Update Fork #9
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@ -0,0 +1,17 @@
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# textdomain:extra_mobs
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Hoglin=Hoglin
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piglin=Piglin
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piglin Brute=Piglin Barbare
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Strider=Arpenteur
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Fox=Renard
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Cod=Poisson
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Salmon=Saumon
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dolphin=Dauphin
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Glow Squid=Pieuvre Lumineuse
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Glow Ink Sac=Sac d'Encre Lumineuse
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Use it to craft the Glow Item Frame.=Utilisez le pour fabriquer le Cadre à Objet Lumineux
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Use the Glow Ink Sac and the normal Item Frame to craft the Glow Item Frame.=Utiliser le Sac d'Encre Lumineuse et le Cadre à Objet normal pour fabriquer le Cadre à Objet Lumineux.
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Glow Item Frame=Cadre à Objet Lumineux
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Can hold an item and glows=Peut exposer un objet et éclairer
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Glow Item frames are decorative blocks in which items can be placed.=les Cadres à Objet Lumineux sont des blocs décoratifs pouvant contenir des objets.
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Just place any item on the item frame. Use the item frame again to retrieve the item.=Placer n'importe quel objet sur le cadre. Récupérer l'objet en faisant un clic droit sur le cadre.
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@ -6,6 +6,7 @@ Boats are used to travel on the surface of water.=Les bateaux sont utilisés pou
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Dark Oak Boat=Bateau en Chêne Noir
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Dark Oak Boat=Bateau en Chêne Noir
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Jungle Boat=Bateau en Acajou
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Jungle Boat=Bateau en Acajou
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Oak Boat=Bateau en Chêne
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Oak Boat=Bateau en Chêne
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Obsidian Boat=Bateau en Obsidienne
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Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
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Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Faites un clic droit sur une source d'eau pour placer le bateau. Faites un clic droit sur le bateau pour y entrer. Utilisez [Gauche] et [Droite] pour diriger, [Avant] pour accélérer et [Arrière] pour ralentir ou reculer. Utilisez [Sneak] pour le quitter, frappez le bateau pour le faire tomber en tant qu'objet.
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Spruce Boat=Bateau en Sapin
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Spruce Boat=Bateau en Sapin
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Water vehicle=Véhicule aquatique
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Water vehicle=Véhicule aquatique
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@ -227,6 +227,11 @@ functions needed for the mob to work properly which contains the following:
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older mobs.
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older mobs.
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'pushable' Allows players, & other mobs to push the mob.
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'pushable' Allows players, & other mobs to push the mob.
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'spawn_with_armor' If set to true, the mob has a small chance of spawning with
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random matched armor. If set to a string, the string represents
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the material type of the armor. Any materials used by
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mcl_armor will work. Example: "gold"
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It is assumed that the first texture is for armor.
