stack into this one
local self_pos = self.object:get_pos()
local pos = object:get_pos()
--local y = pos.y + ((total_count - count) / max_count) * 0.15
local x_diff = (self_pos.x - pos.x) / 2
local z_diff = (self_pos.z - pos.z) / 2
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
@ -772,6 +841,7 @@ minetest.register_entity(":__builtin:item", {
self.object:set_acceleration(vector.zero())
return
end
self.age = self.age + dtime
if self._collector_timer then
self._collector_timer = self._collector_timer + dtime
@ -785,19 +855,13 @@ minetest.register_entity(":__builtin:item", {
-- otherwise there might have some data corruption.
if self.itemstring == "" then
minetest.log("warning",
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
"! Deleting it now.")
"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
self._removed = true
self.object:remove()
return
end
local p = self.object:get_pos()
-- If hopper has taken item, it has gone, and no operations should be conducted on this item
if hopper_take_item(self, p) then
return
end
local node = minetest.get_node(p)
local in_unloaded = node.name == "ignore"
@ -807,6 +871,9 @@ minetest.register_entity(":__builtin:item", {
return
end
if self.is_clock then
self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
@ -842,167 +909,12 @@ minetest.register_entity(":__builtin:item", {
-- Destroy item in lava, fire or special nodes
local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return
end
end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
if nodes_destroy_items(self, moveresult, def, nn) then return end
-- Push item out when stuck inside solid opaque node
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return
end
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
@ -1011,14 +923,13 @@ minetest.register_entity(":__builtin:item", {
local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn]
or is_floating or is_on_floor then
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if obj and obj.name == "__builtin:item" and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end

View File

@ -11,6 +11,14 @@ mcl_minecarts.check_float_time = 15
dofile(mcl_minecarts.modpath.."/functions.lua")
dofile(mcl_minecarts.modpath.."/rails.lua")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_minecarts", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Minecarts]", true)
end
end
local function detach_driver(self)
if not self._driver then
return
@ -51,6 +59,134 @@ end
local activate_normal_minecart = detach_driver
local function hopper_take_item(self, dtime)
local pos = self.object:get_pos()
if not pos then return end
if not self or self.name ~= "mcl_minecarts:hopper_minecart" then return end
if mcl_util.check_dtime_timer(self, dtime, "hoppermc_take", 0.15) then
--minetest.log("The check timer was triggered: " .. dump(pos) .. ", name:" .. self.name)
else
--minetest.log("The check timer was not triggered")
return
end
--mcl_log("self.itemstring: ".. self.itemstring)
local above_pos = vector.offset(pos, 0, 0.9, 0)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(above_pos))
local objs = minetest.get_objects_inside_radius(above_pos, 1.25)
if objs then
mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do
local ent = v:get_luaentity()
if ent._removed or not ent.itemstring or ent.itemstring == "" then
--minetest.log("Ignore this item")
break
end
-- Don't forget actual hoppers
local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(self, 5)
if not inv then
mcl_log("No inv")
return false
end
local current_itemstack = ItemStack(ent.itemstring)
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 not taken_items then
local items_remaining = current_itemstack:get_count()
-- 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)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
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")
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)
inv:set_stack("main", i, stack)
items_remaining = 0
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
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
end
end
return false
end
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
local entity_mapping = {}
@ -182,6 +318,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local passenger_attach_position = vector.new(0, -1.75, 0)
function cart:on_step(dtime)
hopper_take_item(self, dtime)
local ctrl, player = nil, nil
if self._driver then
player = minetest.get_player_by_name(self._driver)
@ -232,13 +370,10 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
end
end
-- Make room in the minecart after the mob dies
elseif self._passenger then
if math.random(1,20) == 1 then
local dead = self._passenger:check_for_death()
if dead == true then
self._passenger = nil
end
local passenger_pos = self._passenger.object:get_pos()
if not passenger_pos then
self._passenger = nil
end
end
@ -266,19 +401,8 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
return
end
-- Drop items and remove cart entity
local pname = ""
if player then
pname = player:get_player_name()
end
if not minetest.is_creative_enabled(pname) then
for d=1, #drop do
minetest.add_item(self.object:get_pos(), drop[d])
end
end
self.object:remove()
return
-- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
-- notice and lose their iron and not bother. Not cool until fixed.
end
self._last_float_check = 0
end

View File

@ -78,11 +78,10 @@ function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do
self:remove_particlespawners(p:get_player_name())
end
-- remove mob when out of range unless tamed
if remove_far
and self.can_despawn
and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self:despawn_allowed()
and self.lifetimer <= 20 then
if spawn_logging then
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
@ -91,7 +90,6 @@ function mob_class:get_staticdata()
return "remove"-- nil
end
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = "stand"
@ -113,6 +111,21 @@ function mob_class:get_staticdata()
return minetest.serialize(tmp)
end
local function valid_texture(self, def_textures)
if not self.base_texture then
return false
end
if self.texture_selected then
if #def_textures < self.texture_selected then
self.texture_selected = nil
else
return true
end
end
return false
end
function mob_class:mob_activate(staticdata, def, dtime)
if not self.object:get_pos() or staticdata == "remove" then
mcl_burning.extinguish(self.object)
@ -135,16 +148,20 @@ function mob_class:mob_activate(staticdata, def, dtime)
end
--If textures in definition change, reload textures
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then
if not valid_texture(self, def.textures) then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
local c = 1
if #def.textures > c then c = #def.textures end
if not self.texture_selected then
local c = 1
if #def.textures > c then c = #def.textures end
self.texture_selected = math.random(c)
end
self.base_texture = def.textures[math.random(c)]
self.base_texture = def.textures[self.texture_selected]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
@ -299,46 +316,33 @@ end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime)
function mob_class:do_states(dtime, player_in_active_range)
--if self.can_open_doors then check_doors(self) end
if self.state == "stand" then
self:do_states_stand()
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
-- runaway when punched
self:do_states_runaway()
elseif self.state == "attack" then
-- attack routines (explode, dogfight, shoot, dogshoot)
if self:do_states_attack(dtime) then
return true
end
end
end
local function update_timers (self, dtime)
-- knockback timer. set in on_punch
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return true
return
end
-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
self.timer = self.timer + dtime
self:env_danger_movement_checks(player_in_active_range)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
if self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "attack" then
if self:do_states_attack(dtime) then
return true
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
else
if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
if self.state == "stand" then
self:do_states_stand(player_in_active_range)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
self:do_states_runaway()
end
end
end
end
@ -366,6 +370,8 @@ function mob_class:outside_limits()
end
end
local function on_step_work (self, dtime)
local pos = self.object:get_pos()
if not pos then return end
@ -381,30 +387,22 @@ local function on_step_work (self, dtime)
end
if self:falling(pos) then return end
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
if self:env_damage (dtime, pos) then return end
if self:step_damage (dtime, pos) then return end
if self.state == "die" then return end
-- End: Death/damage processing
self:check_water_flow()
self:env_danger_movement_checks (dtime)
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
self:check_water_flow()
if not self._jumping_cliff then
self._can_jump_cliff = self:can_jump_cliff()
else
self._can_jump_cliff = false
end
-- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
self:check_follow()
self:flop()
self:check_smooth_rotation(dtime)
@ -414,47 +412,38 @@ local function on_step_work (self, dtime)
self:check_head_swivel(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
self:check_follow()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
end
self:check_herd(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
end
self:check_aggro(dtime)
if self.do_custom and self.do_custom(self, dtime) == false then return end
-- In certain circumstances, we abandon processing of certain functionality
local skip_processing = false
if update_timers(self, dtime) then
skip_processing = true
end
if not skip_processing then
self:check_breeding()
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
if player_in_active_range then
self:check_item_pickup()
self:set_armor_texture()
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
self:step_opinion_sound(dtime)
end
self:check_particlespawners(dtime)
if self:do_states(dtime) then return end
self:check_breeding()
end
self:check_aggro(dtime)
self:check_particlespawners(dtime)
if self.do_custom and self.do_custom(self, dtime) == false then return end
if self:do_states(dtime, player_in_active_range) then return end
if mobs_debug then self:update_tag() end
if not self.object:get_luaentity() then

View File

@ -262,6 +262,7 @@ functions needed for the mob to work properly which contains the following:
'custom_visual_size' will not reset visual_size from the base class on reload
'noyaw' If true this mob will not automatically change yaw
'particlespawners' Table of particlespawners attached to the mob. This is implemented in a coord safe manner i.e. spawners are only sent to players within the player_transfer_distance (and automatically removed). This enables infinitely lived particlespawners.
'attack_frequency' Attack frequency in seconds. If unset, this defaults to 1. Implemented for melee only atm.
mobs:gopath(self,target,callback_arrived) pathfind a way to target and run callback on arrival

View File

@ -74,6 +74,7 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
if self.food >= feed_count then
self.food = 0
self.horny = true
self.persistent = true
end
end

View File

@ -10,6 +10,8 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan
local function atan(x)
if not x or x ~= x then
@ -398,7 +400,8 @@ function mob_class:monster_attack()
end
-- choose closest player to attack
if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
local line_of_sight = self:line_of_sight( sp, p, 2) == true
if dist < min_dist and not attacked_p and line_of_sight then
min_dist = dist
min_player = player
end
@ -810,12 +813,35 @@ function mob_class:check_aggro(dtime)
self._check_aggro_timer = self._check_aggro_timer + dtime
end
local function clear_aggro(self)
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
end
function mob_class:do_states_attack (dtime)
local yaw = self.object:get_yaw() or 0
self.timer = self.timer + dtime
if self.timer > 100 then
self.timer = 1
end
local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos() or s
local yaw = self.object:get_yaw() or 0
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
@ -823,35 +849,33 @@ function mob_class:do_states_attack (dtime)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
clear_aggro(self)
return
end
local target_line_of_sight = self:line_of_sight(s, p, 2)
if not target_line_of_sight then
if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost
if time_since_seen > TIME_TO_FORGET_TARGET then
self.target_time_lost = nil
clear_aggro(self)
return
end
else
self.target_time_lost = os.time()
end
else
self.target_time_lost = nil
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1
@ -859,20 +883,15 @@ function mob_class:do_states_attack (dtime)
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
if not self.v_start and dist <= self.reach and target_line_of_sight then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
elseif self.allow_fuse_reset and self.v_start
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
@ -894,25 +913,20 @@ function mob_class:do_states_attack (dtime)
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
@ -1026,54 +1040,45 @@ function mob_class:do_states_attack (dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
if enable_pathfinding and self.pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
self:set_velocity(self.walk_velocity)
else
self:set_velocity( self.run_velocity)
self:set_velocity(self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
self:set_animation("run")
else
self:set_animation( "walk")
self:set_animation("walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
if not self.custom_attack then
local attack_frequency = self.attack_frequency or 1
if self.timer > 1 then
if self.timer > attack_frequency then
self.timer = 0
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
if not self.custom_attack then
if self.double_melee_attack and math.random(1, 2) == 1 then
self:set_animation("punch2")
else
self:set_animation( "punch")
self:set_animation("punch")
end
local p2 = p
@ -1083,8 +1088,6 @@ function mob_class:do_states_attack (dtime)
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack")
-- punch player (or what player is attached to)
@ -1097,13 +1100,7 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
else
self.custom_attack(self, p)
end
end
@ -1129,7 +1126,7 @@ function mob_class:do_states_attack (dtime)
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
local stay_away_from_player = vector.zero()
--strafe back and fourth
@ -1146,7 +1143,13 @@ function mob_class:do_states_attack (dtime)
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
else
self:set_velocity( 0)
end