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MineClone 2 extensions:
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MineClone 2 extensions:
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@ -375,6 +375,7 @@ function mobs:register_mob(name, def)
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--moves the wrong way
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--moves the wrong way
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swap_y_with_x = def.swap_y_with_x or false,
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swap_y_with_x = def.swap_y_with_x or false,
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reverse_head_yaw = def.reverse_head_yaw or false,
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reverse_head_yaw = def.reverse_head_yaw or false,
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_spawn_with_armor = def.spawn_with_armor,
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--END HEAD CODE VARIABLES
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--END HEAD CODE VARIABLES
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@ -13,8 +13,13 @@ mobs.can_despawn = function(self)
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if self.tamed or self.bred or self.nametag then return false end
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if self.tamed or self.bred or self.nametag then return false end
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local mob_pos = self.object:get_pos()
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local mob_pos = self.object:get_pos()
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if not mob_pos then return true end
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if not mob_pos then return true end
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local players = minetest_get_connected_players()
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if #players == 0 then return false end
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-- If no players, probably this is being called from get_staticdata() at server shutdown time
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-- Minetest is to buggy (as of 5.5) to delete entities at server shutdown time anyway
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local distance = 999
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local distance = 999
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for _, player in pairs(minetest_get_connected_players()) do
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for _, player in pairs(players) do
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if player and player:get_hp() > 0 then
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if player and player:get_hp() > 0 then
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local player_pos = player:get_pos()
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local player_pos = player:get_pos()
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local new_distance = vector_distance(player_pos, mob_pos)
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local new_distance = vector_distance(player_pos, mob_pos)
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@ -62,6 +67,102 @@ mobs.mob_staticdata = function(self)
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return minetest.serialize(tmp)
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return minetest.serialize(tmp)
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end
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end
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mobs.armor_setup = function(self)
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if not self._armor_items then
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local armor = {}
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-- Source: https://minecraft.fandom.com/wiki/Zombie
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local materials = {
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{name = "leather", chance = 0.3706},
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{name = "gold", chance = 0.4873},
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{name = "chain", chance = 0.129},
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{name = "iron", chance = 0.0127},
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{name = "diamond", chance = 0.0004}
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}
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local types = {
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{name = "helmet", chance = 0.15},
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{name = "chestplate", chance = 0.75},
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{name = "leggings", chance = 0.75},
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{name = "boots", chance = 0.75}
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}
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local material
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if type(self._spawn_with_armor) == "string" then
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material = self._spawn_with_armor
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else
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local chance = 0
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for i, m in pairs(materials) do
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chance = chance + m.chance
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if math.random() <= chance then
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material = m.name
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break
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end
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end
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end
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for i, t in pairs(types) do
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if math.random() <= t.chance then
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armor[t.name] = material
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else
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break
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end
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end
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-- Save armor items in lua entity
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self._armor_items = {}
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for atype, material in pairs(armor) do
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local item = "mcl_armor:" .. atype .. "_" .. material
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self._armor_items[atype] = item
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end
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-- Setup armor drops
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for atype, material in pairs(armor) do
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local wear = math.random(1, 65535)
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local item = "mcl_armor:" .. atype .. "_" .. material .. " 1 " .. wear
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self.drops = table.copy(self.drops)
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table.insert(self.drops, {
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name = item,
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chance = 1/0.085, -- 8.5%
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min = 1,
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max = 1,
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looting = "rare",
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looting_factor = 0.01 / 3,
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})
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end
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-- Configure textures
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local t = ""
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local first_image = true
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for atype, material in pairs(armor) do
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if not first_image then
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t = t .. "^"
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end
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t = t .. "mcl_armor_" .. atype .. "_" .. material .. ".png"
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first_image = false
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end
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if t ~= "" then
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self.base_texture = table.copy(self.base_texture)
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self.base_texture[1] = t
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end
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-- Configure damage groups based on armor
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-- Source: https://minecraft.fandom.com/wiki/Armor#Armor_points
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local points = 2
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for atype, material in pairs(armor) do
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local item_name = "mcl_armor:" .. atype .. "_" .. material
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points = points + minetest.get_item_group(item_name, "mcl_armor_points")
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end
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local armor_strength = 100 - 4 * points
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local armor_groups = self.object:get_armor_groups()
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armor_groups.fleshy = armor_strength
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self.armor = armor_groups
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-- Helmet protects mob from sun damage