View File

@ -4,6 +4,8 @@ local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end
@ -136,6 +138,19 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
end
end
function mob_class:step_opinion_sound(dtime)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
end
function mob_class:add_texture_mod(mod)
local full_mod = ""
local already_added = false
@ -254,7 +269,7 @@ function mob_class:set_animation(anim, fixed_frame)
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or ""
@ -293,7 +308,7 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz)
end
local function who_are_you_looking_at (self)
local function who_are_you_looking_at (self, dtime)
local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity)
@ -309,12 +324,12 @@ local function who_are_you_looking_at (self)
self._locked_object = nil
end
elseif not self._locked_object then
if math.random(1, 30) then
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
--minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 20/self.curiosity
local chance = 150/self.curiosity
if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance)
@ -346,9 +361,9 @@ function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self)
who_are_you_looking_at (self, dtime)
local final_rotation = vector.new(0,0,0)
local final_rotation = vector.zero()
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
@ -360,8 +375,11 @@ function mob_class:check_head_swivel(dtime)
_locked_object_eye_height = self._locked_object:get_properties().eye_height
end
if _locked_object_eye_height then
local self_rot = self.object:get_rotation()
if self.object:get_attach() then
-- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation()
end

View File

@ -154,6 +154,7 @@ function mcl_mobs.register_mob(name, def)
description = def.description,
type = def.type,
attack_type = def.attack_type,
attack_frequency = def.attack_frequency,
fly = def.fly or false,
fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
@ -556,7 +557,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
update_tag(ent)
ent:update_tag()
end
-- if not in creative then take item

View File

@ -9,3 +9,5 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées!
Give names to mobs=Donne des noms aux mobs
Set name at anvil=Définir le nom sur l'enclume
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.=Enlève les mobs spécifiés sauf ceux qui sont nommés et apprivoisés. Pour le deuxième paramètre, utiliser nametagged/tamed pour ne sélectionner que les mobs nommés/apprivoisés, ou une distance pour spécifier la distance maximale par rapport au joueur.
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=Usage par défaut. Enlève les mobs hostiles. Pour plus d'options saisir : /help clearmobs

View File

@ -4,8 +4,11 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local node_snow = "mcl_core:snow"
local CHECK_HERD_FREQUENCY = 4
local PATHFINDING = "gowp"
local node_snow = "mcl_core:snow"
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
@ -202,12 +205,8 @@ function mob_class:can_jump_cliff()
end
-- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger(can_jump_cliff)
if can_jump_cliff == nil then
can_jump_cliff = self:can_jump_cliff()
end
if self.fear_height == 0 or can_jump_cliff or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
function mob_class:is_at_cliff_or_danger()
if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false
end
@ -219,8 +218,9 @@ function mob_class:is_at_cliff_or_danger(can_jump_cliff)
local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
if free_fall then
return true
else
@ -241,12 +241,16 @@ end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger(can_jump_cliff)
if can_jump_cliff == nil then
can_jump_cliff = self:can_jump_cliff()
function mob_class:is_at_water_danger()
if self.water_damage == 0 and self.breath_max == -1 then
--minetest.log("Do not need a water check for: " .. self.name)
return
end
if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then
local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
if in_water_danger then return false end -- If you're in trouble, do not stop
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
return false
end
local yaw = self.object:get_yaw()
@ -261,51 +265,57 @@ function mob_class:is_at_water_danger(can_jump_cliff)
local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
if free_fall then
return true
else
local los, blocker = minetest.line_of_sight(
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
if not los then
local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name)
if
waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then
return false
elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
if waterdanger and not in_water_danger then
return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end
end
return false
end
function mob_class:env_danger_movement_checks(dtime)
function mob_class:env_danger_movement_checks(player_in_active_range)
local yaw = 0
local can_jump_cliff = self:can_jump_cliff()
if self.state ~= "attack" and self:is_at_water_danger(can_jump_cliff) then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
if not player_in_active_range then return end
if self.state == PATHFINDING
or self.state == "attack"
or self.state == "stand"
or self.state == "runaway" then
return
end
if self:is_at_water_danger() then
--minetest.log("At water danger for mob, stop?: " .. self.name)
if math.random(1, 10) <= 7 then
if self.state ~= "stand" then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
end
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
return
end
end
if self:is_at_cliff_or_danger(can_jump_cliff) then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
if self.state ~= "stand" then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
end
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end
end--]]
end
-- jump if facing a solid node (not fences or gates)
@ -376,7 +386,7 @@ function mob_class:do_jump()
end
local ndef = minetest.registered_nodes[nod.name]
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
if self.walk_chance == 0 or ndef and ndef.walkable or self._can_jump_cliff then
if minetest.get_item_group(nod.name, "fence") == 0
and minetest.get_item_group(nod.name, "fence_gate") == 0
@ -386,7 +396,7 @@ function mob_class:do_jump()
v.y = self.jump_height + 0.1 * 3
if self:can_jump_cliff() then
if self._can_jump_cliff then
v=vector.multiply(v, vector.new(2.8,1,2.8))
end
@ -621,7 +631,7 @@ function mob_class:check_runaway_from()
end
-- follow player if owner or holding item, if fish outta water then flop
-- follow player if owner or holding item
function mob_class:check_follow()
-- find player to follow
if (self.follow ~= "" or self.order == "follow") and not self.following
@ -722,7 +732,7 @@ function mob_class:flop()
return
elseif self.state == "flop" then
self.state = "stand"
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_acceleration(vector.zero())
self:set_velocity(0)
end
end
@ -754,7 +764,7 @@ function mob_class:check_herd(dtime)
if self.move_in_group == false then return end
check_herd_timer = check_herd_timer + dtime
if check_herd_timer < 4 then return end
if check_herd_timer < CHECK_HERD_FREQUENCY then return end
check_herd_timer = 0
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
local l = o:get_luaentity()
@ -885,7 +895,7 @@ function mob_class:do_states_walk()
end
end
function mob_class:do_states_stand()
function mob_class:do_states_stand(player_in_active_range)
local yaw = self.object:get_yaw() or 0
if math.random(1, 4) == 1 then
@ -929,14 +939,16 @@ function mob_class:do_states_stand()
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
if player_in_active_range then
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
end
end

View File

@ -198,6 +198,8 @@ end
-- move mob in facing direction
function mob_class:set_velocity(v)
if not v then return end
local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction
@ -207,18 +209,15 @@ function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay
if self.order == "stand" or self.order == "sit" then
self.acc=vector.new(0,0,0)
return
self.acc = vector.zero()
return
end
local yaw = (self.object:get_yaw() or 0) + self.rotate
local vv = self.object:get_velocity()
if vv then
self.acc={
x = ((math.sin(yaw) * -v) + c_x)*.27,
y = 0,
z = ((math.cos(yaw) * v) + c_y)*.27,
}
if vv and yaw then
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .27, 0, ((math.cos(yaw) * v) + c_y) * .27)
end
end
@ -643,7 +642,7 @@ function mob_class:do_env_damage()
--minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
local sunlight = minetest.get_natural_light(pos, self.time_of_day)
local sunlight = mcl_util.get_natural_light(pos, self.time_of_day)
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then
@ -821,11 +820,19 @@ function mob_class:do_env_damage()
return self:check_for_death("unknown", {type = "unknown"})
end
function mob_class:env_damage (dtime, pos)
function mob_class:step_damage (dtime, pos)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if self.env_damage_timer > 1 then
self.env_damage_timer = 0
@ -904,47 +911,36 @@ function mob_class:falling(pos)
-- floating in water (or falling)
local v = self.object:get_velocity()
if v then
local new_acceleration
if v.y > 0 then
-- apply gravity when moving up
self.object:set_acceleration({
x = 0,
y = DEFAULT_FALL_SPEED,
z = 0
})
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed
self.object:set_acceleration({
x = 0,
y = self.fall_speed,
z = 0
})
new_acceleration = vector.new(0, self.fall_speed, 0)
else
-- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0})
new_acceleration =vector.zero()
end
self.object:set_acceleration(new_acceleration)
end
local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
local registered_node = minetest.registered_nodes[node_ok(pos).name]
if registered_node.groups.lava then
if acc and self.floats_on_lava == 1 then
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
end
end
-- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if registered_node.groups.water then
if acc and self.floats == 1 then
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
end
else
-- fall damage onto solid ground
@ -1031,9 +1027,6 @@ function mob_class:check_suspend(player_in_active_range)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero())
end
if acc.y == 0 and node_under == "air" then
self:falling(pos)
end
end
return true
end

View File

@ -27,8 +27,11 @@ local table_remove = table.remove
local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message)
local function mcl_log (message, property)
if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
@ -52,21 +55,25 @@ local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 5
local MOBS_CAP_CLOSE = 10
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20,
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
}
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
@ -340,15 +347,32 @@ local function count_mobs_all(categorise_by, pos)
end
local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do
if l.is_mob then
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then
total = total + 1
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end
end
end
return num
mcl_log("Total mobs", total)
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
@ -704,13 +728,13 @@ local function spawn_check(pos, spawn_def)
--mcl_log("Level 3 spawn check passed")
return true
else
mcl_log("Spawn check level 3 failed")
--mcl_log("Spawn check level 3 failed")
end
else
mcl_log("Spawn check level 2 failed")
--mcl_log("Spawn check level 2 failed")
end
else
mcl_log("Spawn check level 1 failed")
--mcl_log("Spawn check level 1 failed")
end
return false
end
@ -831,7 +855,7 @@ if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
@ -847,9 +871,18 @@ if mobs_spawn then
mob_total_wide = 0
end
local cap_space_wide = type_cap - mob_total_wide
if cap_space_wide < 1 then
cap_space_wide = 0
local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
mcl_log("mob_type", mob_type)
mcl_log("cap_space_wide", cap_space_wide)
local cap_space_available = 0
if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else
mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
end
local mob_total_close = mob_counts_close[mob_type]
@ -858,12 +891,11 @@ if mobs_spawn then
mob_total_close = 0
end
local cap_space_close = close_zone_cap - mob_total_close
if cap_space_close < 1 then
cap_space_close = 0
end
local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
cap_space_available = math.min(cap_space_available, cap_space_close)
--mcl_log("spawn_class: " .. spawn_class)
mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available)
if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
@ -873,7 +905,7 @@ if mobs_spawn then
mcl_log("cap_space_close: " .. cap_space_close)
end
return cap_space_wide, cap_space_close
return cap_space_available
end
local function find_spawning_position(pos, max_times)
@ -884,7 +916,7 @@ if mobs_spawn then
local y_min, y_max = decypher_limits(pos.y)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0
repeat
local goal_pos = get_next_mob_spawn_pos(pos)
@ -916,7 +948,7 @@ if mobs_spawn then
return spawning_position
end
local function spawn_a_mob(pos)
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
@ -954,22 +986,18 @@ if mobs_spawn then
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then
if cap_space_available > 0 then
--mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
@ -1000,13 +1028,10 @@ if mobs_spawn then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min,spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
@ -1021,7 +1046,7 @@ if mobs_spawn then
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
@ -1034,7 +1059,7 @@ if mobs_spawn then
--mcl_log("Spawn check failed")
end
else
mcl_log("Cap space full")
--mcl_log("Cap space full")
end
end
@ -1054,7 +1079,13 @@ if mobs_spawn then
timer = 0
local players = get_connected_players()
local total_mobs = count_mobs_total_cap()
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return
@ -1065,21 +1096,49 @@ if mobs_spawn then
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos)
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
end
end
end)
end
local function despawn_allowed(self)
local nametag = self.nametag and self.nametag ~= ""
local not_busy = self.state ~= "attack" and self.following == nil
if self.can_despawn == true then
if not nametag and not_busy and not self.tamed == true and not self.persistent == true then
return true
end
end
return false
end
function mob_class:despawn_allowed()
despawn_allowed(self)
end
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob
if remove_far
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
if remove_far and despawn_allowed(self) then
if self.despawn_immediately or self.lifetimer <= 0 then
if logging then
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")

View File

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

View File

@ -39,7 +39,7 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers
* Cave Spider
* Enderman
* Zombie Villager
* Zombie Pigman
* Zombie Piglin
* Wither Skeleton
* Magma Cube
* Blaze

View File

@ -2,7 +2,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local axolotl = {
type = "animal",
spawn_class = "water",
spawn_class = "axolotl",
can_despawn = true,
passive = false,
hp_min = 14,

View File

@ -31,7 +31,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local cod = {
type = "animal",
spawn_class = "water",
spawn_class = "water_ambient",
can_despawn = true,
passive = true,
hp_min = 3,

View File

@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
mcl_mobs.register_mob("mobs_mc:creeper", {
description = S("Creeper"),
type = "monster",
spawn_class = "hostile",
spawn_in_group = 1,

View File

@ -24,6 +24,12 @@
-- added rain damage.
-- fixed the grass_with_dirt issue.
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
minetest.register_entity("mobs_mc:ender_eyes", {
visual = "mesh",
mesh = "mobs_mc_spider.b3d",
@ -60,13 +66,6 @@ end
local pr = PseudoRandom(os.time()*(-334))
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
-- and the textures have tranparent pixels.
local block_texture_overrides
@ -491,7 +490,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then
self._taken_node = node.name
self.can_despawn = false
self.persistent = true
local def = minetest.registered_nodes[self._taken_node]
-- Update animation and texture accordingly (adds visibly carried block)
local block_type
@ -542,7 +541,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
if success then
local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block)
self.can_despawn = true
self.persistent = false
self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current)
if def.sounds and def.sounds.place then

View File

@ -31,7 +31,7 @@ end
mcl_mobs.register_mob("mobs_mc:glow_squid", {
type = "animal",
spawn_class = "water",
spawn_class = "water_underground",
can_despawn = true,
passive = true,
hp_min = 10,

View File

@ -10,6 +10,7 @@ local S = minetest.get_translator("mobs_mc")
--###################
local hoglin = {
description = S("Hoglin"),
type = "monster",
passive = false,
spawn_class = "hostile",
@ -19,8 +20,9 @@ local hoglin = {
xp_max = 9,
armor = {fleshy = 90},
attack_type = "dogfight",
attack_frequency = 3;
damage = 4,
reach = 3,
reach = 1.9,
collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
visual = "mesh",
mesh = "extra_mobs_hoglin.b3d",
@ -63,7 +65,7 @@ local hoglin = {
punch_end = 32,
},
fear_height = 4,
view_range = 32,
view_range = 16,
floats = 0,
custom_attack = function(self)
if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then
@ -87,6 +89,7 @@ local hoglin = {
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"}
zoglin.do_custom = function()
@ -100,6 +103,7 @@ mcl_mobs.register_mob("mobs_mc:zoglin", zoglin)
-- Baby hoglin.
local baby_hoglin = table.copy(hoglin)
baby_hoglin.description = S("Baby hoglin")
baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3}
baby_hoglin.xp_min = 20
baby_hoglin.xp_max = 20

View File

@ -139,7 +139,6 @@ dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt
dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/zombiepig.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/slime+magma_cube.lua") -- Wuzzy
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)
dofile(path .. "/vex.lua") -- KrupnoPavel
@ -153,7 +152,7 @@ dofile(path .. "/dolphin.lua")
dofile(path .. "/glow_squid.lua")
dofile(path .. "/piglin.lua")
dofile(path .. "/piglin.lua") -- "mobs_mc_zombie_pigman.b3d" Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/hoglin+zoglin.lua")
dofile(path .. "/strider.lua")

View File

@ -48,7 +48,7 @@ Wither=Wither
Wolf=Wolf
Husk=Wüstenzombie
Zombie=Zombie
Zombie Pigman=Schweinezombie
Zombie Piglin=Schweinezombie
Farmer=Bauer
Fisherman=Fischer
Fletcher=Pfeilmacher

View File

@ -54,5 +54,18 @@ Baby Husk=Bebé Zombi Momificado
Baby Zombie=Bebé Zombi
Husk=Zombi Momificado
Zombie=Zombi
Baby Zombie Pigman=Bebé Hombrecerdo Zombi
Zombie Pigman=Hombrecerdo Zombi
Baby Zombie Piglin=Bebé Hombrecerdo Zombi
Zombie Piglin=Hombrecerdo Zombi
Cartographer=Cartógrafo
Armorer=Escudero
Leatherworker=Peletero
Butcher=Carnicero
Weapon Smith=Armero
Tool Smith=Herrero
Cleric=Clérigo
Nitwit=Holgazán
Cod=Bacalao
Salmon=Salmón
Dolphin=Delfín
Pillager=Saqueador
Tropical fish=Pez tropical

View File

@ -1,5 +1,6 @@
# textdomain: mobs_mc
Agent=Agent
Axolotl=Axolotl
Bat=Chauve-souris
Blaze=Blaze
Chicken=Poulet
@ -48,7 +49,7 @@ Wither=Wither
Wolf=Loup
Husk=Zombie Momifié
Zombie=Zombie
Zombie Pigman=Zombie Cochon
Zombie Piglin=Zombie Cochon
Farmer=Fermier
Fisherman=Pêcheur
Fletcher=Archer
@ -66,4 +67,7 @@ Cod=Morue
Salmon=Saumon
Dolphin=Dauphin
Pillager=Pilleur
Tropical fish=Poisson tropical
Tropical fish=Poisson tropical
Hoglin=Hoglin
Strider=Arpenteur
Glow Squid=Poulpe Brillant

View File

@ -49,7 +49,7 @@ Wither=ウィザー
Wolf=オオカミ
Husk=ハスク
Zombie=ゾンビ
Zombie Pigman=ゾンビピッグマン
Zombie Piglin=ゾンビピッグマン
Farmer=農民
Fisherman=漁師
Fletcher=矢師

View File

@ -49,7 +49,12 @@ Wither=
Wolf=
Husk=
Zombie=
Zombie Pigman=
Piglin=
Baby Piglin=
Zombie Piglin=
Baby Zombie Piglin=
Sword Piglin=
Piglin Brute=
Farmer=
Fisherman=
Fletcher=
@ -67,4 +72,7 @@ Cod=
Salmon=
Dolphin=
Pillager=
Tropical fish=
Tropical fish=
Hoglin=
Strider=
Glow Squid=

View File

@ -82,7 +82,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end
-- if driver present allow control of horse
if self.driver then
if self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
mcl_mobs.drive(self, "walk", "stand", false, dtime)
@ -149,18 +149,14 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return
end
-- Mount or detach player
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
-- Detach if already attached
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
return
elseif not self.driver and self.saddle == "yes" and wielditem:get_name() == "mcl_mobitems:carrot_on_a_stick" then
-- Ride pig if it has a saddle and player uses a carrot on a stick
mcl_mobs.attach(self, clicker)
-- Should make pig go faster when right clicked with carrot on a stick.
-- FIXME: needs work on the going faster part.
--[[if self.driver and clicker == self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then
if not self.v3 then
self.v3 = 0
self.max_speed_forward = 100
self.accel = 10
end
if not minetest.is_creative_enabled(clicker:get_player_name()) then
local inv = self.driver:get_inventory()
@ -177,6 +173,19 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end
inv:set_stack("main",self.driver:get_wield_index(), wielditem)
end
end]]
-- Mount or detach player
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then -- and self.driver:get_wielded_item():get_name() ~= "mcl_mobitems:carrot_on_a_stick" then -- Note: This is for when the ability to make the pig go faster is implemented
-- Detach if already attached
mcl_mobs.detach(clicker, {x=1, y=0, z=0})
return
elseif not self.driver and self.saddle == "yes" then
-- Ride pig if it has a saddle
mcl_mobs.attach(self, clicker)
return
-- Capture pig
@ -195,6 +204,18 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return false
end
end,
after_activate = function(self, staticdata, def, dtime)
if self.saddle == "yes" then -- Make saddle load upon rejoin
self.base_texture = {
"mobs_mc_pig.png", -- base
"mobs_mc_pig_saddle.png", -- saddle
}
self.object:set_properties({
textures = self.base_texture
})
end
end,
})
mcl_mobs:spawn_specific(