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if armor.helmet then
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self.ignited_by_sunlight = false
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end
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end
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end
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-- activate mob and reload settings
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-- activate mob and reload settings
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mobs.mob_activate = function(self, staticdata, def, dtime)
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mobs.mob_activate = function(self, staticdata, def, dtime)
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@ -105,6 +206,11 @@ mobs.mob_activate = function(self, staticdata, def, dtime)
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self.base_selbox = self.selectionbox
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self.base_selbox = self.selectionbox
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end
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end
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-- Setup armor on mobs
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if self._spawn_with_armor then
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mobs.armor_setup(self)
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end
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-- for current mobs that dont have this set
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-- for current mobs that dont have this set
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if not self.base_selbox then
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if not self.base_selbox then
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self.base_selbox = self.selectionbox or self.base_colbox
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self.base_selbox = self.selectionbox or self.base_colbox
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@ -204,6 +204,7 @@ local zombie = {
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attack_type = "punch",
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attack_type = "punch",
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punch_timer_cooloff = 0.5,
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punch_timer_cooloff = 0.5,
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harmed_by_heal = true,
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harmed_by_heal = true,
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spawn_with_armor = true,
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}
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}
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mobs:register_mob("mobs_mc:zombie", zombie)
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mobs:register_mob("mobs_mc:zombie", zombie)
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@ -238,8 +238,8 @@ after(5, function(dtime)
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end)
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end)
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minetest.register_chatcommand("lightning", {
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minetest.register_chatcommand("lightning", {
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params = "[<X> <Y> <Z>]",
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params = "[<X> <Y> <Z> | <player name>]",
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description = S("Let lightning strike at the specified position or yourself"),
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description = S("Let lightning strike at the specified position or player. No parameter will strike yourself."),
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privs = { maphack = true },
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privs = { maphack = true },
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func = function(name, param)
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func = function(name, param)
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local pos = {}
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local pos = {}
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@ -247,21 +247,21 @@ minetest.register_chatcommand("lightning", {
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pos.x = tonumber(pos.x)
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pos.x = tonumber(pos.x)
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pos.y = tonumber(pos.y)
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pos.y = tonumber(pos.y)
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pos.z = tonumber(pos.z)
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pos.z = tonumber(pos.z)
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local player_to_strike
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if not (pos.x and pos.y and pos.z) then
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if not (pos.x and pos.y and pos.z) then
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pos = nil
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pos = nil
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player_to_strike = minetest.get_player_by_name(param)
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if not player_to_strike and param == "" then
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player_to_strike = minetest.get_player_by_name(name)
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end
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end
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if name == "" and pos == nil then
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end
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if not player_to_strike and pos == nil then
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return false, "No position specified and unknown player"
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return false, "No position specified and unknown player"
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end
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end
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if pos then
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if pos then
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lightning.strike(pos)
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lightning.strike(pos)
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else
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elseif player_to_strike then
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local player = minetest.get_player_by_name(name)
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lightning.strike(player_to_strike:get_pos())
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if player then
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lightning.strike(player:get_pos())
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else
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return false, S("No position specified and unknown player")
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end
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end
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end
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return true
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return true
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end,
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end,
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@ -1,4 +1,4 @@
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# textdomain: lightning
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# textdomain: lightning
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@1 was struck by lightning.=
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@1 was struck by lightning.=
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Let lightning strike at the specified position or yourself=
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Let lightning strike at the specified position or player. No parameter will strike yourself.=
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No position specified and unknown player=
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No position specified and unknown player=
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@ -10,7 +10,7 @@ Craft a stone pickaxe using sticks and cobblestone.=Fabriquez une pioche en pier
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Craft a wooden sword using wooden planks and sticks on a crafting table.=Fabriquez une épée en bois à l'aide de planches et de bâtons en bois sur un établi.
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Craft a wooden sword using wooden planks and sticks on a crafting table.=Fabriquez une épée en bois à l'aide de planches et de bâtons en bois sur un établi.
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DIAMONDS!=DIAMANTS!
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DIAMONDS!=DIAMANTS!
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Delicious Fish=Délicieux Poisson
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Delicious Fish=Délicieux Poisson
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Dispense With This=Dispenser de ça
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Dispense With This=Dispensé de ça
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Eat a cooked porkchop.=Mangez du porc cuit.
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Eat a cooked porkchop.=Mangez du porc cuit.
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Eat a cooked rabbit.=Mangez du lapin cuit.
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Eat a cooked rabbit.=Mangez du lapin cuit.
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Get really desperate and eat rotten flesh.=Soyez vraiment désespéré et mangez de la chair pourrie.
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Get really desperate and eat rotten flesh.=Soyez vraiment désespéré et mangez de la chair pourrie.
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@ -47,3 +47,19 @@ Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Utilis
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Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Utilisez un établi pour fabriquer une pioche en bois à partir de planches et de bâtons en bois.
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Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Utilisez un établi pour fabriquer une pioche en bois à partir de planches et de bâtons en bois.
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Use obsidian and a fire starter to construct a Nether portal.=Utilisez de l'obsidienne et un briquet pour construire un portail du Nether.
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Use obsidian and a fire starter to construct a Nether portal.=Utilisez de l'obsidienne et un briquet pour construire un portail du Nether.
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Use wheat to craft a bread.=Utilisez du blé pour fabriquer un pain.
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Use wheat to craft a bread.=Utilisez du blé pour fabriquer un pain.
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Stone Age=L'Age de Pierre
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Mine a stone with new pickaxe.=Miner de la roche avec une nouvelle pioche
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Hot Stuff=Chaud Devant !
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Put lava in a bucket.=Remplir un Seau de lave
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Ice Bucket Challenge=Le défi du seau d'eau glacée
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Obtain an obsidian block.=Obtenir un bloc d'obsidienne
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Isn't It Iron Pick=Bonne Pioche !
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Craft a iron pickaxe using sticks and iron.=Fabriquer une pioche de fer avec des batons et du fer
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Who is Cutting Onions?=Qui épluche des oignons ?
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Pick up a crying obsidian from the floor.=Ramasser une obsidienne pleureuse sur le sol.
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Hidden in the Depths=Caché dans les profondeurs
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Pick up an Ancient Debris from the floor.=Ramasser un Ancien Débris
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Not Quite "Nine" Lives=Presque "neuf" vies
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Charge a Respawn Anchor to the maximum.=Charger une Ancre de Réapparition au maximum.
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The End?=L'End ?
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Or the beginning?\nHint: Enter an end portal.=Ou le commencement ?\nAstuce : Entrer dans un portail de l'End.
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@ -53,3 +53,13 @@ Hot Stuff=
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Put lava in a bucket.=
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Put lava in a bucket.=
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Ice Bucket Challenge=
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Ice Bucket Challenge=
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Obtain an obsidian block.=
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Obtain an obsidian block.=
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||||||
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Isn't It Iron Pick=
|
||||||
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Craft a iron pickaxe using sticks and iron.=
|
||||||
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Who is Cutting Onions?=
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||||||
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Pick up a crying obsidian from the floor.=
|
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Hidden in the Depths=
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||||||
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Pick up an Ancient Debris from the floor.=
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Not Quite "Nine" Lives=
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Charge a Respawn Anchor to the maximum.=
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The End?=
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Or the beginning?\nHint: Enter an end portal.=
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@ -5,3 +5,4 @@ Error: Too many parameters!=Erreur: Trop de paramètres!