View File

@ -25,7 +25,10 @@ function mobs_mc.player_wears_gold(player)
for i=1, 6 do
local stack = player:get_inventory():get_stack("armor", i)
local item = stack:get_name()
if item == "mcl_armor:chestplate_gold" or item == "mcl_armor:leggings_gold" or item == "mcl_armor:helmet_gold" or item == "mcl_armor:boots_gold" then
if string.find(item, "mcl_armor:chestplate_gold")
or string.find(item, "mcl_armor:leggings_gold")
or string.find(item, "mcl_armor:helmet_gold")
or string.find(item, "mcl_armor:boots_gold") then
return true
end
end
@ -35,9 +38,11 @@ end
--################### piglin
--###################
local piglin = {
description = S("Piglin"),
type = "monster",
passive = false,
spawn_class = "hostile",
group_attack = {"mobs_mc:piglin", "mobs_mc:sword_piglin", "mobs_mc:piglin_brute"},
hp_min = 16,
hp_max = 16,
xp_min = 9,
@ -178,6 +183,7 @@ mcl_mobs.register_mob("mobs_mc:piglin", piglin)
local sword_piglin = table.copy(piglin)
sword_piglin.description = S("Sword Piglin")
sword_piglin.mesh = "extra_mobs_sword_piglin.b3d"
sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"}
sword_piglin.on_spawn = function(self)
@ -206,43 +212,127 @@ sword_piglin.animation = {
punch_start = 189,
punch_end = 198,
}
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
local zombified_piglin = table.copy(piglin)
zombified_piglin.fire_resistant = 1
zombified_piglin.do_custom = function()
return
end
zombified_piglin.on_spawn = function()
return
end
zombified_piglin.on_rightclick = function()
return
end
zombified_piglin.lava_damage = 0
zombified_piglin.fire_damage = 0
zombified_piglin.attack_animals = true
zombified_piglin.mesh = "extra_mobs_sword_piglin.b3d"
zombified_piglin.textures = {"extra_mobs_zombified_piglin.png", "default_tool_goldsword.png", "extra_mobs_trans.png"}
zombified_piglin.attack_type = "dogfight"
zombified_piglin.animation = {
stand_speed = 30,
walk_speed = 30,
punch_speed = 45,
run_speed = 30,
stand_start = 0,
stand_end = 79,
walk_start = 168,
walk_end = 187,
run_start = 440,
run_end = 459,
punch_start = 189,
punch_end = 198,
-- Zombified Piglin --
local zombified_piglin = {
description = S("Zombie Piglin"),
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
type = "animal",
passive = false,
spawn_class = "passive",
hp_min = 20,
hp_max = 20,
xp_min = 6,
xp_max = 6,
armor = {undead = 90, fleshy = 90},
attack_type = "dogfight",
group_attack = {"mobs_mc:zombified_piglin", "mobs_mc:baby_zombified_piglin"},
damage = 9,
reach = 2,
head_swivel = "head.control",
bone_eye_height = 2.4,
head_eye_height = 1.4,
curiosity = 15,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same
visual = "mesh",
mesh = "mobs_mc_zombie_pigman.b3d",
textures = { {
"blank.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
} },
visual_size = {x=3, y=3},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry",
death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt",
distance = 16,
},
jump = true,
makes_footstep_sound = true,
walk_velocity = .8,
run_velocity = 2.6,
pathfinding = 1,
drops = {
{name = "mcl_mobitems:rotten_flesh",
chance = 1,
min = 1,
max = 1,
looting = "common"},
{name = "mcl_core:gold_nugget",
chance = 1,
min = 0,
max = 1,
looting = "common"},
{name = "mcl_core:gold_ingot",
chance = 40, -- 2.5%
min = 1,
max = 1,
looting = "rare"},
{name = "mcl_tools:sword_gold",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare"},
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
stand_start = 40,
stand_end = 80,
walk_start = 0,
walk_end = 40,
run_start = 0,
run_end = 40,
punch_start = 90,
punch_end = 130,
},
lava_damage = 0,
fire_damage = 0,
fear_height = 4,
view_range = 16,
harmed_by_heal = true,
fire_damage_resistant = true,
}
mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin)
local baby_zombified_piglin = table.copy(zombified_piglin)
baby_zombified_piglin.description = S("Baby Zombie Piglin")
baby_zombified_piglin.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_zombified_piglin.xp_min = 13
baby_zombified_piglin.xp_max = 13
baby_zombified_piglin.textures = {
{
"mobs_mc_zombie_pigman.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
}
}
baby_zombified_piglin.walk_velocity = 1.2
baby_zombified_piglin.run_velocity = 2.4
baby_zombified_piglin.light_damage = 0
baby_zombified_piglin.child = 1
mcl_mobs.register_mob("mobs_mc:baby_zombified_piglin", baby_zombified_piglin)
-- Compatibility code. These were removed, and now are called zombie piglins. They don't spawn.
-- This is only to catch old cases. Maybe could be an alias?
mcl_mobs.register_mob("mobs_mc:pigman", zombified_piglin)
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_zombified_piglin)
-- Piglin Brute --
local piglin_brute = table.copy(piglin)
piglin_brute.description = S("Piglin Brute")
piglin_brute.xp_min = 20
piglin_brute.xp_max = 20
piglin_brute.hp_min = 50
@ -279,11 +369,17 @@ piglin_brute.animation = {
punch_end = 198,
}
piglin_brute.can_despawn = false
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
piglin_brute.drops = {
{name = "mcl_tools:axe_gold",
chance = 8.5,
min = 1,
max = 1,},
}
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
-- Regular spawning in the Nether
mcl_mobs:spawn_specific(
"mobs_mc:piglin",
@ -300,15 +396,15 @@ minetest.LIGHT_MAX+1,
3,
mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:spawn_specific(
"mobs_mc:sword_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest"
},
"Nether",
"CrimsonForest"
},
0,
minetest.LIGHT_MAX+1,
30,
@ -316,7 +412,45 @@ minetest.LIGHT_MAX+1,
3,
mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max)
-- spawn eggs
mcl_mobs:spawn_specific(
"mobs_mc:zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Baby zombie is 20 times less likely than regular zombies
mcl_mobs:spawn_specific(
"mobs_mc:baby_zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
100000,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:zombified_piglin","overworld",0,minetest.LIGHT_MAX+1)
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0)
mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
mcl_mobs.register_egg("mobs_mc:zombified_piglin", S("Zombie Piglin"), "#ea9393", "#4c7129", 0)

View File

@ -11,7 +11,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
local salmon = {
type = "animal",
spawn_class = "water",
spawn_class = "water_ambient",
can_despawn = true,
passive = true,
hp_min = 3,

View File

@ -269,7 +269,6 @@ local cave_biomes = {
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",

View File

@ -59,7 +59,7 @@ end
local tropical_fish = {
type = "animal",
spawn_class = "water",
spawn_class = "water_ambient",
can_despawn = true,
passive = true,
hp_min = 3,

View File

@ -137,7 +137,7 @@ local professions = {
{
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:coal_lump", 15, 10 }, E1 },
{ { "mcl_core:coal_lump", 10, 15 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod.
},
{

View File

@ -109,7 +109,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
clicker:set_wielded_item(wielditem)
self._curing = math.random(3 * 60, 5 * 60)
self.shaking = true
self.can_despawn = false
self.persistent = true
end
end
end,

View File

@ -216,7 +216,6 @@ mcl_mobs:spawn_specific(
"MegaTaiga",
"Forest",
"ColdTaiga",
"FlowerForest_beach",
"Forest_beach",
"ColdTaiga_beach_water",
"Taiga_beach",

View File

@ -1,156 +0,0 @@
--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
--###################
--################### ZOMBIE PIGMAN
--###################
local pigman = {
description = S("Zombie Pigman"),
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
type = "animal",
passive = false,
spawn_class = "passive",
hp_min = 20,
hp_max = 20,
xp_min = 6,
xp_max = 6,
armor = {undead = 90, fleshy = 90},
attack_type = "dogfight",
group_attack = { "mobs_mc:pigman", "mobs_mc:baby_pigman" },
damage = 9,
reach = 2,
head_swivel = "head.control",
bone_eye_height = 2.4,
head_eye_height = 1.4,
curiosity = 15,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3},
visual = "mesh",
mesh = "mobs_mc_zombie_pigman.b3d",
textures = { {
"blank.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
} },
visual_size = {x=3, y=3},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry",
death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt",
distance = 16,
},
jump = true,
makes_footstep_sound = true,
walk_velocity = .8,
run_velocity = 2.6,
pathfinding = 1,
drops = {
{name = "mcl_mobitems:rotten_flesh",
chance = 1,
min = 1,
max = 1,
looting = "common"},
{name = "mcl_core:gold_nugget",
chance = 1,
min = 0,
max = 1,
looting = "common"},
{name = "mcl_core:gold_ingot",
chance = 40, -- 2.5%
min = 1,
max = 1,
looting = "rare"},
{name = "mcl_tools:sword_gold",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare"},
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
stand_start = 40,
stand_end = 80,
walk_start = 0,
walk_end = 40,
run_start = 0,
run_end = 40,
punch_start = 90,
punch_end = 130,
},
lava_damage = 0,
fire_damage = 0,
fear_height = 4,
view_range = 16,
harmed_by_heal = true,
fire_damage_resistant = true,
}
mcl_mobs.register_mob("mobs_mc:pigman", pigman)
-- Baby pigman.
-- A smaller and more dangerous variant of the pigman
local baby_pigman = table.copy(pigman)
baby_pigman.description = S("Baby Zombie Pigman")
baby_pigman.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_pigman.xp_min = 13
baby_pigman.xp_max = 13
baby_pigman.textures = { {
"mobs_mc_zombie_pigman.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
} }
baby_pigman.walk_velocity = 1.2
baby_pigman.run_velocity = 2.4
baby_pigman.light_damage = 0
baby_pigman.child = 1
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_pigman)
-- Regular spawning in the Nether
mcl_mobs:spawn_specific(
"mobs_mc:pigman",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Baby zombie is 20 times less likely than regular zombies
mcl_mobs:spawn_specific(
"mobs_mc:baby_pigman",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
100000,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Spawning in Nether portals in the Overworld
--mobs:spawn_specific("mobs_mc:pigman", {"mcl_portals:portal"}, {"air"}, 0, minetest.LIGHT_MAX+1, 30, 500, 4, mcl_vars.mg_overworld_min, mcl_vars.mg_overworld_max)
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:pigman", S("Zombie Pigman"), "#ea9393", "#4c7129", 0)
mcl_mobs:non_spawn_specific("mobs_mc:pigman","overworld",0,minetest.LIGHT_MAX+1)

View File

@ -240,7 +240,7 @@ end
local function start_firework_rocket(pos)
local p = get_point_on_circle(pos,math.random(32,64),32)
local n = minetest.get_node(p)
local l = minetest.get_natural_light(pos,0.5)
local l = mcl_util.get_natural_light(pos,0.5)
if n.name ~= "air" or l <= minetest.LIGHT_MAX then return end
local o = minetest.add_entity(p,"mcl_bows:rocket_entity")
o:get_luaentity()._harmless = true