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||||||
Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP
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Error: Incorrect value of XP=Erreur: Valeur incorrecte de XP
|
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Error: Player not found=Erreur: Joueur introuvable
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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
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Added @1 XP to @2, total: @3, experience level: @4=Ajout de @1 XP à @2, total: @3, niveau d'expérience: @4
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||||||
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Bottle o' Enchanting=Fiole d'expérience
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@ -0,0 +1,4 @@
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# textdomain: mcl_info
|
||||||
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Set debug bit mask: 0 @= disable, 1 @= biome name, 2 @= coordinates, 3 @= all=Réglage du masque de débugage : 0 @= désactiver, 1 @= nom de biome, 2 @= coordonnées, 3 @= tout=
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||||||
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Error! Possible values are integer numbers from @1 to @2=Erreur ! Les valeurs autorisées sont des nombres entiers de @1 à @2
|
||||||
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Debug bit mask set to @1=Masque de débugage réglé à @1
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@ -0,0 +1,2 @@
|
||||||
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# textdomain: mcl_observers
|
||||||
|
Bell=Cloche
|
|
@ -0,0 +1,70 @@
|
||||||
|
local S = minetest.get_translator("mcl_target")
|
||||||
|
|
||||||
|
local mod_farming = minetest.get_modpath("mcl_farming")
|
||||||
|
|
||||||
|
mcl_target = {}
|
||||||
|
|
||||||
|
function mcl_target.hit(pos, time)
|
||||||
|
minetest.set_node(pos, {name="mcl_target:target_on"})
|
||||||
|
mesecon.receptor_on(pos, mesecon.rules.alldirs)
|
||||||
|
|
||||||
|
local timer = minetest.get_node_timer(pos)
|
||||||
|
timer:start(time)
|
||||||
|
end
|
||||||
|
|
||||||
|
minetest.register_node("mcl_target:target_off", {
|
||||||
|
description = S("Target"),
|
||||||
|
_doc_items_longdesc = S("A target is a block that provides a temporary redstone charge when hit by a projectile."),
|
||||||
|
_doc_items_usagehelp = S("Throw a projectile on the target to activate it."),
|
||||||
|
tiles = {"mcl_target_target_top.png", "mcl_target_target_top.png", "mcl_target_target_side.png"},
|
||||||
|
groups = {hoey = 1},
|
||||||
|
sounds = mcl_sounds.node_sound_dirt_defaults({
|
||||||
|
footstep = {name="default_grass_footstep", gain=0.1},
|
||||||
|
}),
|
||||||
|
mesecons = {
|
||||||
|
receptor = {
|
||||||
|
state = mesecon.state.off,
|
||||||
|
rules = mesecon.rules.alldirs,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
_mcl_blast_resistance = 0.5,
|
||||||
|
_mcl_hardness = 0.5,
|
||||||
|
})
|
||||||
|
|
||||||
|
minetest.register_node("mcl_target:target_on", {
|
||||||
|
description = S("Target"),
|
||||||
|
_doc_items_create_entry = false,
|
||||||
|
tiles = {"mcl_target_target_top.png", "mcl_target_target_top.png", "mcl_target_target_side.png"},
|
||||||
|
groups = {hoey = 1, not_in_creative_inventory = 1},
|
||||||
|
drop = "mcl_target:target_off",
|
||||||
|
sounds = mcl_sounds.node_sound_dirt_defaults({
|
||||||
|
footstep = {name="default_grass_footstep", gain=0.1},
|
||||||
|
}),
|
||||||
|
on_timer = function(pos, elapsed)
|
||||||
|
local node = minetest.get_node(pos)
|
||||||
|
if node.name == "mcl_target:target_on" then --has not been dug
|
||||||
|
minetest.set_node(pos, {name="mcl_target:target_off"})
|
||||||
|
mesecon.receptor_off(pos, mesecon.rules.alldirs)
|
||||||
|
end
|
||||||
|
end,
|
||||||
|
mesecons = {
|
||||||
|
receptor = {
|
||||||
|
state = mesecon.state.on,
|
||||||
|
rules = mesecon.rules.alldirs,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
_mcl_blast_resistance = 0.5,
|
||||||
|
_mcl_hardness = 0.5,
|
||||||
|
})
|
||||||
|
|
||||||
|
|
||||||
|
if mod_farming then
|
||||||
|
minetest.register_craft({
|
||||||
|
output = "mcl_target:target_off",
|
||||||
|
recipe = {
|
||||||
|
{"", "mesecons:redstone", ""},
|
||||||
|
{"mesecons:redstone", "mcl_farming:hay_block", "mesecons:redstone"},
|
||||||
|
{"", "mesecons:redstone", ""},
|
||||||
|
},
|
||||||
|
})
|
||||||
|
end
|
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: mcl_target
|
||||||
|
Target=Cible
|
||||||
|
A target is a block that provides a temporary redstone charge when hit by a projectile.=La cible est un bloc qui se comporte comme une source d'énergie temporaire quand elle est frappée par un projectile.