View File

@ -1,6 +1,8 @@
local mods_loaded = false
local NIGHT_VISION_RATIO = 0.45
local MINIMUM_LIGHT_LEVEL = 0.2
local water_color = "#3F76E4"
local mg_name = minetest.get_mapgen_setting("mg_name")
@ -45,6 +47,24 @@ function mcl_weather.set_sky_color(player, def)
})
end
-- Function to work out light modifier at different times
-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
local function get_light_modifier(time)
-- 0.1 = 0.2
-- 0.4 = 0.8
-- 0.5 = 1
-- 0.6 = 0.8
-- 0.9 = 0.2
local light_multiplier = time * 2
if time > 0.5 then
light_multiplier = 2 * (1 - time)
else
light_multiplier = time / 0.5
end
return light_multiplier
end
mcl_weather.skycolor = {
-- Should be activated before do any effect.
active = true,
@ -211,17 +231,14 @@ mcl_weather.skycolor = {
player:set_moon({visible = false})
player:set_stars({visible = false})
local lf = mcl_weather.get_current_light_factor()
local light_factor = mcl_weather.get_current_light_factor()
if mcl_weather.skycolor.current_layer_name() == "lightning" then
mcl_weather.skycolor.override_day_night_ratio(player, 1)
elseif lf then
local w = minetest.get_timeofday()
local light = (w * (lf*2))
if light > 1 then
light = 1 - (light - 1)
end
light = (light * lf) + 0.15
mcl_weather.skycolor.override_day_night_ratio(player, light)
elseif light_factor then
local time = minetest.get_timeofday()
local light_multiplier = get_light_modifier(time)
local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
mcl_weather.skycolor.override_day_night_ratio(player, new_light)
else
mcl_weather.skycolor.override_day_night_ratio(player, nil)
end

View File

@ -1,7 +1,7 @@
local zombie_siege_enabled = minetest.settings:get_bool("mcl_raids_zombie_siege", false)
local function check_spawn_pos(pos)
return minetest.get_natural_light(pos) < 7
return mcl_util.get_natural_light(pos) < 7
end
local function spawn_zombies(self)

View File

@ -2,6 +2,7 @@
Water can flow into this block and cause it to drop as an item.=L'eau peut s'écouler dans ce bloc et provoquer sa chute en tant qu'élément.
This block can be turned into dirt with a hoe.=Ce bloc peut être transformé en terre avec une houe.
This block can be turned into farmland with a hoe.=Ce bloc peut être transformé en terres agricoles avec une houe.
This block can be turned into grass path with a shovel.=Ce bloc peut être transformé en chemin d'herbe avec une pelle.
This block acts as a soil for all saplings.=Ce bloc agit comme un sol pour tous les pousses arbres.
This block acts as a soil for some saplings.=Ce bloc agit comme un sol pour certains pousses arbres.
Sugar canes will grow on this block.=Les cannes à sucre pousseront sur ce bloc.

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

@ -435,7 +435,7 @@ Note that “transparency” here only means that the block is able to carry bri
Coordinates=Coordonnées
The 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.=Le monde est un grand cube. Et pour cette raison, une position dans le monde peut être facilement exprimée avec des coordonnées cartésiennes. Autrement dit, pour chaque position dans le monde, il existe 3 valeurs X, Y et Z.
Like this: (5, 45, -12)=Comme ceci : (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.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées "axes" : Y est pour la hauteur. X et Z sont pour la position horizontale.
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.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées “axes” : Y est pour la hauteur. X et Z sont pour la position horizontale.
The values for X, Y and Z work like this:=Les valeurs pour X, Y et Z fonctionnent comme ceci:
• If you go up, Y increases=• Si vous montez, Y augmente
• If you go down, Y decreases=• Si vous descendez, Y diminue

View File

@ -61,4 +61,4 @@ Advancement “@1” does not exist.=Le progrès «@1» n'existe pas.
@1 has made the advancement @2=@1 a obtenu le progrès @2
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 désactivés, activez les d'abord en utilisant /awards enable !
Awards are disabled, enable them first by using /awards enable!=Les récompenses sont désactivées, activez les d'abord en utilisant /awards enable !

View File

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

View File

@ -198,7 +198,7 @@ awards.register_achievement("mcl:skysTheLimit", {
-- Smelting achivements: These are awarded when picking up an item from a furnace
-- output. They are given in mcl_furnaces.
awards.register_achievement("mcl:acquireIron", {
title = S("Aquire Hardware"),
title = S("Acquire Hardware"),
description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."),
icon = "default_steel_ingot.png",
type = "Advancement",

View File

@ -1,5 +1,5 @@
# textdomain:mcl_achievements
Aquire Hardware=Schmied
Acquire Hardware=Schmied
Bake Bread=Brot backen
Benchmarking=Tischler
Cow Tipper=Kuhschubser

View File

@ -1,5 +1,5 @@
# textdomain:mcl_achievements
Aquire Hardware=Obteniendo un lingote
Acquire Hardware=Obteniendo un lingote
Bake Bread=Horneando pan
Benchmarking=Crea tu mesa de trabajo
Cow Tipper=Consiguiendo cuero
@ -47,3 +47,68 @@ Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Usa un
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Usa una mesa de trabajo para hacer un pico de madera con tablas de madera procesada y palos de madera.
Use obsidian and a fire starter to construct a Nether portal.=Usa obsidiana y un iniciador de fuego para construir un portal abisal.
Use wheat to craft a bread.=Usa trigo para elaborar pan.
Who is Cutting Onions?=¿Quién esta cortando cebollas?
Pick up a crying obsidian from the floor.=Recoge una obsidiana llorosa del suelo
Hidden in the Depths=Oculto en las profundidades
Pick up an Ancient Debris from the floor.=Recoge un Escombro Ancestral del suelo
The Nether=El Nether
Bring summer clothes.@nHint: Enter the Nether.=Tráete ropa de verano.@nSugerencia: Entra al Nether
Isn't It Iron Pick=¿No es hierrónico?
Craft a iron pickaxe using sticks and iron.=Crea un pico de hierro usando palos y hierro.
Postmortal=Post mortem
Use a Totem of Undying to cheat death.=Usa un tótem de inmortalidad para engañar a la muerte
Sweet Dreams=Dulces sueños
Sleep in a bed to change your respawn point.=Duerme en una cama para cambiar tu punto de reaparición.
Not Quite "Nine" Lives=No "siete" vidas exactamente
Charge a Respawn Anchor to the maximum.=Carga un nexo de reaparición al máximo.
What A Deal!=¡Qué buen trato!
Successfully trade with a Villager.=Comercia con un aldeano.
Withering Heights=Dr. Witherstein
Summon the wither from the dead.=Invoca al wither desde los muertos.
The Cutest Predator=El depredador más lindo
Catch an Axolotl with a bucket!=Atrapa a un ajolote en un cubo
Fishy Business=Un asuno escamoso
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Atrapa un pez.@nSugerencia: Atrapa un pez, salmón, pez payaso, o pez globo.
Country Lode, Take Me Home=Magnetita llévame a casita
Use a compass on a Lodestone.=Usa una brújula sobre una magnetita
Serious Dedication=Dedicación seria
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=Usa un lingote de netherita para mejorar una azada, y luego revalúa lo que estás haciendo con tu vida.
Local Brewery=Destilería local
Brew a Potion.@nHint: Take a potion or glass bottle out of the brewing stand.=Prepara una poción.@nSugerencia: Saca una poción o botella de vidrio de la destiladora
Enchanter=Aprendiz de mago
Enchant an item using an Enchantment Table.=Encanta un objeto usando la mesa de encantamientos
Bring Home the Beacon=Hágase la luz
Use a beacon.=Usa un faro.
Beaconator=Faroneitor
Use a fully powered beacon.=Utiliza un faro a máxima potencia.
The Next Generation=La nueva generación
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=Consigue el huevo de dragón.@nSugerencia: Recoge el huevo del suelo, y colócalo en tu inventario.
The End... Again...=El fin... de nuevo...
Respawn the Ender Dragon.=Vuelve a invocar al Enderdragón.
Sky's the Limit=El cielo es el límite
Find the elytra and prepare to fly above and beyond!=¿Encuentra los élitros y prepárate para volar al infinito y más allá!
Free the End=Libera el End
Kill the ender dragon. Good Luck!=Mata al Enderdragón. Buena suerte!
Bee Our Guest=Abelante, esta es tu casa
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=Usa una fogata y una botella para obtener miel de una colmena sin enojar a las abejas.
Total Beelocation=Abejémonos de aquí
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=Mueve una colmena que tenga 3 abejas usando una herramienta con toque de seda.
Wax On=Encerando ando
Apply honeycomb to a copper block to protect it from the elements.=Encera un bloque de cobre con un panal de abejas para protegerlo de los elementos.
Wax Off=Pulir cera
Scrape wax off of a copper block.=Quita la cera de un bloque de cobre
The End?=¿El End?
Or the beginning?@nHint: Enter an end portal.=¿O el principio?@nSugerencia: Entra al portal del End
Stone Age=La edad de piedra
Mine a stone with new pickaxe.=Mina piedra con tu nuevo pico.
Ice Bucket Challenge=Mente fría
Obtain an obsidian block.=Consigue un bloque de obsidiana.
Hot Stuff=¡La cosa está que arde!
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...
Tactical Fishing=Pesca táctica
Catch a fish... without a fishing rod!=Atrapa a un pez... ¡sin una caña de pescar!

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements
Aquire Hardware=Acquérir du matériel
Acquire Hardware=Acquérir du matériel
Bake Bread=Faire du pain
Benchmarking=Fabriquer
Cow Tipper=Chevaucher une vache
@ -54,9 +54,9 @@ Pick up an Ancient Debris from the floor.=Ramassez un Ancien Débris par terre.
The Nether=Le Nether
Bring summer clothes.@nHint: Enter the Nether.=Apportez des vêtements d'été.@nAstuce : Entrez dans le Nether
Isn't It Iron Pick=Bonne Pioche !
Craft a iron pickaxe using sticks and iron.=Fabriquez une pioche de fer avec des batons et du fer.
Craft a iron pickaxe using sticks and iron.=Fabriquez une pioche de fer avec des bâtons et du fer.
Postmortal=Aux frontières de la mort
Use a Totem of Undying to cheat death.=Utilisez un Totem d'imortalité pour tromper la mort.
Use a Totem of Undying to cheat death.=Utilisez un Totem dimmortalité pour tromper la mort.
Sweet Dreams=Bonne nuit les petits
Sleep in a bed to change your respawn point.=Dormez dans un lit pour changer votre point de réapparition.
Not Quite "Nine" Lives=Presque "neuf" vies
@ -65,6 +65,8 @@ What A Deal!=Adjugé, Vendu !
Successfully trade with a Villager.=Commercez avec succès avec un villageois.
Withering Heights=Les Witherables
Summon the wither from the dead.=Invoquez le Wither d'entre les morts.
The Cutest Predator=Le plus mignon des prédateurs
Catch an Axolotl with a bucket!=Attrapez un Axolotl avec un seau !
Fishy Business=Merci pour le poisson
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=Attrapez un poisson.@nAstuce : attrapez un poisson, saumon, poisson-clown, ou poisson-globe.
Country Lode, Take Me Home=Petit Poucet
@ -79,3 +81,33 @@ Bring Home the Beacon=Fais ta balise
Use a beacon.=Utilisez une balise.
Beaconator=Phare allumé
Use a fully powered beacon.=Utilisez une balise à pleine puissance.
The Next Generation=La nouvelle génération
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=Tenez l'oeuf de dragon.@nAstuce: Ramassez lœuf sur le sol pour l'avoir dans votre inventaire.
The End... Again...=Un air de déjà vu...
Respawn the Ender Dragon.=Faites réapparaître l'Ender Dragon.
Sky's the Limit=Vers l'infini et au-delà
Find the elytra and prepare to fly above and beyond!=Trouvez des élytres et préparez vous à vous envoler !
Free the End=Libérez l'End
Kill the ender dragon. Good Luck!=Tuez l'Ender Dragon. Bonne chance !
Bee Our Guest=J'irai butinez chez vous
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=Utilisez un feu de camp pour remplir une bouteille de miel sans provoquez les abeilles.
Total Beelocation=Dé-miel-nagement
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=Déplacez une ruche, avec 3 abeilles à l'intérieur en utilisant un outil enchanté avec toucher de soie.
Wax On=Lustrer
Apply honeycomb to a copper block to protect it from the elements.=Étalez de la cire sur un bloc de cuivre pour le protéger des éléments.
Wax Off=Frotter
Scrape wax off of a copper block.=Retirer la cire d'un bloc de cuivre.
The End?=Fin ?
Or the beginning?@nHint: Enter an end portal.=Ou le commencement ?@nAstuce : Entrer dans un portail de l'End.
Stone Age=L'âge de pierre
Mine a stone with new pickaxe.=Minez de la roche avec votre pioche.
Ice Bucket Challenge=Ice Bucket Challenge
Obtain an obsidian block.=Obtenez un bloc d'obsidienne.
Hot Stuff=Chaud devant !
Put lava in a bucket.=Remplir un seau de lave.
Hero of the Village=Héros du village
Successfully defend a village from a raid=Protégez le village d'un raid
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 !

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements
Aquire Hardware=金属を入手
Acquire Hardware=金属を入手
Bake Bread=パンを焼く
Benchmarking=土台作り
Cow Tipper=牛転がし

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements
Aquire Hardware=Zdobądź narzędzie
Acquire Hardware=Zdobądź narzędzie
Bake Bread=Upiecz chleb
Benchmarking=Rzemieślnictwo
Cow Tipper=Raz krowie śmierć

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements
Aquire Hardware=Куй Железо
Acquire Hardware=Куй Железо
Bake Bread=Хлеб всему голова
Benchmarking=Верстак
Cow Tipper=Кожа да кости

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@ -1,5 +1,5 @@
# textdomain:mcl_achievements
Aquire Hardware=
Acquire Hardware=
Bake Bread=
Benchmarking=
Cow Tipper=
@ -66,7 +66,7 @@ Successfully trade with a Villager.=
Withering Heights=
Summon the wither from the dead.=
The Cutest Predator=
Catch an Axolotl with a bucket!
Catch an Axolotl with a bucket!=
Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode, Take Me Home=
@ -85,7 +85,7 @@ The Next Generation=
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=
The End... Again...=
Respawn the Ender Dragon.=
Sky's The Limit=
Sky's the Limit=
Find the elytra and prepare to fly above and beyond!=
Free the End=
Kill the ender dragon. Good Luck!=
@ -97,3 +97,17 @@ Wax On=
Apply honeycomb to a copper block to protect it from the elements.=
Wax Off=
Scrape wax off of a copper block.=
The End?=
Or the beginning?@nHint: Enter an end portal.=
Stone Age=
Mine a stone with new pickaxe.=
Ice Bucket Challenge=
Obtain an obsidian block.=
Hot Stuff=
Put lava in a bucket.=
Hero of the Village=
Successfully defend a village from a raid=
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!=

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@ -37,7 +37,8 @@ return {
"MrRar",
"talamh",
"Faerraven / Michieal",
"FossFanatic",
"FossFanatic ",
"SmokeyDope",
}},
{S("Contributors"), 0x52FF00, {
"Laurent Rocher",
@ -82,15 +83,12 @@ return {
"aldum",
"Dieter44",
"Pepebotella",
"MrRar",
"Lazerbeak12345",
"mrminer",
"Thunder1035",
"opfromthestart",
"snowyu",
"FaceDeer",
"Faerraven / Michieal",
"FossFanatic",
"Herbert West",
"GuyLiner",
"3raven",
@ -100,6 +98,10 @@ return {
"Gregor Parzefall",
"Wbjitscool",
"b3nderman",
"CyberMango",
"gldrk",
"atomdmac",
"emptyshore",
}},
{S("MineClone5"), 0xA60014, {
"kay27",
@ -173,6 +175,7 @@ return {
"cora",
"Faerraven / Michieal",
"Nicu",
"Exhale",
}},
{S("Translations"), 0x00FF60, {
"Wuzzy",
@ -187,6 +190,8 @@ return {
"snowyu",
"3raven",
"SakuraRiu",
"anarquimico",
"syl",
}},
{S("Funders"), 0xF7FF00, {
"40W",
@ -199,6 +204,9 @@ return {
"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), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
"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

@ -56,5 +56,5 @@ A ghast scared @1 to death.=Se ha asustado @1 hasta morir.
@1 was killed by a zombie villager.=@1 fue asesinado por un aldeano zombie.
@1 was killed by a husk.=@1 fue asesinado por un husk.
@1 was killed by a baby husk.=@1 fue asesinado por un bebé husk.
@1 was killed by a zombie pigman.=@1 fue asesinado por un cerdo zombie.
@1 was killed by a baby zombie pigman.=@1 fue asesinado por un bebé cerdo zombie.
@1 was killed by a zombie piglin.=@1 fue asesinado por un cerdo zombie.
@1 was killed by a baby zombie piglin.=@1 fue asesinado por un bebé cerdo zombie.

View File

@ -57,5 +57,5 @@ A ghast scared @1 to death.=Гаст напугал @1 до смерти.
@1 was killed by a zombie villager.=@1 был(а) убит(а) зомби-жителем.
@1 was killed by a husk.=@1 был(а) убит(а) кадавром.
@1 was killed by a baby husk.=@1 был(а) убит(а) машылом-кадавром.
@1 was killed by a zombie pigman.=@1 был(а) убит(а) зомби-свиночеловеком.
@1 was killed by a baby zombie pigman.=@1 был(а) убит(а) малышом-зомби-свиночеловеком.
@1 was killed by a zombie piglin.=@1 был(а) убит(а) зомби-свиночеловеком.
@1 was killed by a baby zombie piglin.=@1 был(а) убит(а) малышом-зомби-свиночеловеком.

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@ -50,7 +50,7 @@ local function throw_xp_bottle(pos, dir, velocity)
end
minetest.register_craftitem("mcl_experience:bottle", {
description = "Bottle o' Enchanting",
description = S("Bottle o' Enchanting"),
inventory_image = "mcl_experience_bottle.png",
wield_image = "mcl_experience_bottle.png",
stack_max = 64,

View File

@ -5,3 +5,4 @@ Error: Too many parameters!=Erreur: Trop de paramètres!
Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP
Error: Player not found=Erreur: Joueur introuvable
Added @1 XP to @2, total: @3, experience level: @4=Ajout de @1 XP à @2, total: @3, niveau d'expérience: @4
Bottle o' Enchanting=Fiole d'expérience

View File

@ -5,3 +5,4 @@ Error: Too many parameters!=
Error: Incorrect value of XP=
Error: Player not found=
Added @1 XP to @2, total: @3, experience level: @4=
Bottle o' Enchanting=

View File

@ -19,3 +19,4 @@ Survival Inventory=Inventaire de survie
Crafting=Artisanat
Inventory=Inventaire
@1/@2=@1/@2
Switch stack size=Changer la quantité maximale par pile

View File

@ -19,3 +19,4 @@ Survival Inventory=
Crafting=
Inventory=
@1/@2=
Switch stack size=

View File

@ -0,0 +1,2 @@
# 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.

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@ -1,5 +1,5 @@
# textdomain: mcl_dispensers
Dispenser=Dispenser
Dispenser=Distributeur
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 distributeur est un bloc qui agit comme un composant redstone qui, lorsqu'il est alimenté avec une puissance redstone, distribue un article. Il a un conteneur avec 9 emplacements d'inventaire.
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.=Placez le distributeur dans l'une des 6 directions possibles. Le "trou" est l'endroit où les articles sortiront du distributeur. Utilisez le distributeur pour accéder à son inventaire. Insérez les articles que vous souhaitez distribuer. Fournissez au distributeur de l'énergie de redstone une fois pour distribuer un objet aléatoire.
The dispenser will do different things, depending on the dispensed item:=Le distributeur fera différentes choses, selon l'article distribué:

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@ -89,6 +89,8 @@ minetest.register_globalstep(function (dtime)
end)
function mesecon.queue:execute(action)
if not action.pos then return end
-- ignore if action queue function name doesn't exist,
-- (e.g. in case the action queue savegame was written by an old mesecons version)
if mesecon.queue.funcs[action.func] then

View File

@ -521,6 +521,7 @@ end
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule)
if not input then return {} end
local inputnode = get_node_force(input)
local inputrules = mesecon.get_any_inputrules(inputnode)
if not inputrules then

View File

@ -216,6 +216,18 @@ mesecon.register_button(
S("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."),
"mesecons_button_push")
mesecon.register_button(
"polished_blackstone",
S("Polished Blackstone Button"),
"mcl_blackstone_polished.png",
"mcl_blackstone:blackstone_polished",
mcl_sounds.node_sound_stone_defaults(),
{material_stone=1,handy=1,pickaxey=1},
1,
false,
S("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."),
"mesecons_button_push")
local woods = {
{ "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") },
{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") },