|
||||||
|
Throw a projectile on the target to activate it.=Lancer un projectile sur la cible pour l'activer.
|
|
@ -0,0 +1,4 @@
|
||||||
|
# textdomain: mcl_target
|
||||||
|
Target=
|
||||||
|
A target is a block that provides a temporary redstone charge when hit by a projectile.=
|
||||||
|
Throw a projectile on the target to activate it.=
|
|
@ -0,0 +1,3 @@
|
||||||
|
name = mcl_target
|
||||||
|
author = AFCMS
|
||||||
|
depends = mesecons, mcl_sounds
|
After Width: | Height: | Size: 752 B |
After Width: | Height: | Size: 752 B |
|
@ -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."),
|
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")
|
"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 = {
|
local woods = {
|
||||||
{ "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") },
|
{ "wood", "mcl_core:wood", "default_wood.png", S("Oak Button") },
|
||||||
{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") },
|
{ "acaciawood", "mcl_core:acaciawood", "default_acacia_wood.png", S("Acacia Button") },
|
||||||
|
@ -223,6 +235,8 @@ local woods = {
|
||||||
{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Button") },
|
{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Button") },
|
||||||
{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Button") },
|
{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Button") },
|
||||||
{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Button") },
|
{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Button") },
|
||||||
|
{ "warped_hyphae_wood", "mcl_mushroom:warped_hyphae_wood", "warped_hyphae_wood.png", S("Warped Hyphae Button") },
|
||||||
|
{ "crimson_hyphae_wood", "mcl_mushroom:crimson_hyphae_wood", "crimson_hyphae_wood.png", S("Crimson Hyphae Button") },
|
||||||
}
|
}
|
||||||
|
|
||||||
for w=1, #woods do
|
for w=1, #woods do
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
# textdomain: mesecons_button
|
# textdomain: mesecons_button
|
||||||
Use the button to push it.=Utilisez le bouton pour le pousser.
|
Use the button to push it.=Utilisez le bouton pour le pousser.
|
||||||
Stone Button=Bouton de pierre
|
Stone Button=Bouton de pierre
|
||||||
|
Polished Blackstone Button=Bouton de Pierre Noire Polie
|
||||||
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.
|
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.
|
||||||
Oak Button=Bouton en Chêne
|
Oak Button=Bouton en Chêne
|
||||||
Acacia Button=Bouton en Acacia
|
Acacia Button=Bouton en Acacia
|
||||||
|
@ -8,6 +9,8 @@ Birch Button=Bouton en Bouleau
|
||||||
Dark Oak Button=Bouton en Chêne Noir
|
Dark Oak Button=Bouton en Chêne Noir
|
||||||
Spruce Button=Bouton en Sapin
|
Spruce Button=Bouton en Sapin
|
||||||
Jungle Button=Bouton en Acajou
|
Jungle Button=Bouton en Acajou
|
||||||
|
Warped Hyphae Button=Bouton en Hyphae Tordu
|
||||||
|
Crimson Hyphae Button=Bouton en Hyphae Ecarlate
|
||||||
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.
|
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
|
Provides redstone power when pushed=Fournit une puissance de redstone lorsqu'il est poussé
|
||||||
Push duration: @1s=Durée de poussée: @1s
|
Push duration: @1s=Durée de poussée: @1s
|
||||||
|
|
|
@ -1,6 +1,7 @@
|
||||||
# textdomain: mesecons_button
|
# textdomain: mesecons_button
|
||||||
Use the button to push it.=
|
Use the button to push it.=
|
||||||
Stone Button=
|
Stone Button=
|
||||||
|
Polished Blackstone 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.=
|
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.=
|
||||||
Oak Button=
|
Oak Button=
|
||||||
Acacia Button=
|
Acacia Button=
|
||||||
|
@ -8,6 +9,8 @@ Birch Button=
|
||||||
Dark Oak Button=
|
Dark Oak Button=
|
||||||
Spruce Button=
|
Spruce Button=
|
||||||
Jungle Button=
|
Jungle Button=
|
||||||
|
Warped Hyphae Button=
|
||||||
|
Crimson Hyphae 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.=
|
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=
|
Provides redstone power when pushed=
|
||||||
Push duration: @1s=
|
Push duration: @1s=
|
||||||
|
|
|
@ -164,6 +164,8 @@ local woods = {
|
||||||
{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Pressure Plate" )},
|
{ "darkwood", "mcl_core:darkwood", "mcl_core_planks_big_oak.png", S("Dark Oak Pressure Plate" )},
|
||||||
{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Pressure Plate") },
|
{ "sprucewood", "mcl_core:sprucewood", "mcl_core_planks_spruce.png", S("Spruce Pressure Plate") },
|
||||||
{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Pressure Plate") },
|
{ "junglewood", "mcl_core:junglewood", "default_junglewood.png", S("Jungle Pressure Plate") },
|
||||||
|
{ "warped_hyphae_wood", "mcl_mushrooom:warped_hyphae_wood", "warped_hyphae_wood.png", S("Warped Hyphae Pressure Plate")},
|
||||||
|
{ "crimson_hyphae_wood", "mcl_mushrooom:crimson_hyphae_wood", "crimson_hyphae_wood.png", S("Crimson Hyphae Pressure Plate")},
|
||||||
}
|
}
|
||||||
|
|
||||||
for w=1, #woods do
|
for w=1, #woods do
|
||||||
|
@ -201,6 +203,19 @@ mesecon.register_pressure_plate(
|
||||||
{ player = true, mob = true },
|
{ 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."))
|
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"},
|
||||||
|
"default_stone.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."))
|
||||||
|
|
||||||
mesecon.register_pressure_plate(
|
mesecon.register_pressure_plate(
|
||||||
"mesecons_pressureplates:pressure_plate_gold",
|
"mesecons_pressureplates:pressure_plate_gold",
|
||||||
S("Light-Weighted Pressure Plate"),
|
S("Light-Weighted Pressure Plate"),
|
||||||
|
@ -211,5 +226,18 @@ mesecon.register_pressure_plate(
|
||||||
{{"mcl_core:gold_ingot", "mcl_core:gold_ingot"}},
|
{{"mcl_core:gold_ingot", "mcl_core:gold_ingot"}},
|
||||||
mcl_sounds.node_sound_metal_defaults(),
|
mcl_sounds.node_sound_metal_defaults(),
|
||||||
{pickaxey=1},
|
{pickaxey=1},
|
||||||
{ player = true, mob = true },
|
nil,
|
||||||
S("A light-weighted 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."))
|
S("A light-weighted 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."))
|
||||||
|
|
||||||
|
mesecon.register_pressure_plate(
|
||||||
|
"mesecons_pressureplates:pressure_plate_iron",
|
||||||
|
S("Heavy-Weighted Pressure Plate"),
|
||||||
|
{"default_steel_block.png"},
|
||||||
|
{"default_steel_block.png"},
|
||||||
|
"default_steel_block.png",
|
||||||
|
nil,
|
||||||
|
{{"mcl_core:iron_ingot", "mcl_core:iron_ingot"}},
|
||||||
|
mcl_sounds.node_sound_metal_defaults(),
|
||||||
|
{pickaxey=1},
|
||||||
|
nil,
|
||||||
|
S("A heavy-weighted 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."))
|
||||||
|
|
|
@ -6,10 +6,18 @@ Birch Pressure Plate=Plaque de pression en Bouleau
|
||||||
Dark Oak Pressure Plate=Plaque de pression en Chêne Noir
|
Dark Oak Pressure Plate=Plaque de pression en Chêne Noir
|
||||||
Spruce Pressure Plate=Plaque de pression en Sapin
|
Spruce Pressure Plate=Plaque de pression en Sapin
|
||||||
Jungle Pressure Plate=Plaque de pression en Acajou
|
Jungle Pressure Plate=Plaque de pression en Acajou
|
||||||
|
Warped Hyphae Pressure Plate=Plaque de pression en Hyphae Tordue
|
||||||
|
Crimson Hyphae Pressure Plate=Plaque de pression en Hyphae Ecarlate
|
||||||
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.