View File

@ -2,12 +2,17 @@
Use the button to push it.=Utilisez le bouton pour le pousser.
Stone Button=Bouton de pierre
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.=Un bouton en pierre est un composant Redstone en pierre qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde.
Polished Blackstone Button=Bouton de pierre noire
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.=Un bouton en pierre noire est un composant Redstone en pierre noire qui peut être poussé pour fournir de la puissance Redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1 seconde.
Oak Button=Bouton en chêne
Acacia Button=Bouton en acacia
Birch Button=Bouton en bouleau
Dark Oak Button=Bouton en chêne noir
Spruce Button=Bouton en sapin
Jungle Button=Bouton en acajou
Mangrove Button=Bouton en palétuvier
Crimson Button=Bouton écarlate
Warped Button=Bouton tordu
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.=Un bouton en bois est un composant de redstone en bois qui peut être poussé pour fournir une puissance de redstone. Lorsqu'il est poussé, il alimente les composants Redstone adjacents pendant 1,5 seconde. Les boutons en bois peuvent également être poussés par des flèches.
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé
Push duration: @1s=Durée de poussée : @1s

View File

@ -2,12 +2,17 @@
Use the button to push it.=
Stone Button=
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.=
Polished Blackstone Button=
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.=
Oak Button=
Acacia Button=
Birch Button=
Dark Oak Button=
Spruce Button=
Jungle Button=
Mangrove Button=
Crimson Button=
Warped Button=
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.=
Provides redstone power when pushed=
Push duration: @1s=

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@ -2,21 +2,21 @@
Note Block=Bloc de notes
A note block is a musical block which plays one of many musical notes and different intruments when it is punched or supplied with redstone power.=Un bloc de notes est un bloc musical qui joue l'une des nombreuses notes de musique et différents instruments lorsqu'il est frappé ou alimenté en redstone.
Use the note block to choose the next musical note (there are 25 semitones, or 2 octaves). The intrument played depends on the material of the block below the note block:=Utilisez le bloc de notes pour choisir la prochaine note de musique (il y a 25 demi-tons ou 2 octaves). L'instrument joué dépend du matériau du bloc situé sous le bloc de notes:
• Glass: Sticks=• Glass: Sticks
• Wood: Bass guitar=• Bois: Guitare Basse
• Stone: Bass drum=• Pierre: Grosse caisse
• Sand or gravel: Snare drum=• Sable ou gravier: Caisse claire
• Block of Gold: Bell=• Bloc d'OR: Cloche
• Clay: Flute=• Argile: Flûte
• Packed Ice: Chime=• Glace tassée: Carillon
• Wool: Guitar=• Laine: Guitare
• Bone Block: Xylophne=• Bloc osseux: Xylophne
• Block of Iron: Iron xylophne=• Bloc de fer: Xylophone en fer
• Soul Sand: Cow bell=• Soul Sand: Cloche de vache
• Pumpkin: Didgeridoo=• Citrouille: Didgeridoo
• Block of Emerald: Square wave=• Bloc d'émeraude: Onde carrée
• Hay Bale: Banjo=• Hay Bale: Banjo
• Glowstone: Electric piano=• Glowstone: Piano Electrique
• Anything else: Piano=• Autres: Piano
• Glass: Sticks=• Verre : Baguettes
• Wood: Bass guitar=• Bois : Guitare Basse
• Stone: Bass drum=• Pierre : Grosse caisse
• Sand or gravel: Snare drum=• Sable ou gravier : Caisse claire
• Block of Gold: Bell=• Bloc d'OR : Cloche
• Clay: Flute=• Argile : Flûte
• Packed Ice: Chime=• Glace tassée : Carillon
• Wool: Guitar=• Laine : Guitare
• Bone Block: Xylophne=• Bloc osseux : Xylophne
• Block of Iron: Iron xylophne=• Bloc de fer : Xylophone en fer
• Soul Sand: Cow bell=• Soul Sand : Cloche de vache
• Pumpkin: Didgeridoo=• Citrouille : Didgeridoo
• Block of Emerald: Square wave=• Bloc d'émeraude : Onde carrée
• Hay Bale: Banjo=• Hay Bale : Banjo
• Glowstone: Electric piano=• Glowstone : Piano Electrique
• Anything else: Piano=• Autres : Piano
The note block will only play a note when it is below air, otherwise, it stays silent.=Le bloc de notes ne jouera une note que lorsqu'il est sous l'air, sinon il reste silencieux.
Plays a musical note when powered by redstone power=Joue une note de musique lorsqu'il est alimenté par une puissance redstone

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@ -1,6 +1,6 @@
local S = minetest.get_translator(minetest.get_current_modname())
local PRESSURE_PLATE_INTERVAL = 0.04
local PRESSURE_PLATE_INTERVAL = 0.25
local pp_box_off = {
type = "fixed",
@ -262,4 +262,17 @@ mesecon.register_pressure_plate(
{ player = true, mob = true },
S("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."))
mesecon.register_pressure_plate(
"mesecons_pressureplates:pressure_plate_polished_blackstone",
S("Polished Blackstone Pressure Plate"),
{"mcl_blackstone_polished.png"},
{"mcl_blackstone_polished.png"},
"mcl_blackstone_polished.png",
nil,
{{"mcl_blackstone:blackstone_polished", "mcl_blackstone:blackstone_polished"}},
mcl_sounds.node_sound_stone_defaults(),
{pickaxey=1, material_stone=1},
{ player = true, mob = true },
S("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."))

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@ -6,7 +6,12 @@ Birch Pressure Plate=Plaque de pression en bouleau
Dark Oak Pressure Plate=Plaque de pression en chêne noir
Spruce Pressure Plate=Plaque de pression en sapin
Jungle Pressure Plate=Plaque de pression en acajou
Mangrove Pressure Plate=Plaque de pression en palétuvier
Crimson Pressure Plate=Plaque de pression écarlate
Warped Pressure Plate=Plaque de pression tordue
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.=Une plaque de pression en bois est un composant de redstone qui alimente ses blocs environnants en puissance de redstone tandis que tout objet mobile (y compris les objets lâchés, les joueurs et les mobs) repose dessus.
Polished Blackstone Pressure Plate=Plaque de pression en pierre noire
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.=Une plaque de pression en pierre noire est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
Stone Pressure Plate=Plaque de pression en pierre
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.=Une plaque de pression en pierre est un composant de redstone qui alimente ses blocs environnants en puissance de redstone pendant qu'un joueur ou un mob se tient au-dessus. Il n'est déclenché par rien d'autre.
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé

View File

@ -6,7 +6,12 @@ Birch Pressure Plate=
Dark Oak Pressure Plate=
Spruce Pressure Plate=
Jungle Pressure Plate=
Mangrove Pressure Plate=
Crimson Pressure Plate=
Warped Pressure Plate=
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.=
Polished Blackstone Pressure Plate=
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.=
Stone Pressure Plate=
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.=
Provides redstone power when pushed=

View File

@ -1,67 +1,8 @@
local S = minetest.get_translator(minetest.get_current_modname())
local function path_to_sunlight_exists(position, light_level)
local neighbours = {
{ x = 0, y = 0, z =-1 },
{ x = 0, y = 0, z = 1 },
{ x = 0, y =-1, z = 0 },
{ x = 0, y = 1, z = 0 },
{ x =-1, y = 0, z = 0 },
{ x = 1, y = 0, z = 0 },
}
for i=1, #neighbours do
local offset = neighbours[i]
local position_new = vector.add(
position,
offset
)
local light_level_new = minetest.get_node_light(
position_new,
nil
)
if 15 == light_level_new then
-- found the sunlight
return true
elseif light_level_new > light_level then
-- search where light is brighter
if path_to_sunlight_exists(
position_new,
light_level_new
) then
return true
end
end
end
end
local function sunlight_visible(position)
local light_level
-- Minetest 5.4.0+ can measure the daylight level at a position
if nil ~= minetest.get_natural_light then
light_level = minetest.get_natural_light(
position,
nil
)
if light_level >= 12 then
return true
end
else -- Minetest 5.3.0 or less can only measure the light level
local time = minetest.get_timeofday() * 24000
-- only check light level during day
if time > 6000 and time < 18000 then
light_level = minetest.get_node_light(
position,
nil
)
if light_level >= 12 then
return path_to_sunlight_exists(
position,
12
)
end
end
end
return false
local light_level = mcl_util.get_natural_light(position)
return light_level ~= nil and light_level >= 12
end
local boxes = { -8/16, -8/16, -8/16, 8/16, -2/16, 8/16 }

View File

@ -13,3 +13,4 @@ Armor counts as a tool. It is possible to repair and rename a tool in a single s
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=El yunque tiene una durabilidad limitada y 3 niveles de daño: sin daños, ligeramente dañado y muy dañado. Cada vez que reparas o cambias el nombre de algo, hay un 12% de posibilidades de que el yunque se dañe. Los yunques también tienen la posibilidad de dañarse cuando caen en más de 1 bloque. Si un yunque muy dañado se daña nuevamente, se destruye.
Slightly Damaged Anvil=Yunque dañado
Very Damaged Anvil=Yunque muy dañado
Repair and rename items=Reparar y renombrar objetos

View File

@ -1,23 +1,48 @@
# textdomain: mcl_armor
This is a piece of equippable armor which reduces the amount of damage you receive.=Dies ist ein Teil einer tragbaren Rüstung, die die Menge an Schaden, den Sie erleiden, reduziert.
To equip it, put it on the corresponding armor slot in your inventory menu.=Um es zu tragen, legen Sie es in den passenden Rüstungsplatz in ihrem Inventarmenü.
This is a piece of equippable armor which reduces the amount of damage you receive.=Esta es una pieza de armadura que se puede equipar, la cual reduce la cantidad de daño que recives.
To equip it, put it on the corresponding armor slot in your inventory menu.=Para equiparla, colocala en la ranura de armadura en el menú de tu inventario.
Leather Cap=Sombrero de cuero
Iron Helmet=Casco de hierro
Golden Helmet=Casco de oro
Diamond Helmet=Casco de diamante
Chain Helmet=Casco de cota de mallas
Netherite Helmet=Casco de netherita
Leather Tunic=Túnica de cuero
Iron Chestplate=Peto de hierro
Golden Chestplate=Peto de oro
Diamond Chestplate=Peto de diamante
Chain Chestplate=Peto de cota de mallas
Netherite Chestplate=Peto de netherita
Leather Pants=Pantalones de cuero
Iron Leggings=Grebas de hierro
Golden Leggings=Grebas de oro
Diamond Leggings=Grebas de diamante
Chain Leggings=Grebas de cota de mallas
Netherite Leggings=Grebas de netherita
Leather Boots=Botas de cuero
Iron Boots=Botas de hierro
Golden Boots=Botas de oro
Diamond Boots=Botas de diamante
Chain Boots=Botas de cota de mallas
Netherite Boots=Botas de netherita
Elytra=Élitros
#Translations of enchantements
Increases underwater mining speed.=Aumenta la velocidad de minado bajo el agua.
Blast Protection=Protección contra explosiones
Reduces explosion damage and knockback.=Reduce el daño de explosiones y su empuje.
Curse of Binding=Maldicón de ligamiento
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=El objeto no puede ser removido de las ranuras de inventario excepto al morir, al romperse, o en Modo Creativo.
Feather Falling=Caída de plumas
Reduces fall damage.=Reduce el daño por caída.
Fire Protection=Protección contra el fuego
Reduces fire damage.=Reduce el daño causado por fuego.
Shooting consumes no regular arrows.=Disparar no consume flechas normales.
Shoot 3 arrows at the cost of one.=Dispara 3 flechas por el costo de una.
Projectile Protection=Protección contra proyectiles
Reduces projectile damage.=Reduce el daño de proyectiles.
Protection=Protección
Reduces most types of damage by 4% for each level.=Reduce la mayoría de tipos de daño por 4% por cada nivel.
Thorns=Espinas
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Refleja una parte del daño infligido, a costa de reducir la durabilidad con cada activación.
Aqua Affinity=Afinidad acuática

View File

@ -6,25 +6,25 @@ Iron Helmet=Casque de fer
Golden Helmet=Casque d'or
Diamond Helmet=Casque de diamant
Chain Helmet=Casque de mailles
Netherite Helmet=Casque de Netherite
Netherite Helmet=Casque de netherite
Leather Tunic=Tunique en cuir
Iron Chestplate=Plastron de fer
Golden Chestplate=Plastron d'or
Diamond Chestplate=Plastron de diamant
Chain Chestplate=Cotte de mailles
Netherite Chestplate=Plastron de Netherite
Netherite Chestplate=Plastron de netherite
Leather Pants=Pantalon de cuir
Iron Leggings=Jambières de fer
Golden Leggings=Jambières d'or
Diamond Leggings=Jambières de diamant
Chain Leggings=Jambières de mailles
Netherite Leggings=Jambières de Netherite
Netherite Leggings=Jambières de netherite
Leather Boots=Bottes de cuir
Iron Boots=Bottes de fer
Golden Boots=Bottes d'or
Diamond Boots=Bottes de diamant
Chain Boots=Bottes de mailles
Netherite Boots=Bottes de Netherite
Netherite Boots=Bottes de netherite
Elytra=Élytres
#Translations of enchantements

View File

@ -158,8 +158,10 @@ minetest.register_on_player_inventory_action(function(player, action, inventory,
end)
minetest.register_on_joinplayer(function(player)
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
player:get_inventory():set_size("armor", 5)
if not minetest.global_exists("mcl_skins") then
mcl_player.player_set_model(player, "mcl_armor_character.b3d")
end
minetest.after(1, function()
if player:is_player() then

View File

@ -219,7 +219,7 @@ minetest.register_tool("mcl_armor:elytra", {
_doc_items_longdesc = mcl_armor.longdesc,
_doc_items_usagehelp = mcl_armor.usage,
inventory_image = "mcl_armor_inv_elytra.png",
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10},
groups = {armor = 1, non_combat_armor = 1, armor_torso = 1, non_combat_torso = 1, mcl_armor_uses = 10, enchantability = 1, elytra = 1},
sounds = {
_mcl_armor_equip = "mcl_armor_equip_leather",
_mcl_armor_unequip = "mcl_armor_unequip_leather",

View File

@ -2,4 +2,4 @@
Armor Stand=Support d'armure
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Un support d'armure est un objet décoratif qui peut afficher différentes pièces d'armure. Tout ce que les joueurs peuvent porter comme armure peut également être placé sur un support d'armure.
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Placez simplement un objet d'armure sur le support d'armure. Pour prendre la pièce d'armure du support d'armure, sélectionnez votre main et utilisez la touche "Placer" sur le support d'armure.
Displays pieces of armor=Displays pieces of armor
Displays pieces of armor=Expose des pièces d'armure

View File

@ -25,7 +25,7 @@ end
-- basic bamboo nodes.
local bamboo_def = {
description = "Bamboo",
description = S("Bamboo"),
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo.png"},
drawtype = "nodebox",
paramtype = "light",
@ -266,7 +266,7 @@ end
minetest.register_node(BAMBOO_ENDCAP_NAME, bamboo_top)
local bamboo_block_def = {
description = "Bamboo Block",
description = S("Bamboo Block"),
tiles = {"mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_bottom.png", "mcl_bamboo_bamboo_block.png"},
groups = {handy = 1, building_block = 1, axey = 1, flammable = 2, material_wood = 1, bamboo_block = 1, fire_encouragement = 5, fire_flammability = 5},
sounds = node_sound,

View File

@ -62,9 +62,11 @@ if minetest.get_modpath("mcl_doors") then
local name = "mcl_bamboo:bamboo_door"
local def = {
description = S("Bamboo Door."),
description = S("Bamboo Door"),
inventory_image = "mcl_bamboo_door_wield.png",
wield_image = "mcl_bamboo_door_wield.png",
_doc_items_longdesc = S("Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal."),
_doc_items_usagehelp = S("To open or close a wooden door, rightclick it or supply its lower half with a redstone signal."),
groups = { handy = 1, axey = 1, material_wood = 1, flammable = -1 },
_mcl_hardness = 3,
_mcl_blast_resistance = 3,
@ -77,15 +79,13 @@ if minetest.get_modpath("mcl_doors") then
name = "mcl_bamboo:bamboo_trapdoor"
local trap_def = {
description = S("Bamboo Trapdoor."),
inventory_image = "mcl_bamboo_door_complete.png",
description = S("Bamboo Trapdoor"),
groups = {},
tile_front = "mcl_bamboo_trapdoor_side.png",
tile_side = "mcl_bamboo_trapdoor_side.png",
_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."),
wield_image = "mcl_bamboo_trapdoor_side.png",
inventory_image = "mcl_bamboo_trapdoor_side.png",
groups = { handy = 1, axey = 1, mesecon_effector_on = 1, material_wood = 1, flammable = -1 },
_mcl_hardness = 3,
_mcl_blast_resistance = 3,

View File

@ -0,0 +1,40 @@
# textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo Mosaic Plank=Madera de bambú de mosaico
Bamboo Plank=Madera de bambú
Stripped Bamboo Block=Bloque de bambú sin corteza
### 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.=Un botón de bambú es un componente de redstone hecho de piedra que se puede presionar para proporcionar energía de redstone. Cuando se empuja, alimenta los componentes adyacentes de redstone durante 1 segundo.
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.=Una placa de presión de madera es un componente de redstone que proporciona energía de redstone a sus bloques adyacentes mientras cualquier objeto movible (incluyendo objetos en el suelo, jugadores y mobs) descanse encima suya.
Bamboo=Bambú
Bamboo Button=Botón de bambú
Bamboo Door.=Puerta de bambú
Bamboo Fence=Valla de bambú
Bamboo Fence Gate=Puerta de valla de bambú
Bamboo Mosaic Slab=Losa de mosaico de bambú
Bamboo Mosaic Stair=Escaleras de mosaico de bambú
Bamboo Plank Slab=Losa de madera de bambú
Bamboo Plank Stair=Escalera de madera de bambú
Bamboo Pressure Plate=Placa de presión de bambú
Bamboo Slab=Losa de bambú
Bamboo Stair=Escalera de bambú
Bamboo Trapdoor.=Trampilla de bambú
Double Bamboo Mosaic Slab=Losa doble de mosaico de bambú
Double Bamboo Plank Slab=Losa doble de madera de bambú
Double Bamboo Slab=Losa doble de bambú
Double Stripped Bamboo Slab=Losa doble de bambú sin corteza
Scaffolding=Andamio
Scaffolding (horizontal)=Andamio (horizontal)
Scaffolding block used to climb up or out across areas.=El bloque de andamio sirve para subir o bajar entre zonas.
Stripped Bamboo Slab=Losa de bambú sin corteza
Stripped Bamboo Stair=Escalera de bambú sin corteza
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Para abir o cerar una trampilla, haz click derecho o manda una señal de redstone hacia ella.
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.=Las trampillas de madera son barreras horizontales que pueden ser abiertas y cerradas con la mano o por una señal de redstone.

View File

@ -0,0 +1,45 @@
# textdomain: mcl_bamboo
### bamboo_base.lua ###
Bamboo=Bambou
Bamboo Mosaic Plank=Planche mosaïque de bambou
Bamboo Plank=Planche de bambou
Stripped Bamboo Block=Bloc de bambou écorcé
Bamboo Block=Bloc de bambou
### 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.=Un bouton en bambou est un composant redstone fait de bamboo qui peut être poussé pour fournir un signal redstone. Lorsque poussé, il alimente les composants redstone adjacents pendant 1 seconde.
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.=Une plaque de pression en bois est un composant redstone qui envoie un signal aux blocs alentours lorsque n'importe quel objet mobile (objet jeté, joueurs et mobs) sont dessus.
Bamboo=Bambou
Bamboo Button=Bouton en bambou
Bamboo Door=Porte de bambou
Bamboo Fence=Barrière de bambou
Bamboo Fence Gate=Portillon de bambou
Bamboo Mosaic Slab=Dalle mosaïque de bambou
Bamboo Mosaic Stair=Escalier mosaïque de bambou
Bamboo Plank Slab=Dalle de planches de bambou
Bamboo Plank Stair=Escalier de planches de bambou
Bamboo Pressure Plate=Plaque de pression de bambou
Bamboo Slab=Dalle de bambou
Bamboo Stair=Escalier de bambou
Bamboo Trapdoor=Trappe de bambou
Double Bamboo Mosaic Slab=Double dalle mosaïque de bambou
Double Bamboo Plank Slab=Double dalle de planches de bambou
Double Bamboo Slab=Double dalle de bambou
Double Stripped Bamboo Slab=Double dalle de bambou écorcée
Scaffolding=Échafaudage
Scaffolding (horizontal)=Échafaudage (horizontal)
Scaffolding block used to climb up or out across areas.=Les blocs d'échafaudage servent à escalader ou à sortir d'une zone.
Stripped Bamboo Slab=Dalle de bambou écorcée
Stripped Bamboo Stair=Escalier de bambou écorcée
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Pour ouvrir ou fermer la trappe, cliquer droit ou lui envoyer un signal 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.=Les trappes de bois sont des barrières horizontales qui peuvent être ouvertes et fermées à la main ou par un signal redstone. Lorsqu'elles sont ouvertes, elles peuvent êtres escaladées comme une échelle.
Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal.=Les portes en bois sont des barrières hautes à 2 blocs qui peuvent être ouvertes ou fermées à la main et par un signal redstone.
To open or close a wooden door, rightclick it or supply its lower half with a redstone signal.=Pour ouvrir ou fermer une porte en bois, faites un clic droit dessus ou fournissez à sa moitié inférieure un signal redstone.

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