|
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.
|
||||||
Stone Pressure Plate=Plaque de pression en pierre
|
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.
|
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
|
Polished Blackstone Pressure Plate=Plaque de pression en pierre noire polie
|
||||||
|
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 polie 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.
|
||||||
|
Light-Weighted Pressure Plate=Plaque de pression pondérée légère
|
||||||
|
A light-weighted 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 pondérée légère 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.
|
||||||
|
Heavy-Weighted Pressure Plate=Plaque de pression pondérée lourde
|
||||||
|
A heavy-weighted 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 pondérée lourde 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.
|
||||||
|
Provides redstone power when pushed=Fournit une puissance de redstone lorsque poussé
|
||||||
Pushable by players, mobs and objects=Poussable par les joueurs, les mobs et les objets
|
Pushable by players, mobs and objects=Poussable par les joueurs, les mobs et les objets
|
||||||
Pushable by players and mobs=Poussable par les joueurs et les mobs
|
Pushable by players and mobs=Poussable par les joueurs et les mobs
|
||||||
Pushable by players=Poussable par les joueurs
|
Pushable by players=Poussable par les joueurs
|
||||||
|
|
|
@ -6,9 +6,17 @@ Birch Pressure Plate=
|
||||||
Dark Oak Pressure Plate=
|
Dark Oak Pressure Plate=
|
||||||
Spruce Pressure Plate=
|
Spruce Pressure Plate=
|
||||||
Jungle Pressure Plate=
|
Jungle Pressure Plate=
|
||||||
|
Warped Hyphae Pressure Plate=
|
||||||
|
Crimson Hyphae 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.=
|
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.=
|
||||||
Stone Pressure Plate=
|
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.=
|
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.=
|
||||||
|
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.=
|
||||||
|
Light-Weighted Pressure Plate=
|
||||||
|
A light-weighted 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.=
|
||||||
|
Heavy-Weighted Pressure Plate=
|
||||||
|
A heavy-weighted 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.=
|
||||||
Provides redstone power when pushed=
|
Provides redstone power when pushed=
|
||||||
Pushable by players, mobs and objects=
|
Pushable by players, mobs and objects=
|
||||||
Pushable by players and mobs=
|
Pushable by players and mobs=
|
||||||
|
|
|
@ -4,6 +4,7 @@ mcl_beds.pos = {}
|
||||||
mcl_beds.bed_pos = {}
|
mcl_beds.bed_pos = {}
|
||||||
|
|
||||||
local modpath = minetest.get_modpath("mcl_beds")
|
local modpath = minetest.get_modpath("mcl_beds")
|
||||||
|
local S = minetest.get_translator(minetest.get_current_modname())
|
||||||
|
|
||||||
-- Load files
|
-- Load files
|
||||||
|
|
||||||
|
|
|
@ -39,3 +39,4 @@ You're sleeping.=Tu dors.
|
||||||
You will fall asleep when all players are in bed.=Vous vous endormirez lorsque tous les joueurs seront au lit.
|
You will fall asleep when all players are in bed.=Vous vous endormirez lorsque tous les joueurs seront au lit.
|
||||||
You're in bed.=Tu es au lit.
|
You're in bed.=Tu es au lit.
|
||||||
Allows you to sleep=Vous permet de dormir
|
Allows you to sleep=Vous permet de dormir
|
||||||
|
Respawn Anchor=Ancre de Réapparition
|
|
@ -40,3 +40,4 @@ You will fall asleep when all players are in bed.=
|
||||||
You will fall asleep when @1% of all players are in bed.=
|
You will fall asleep when @1% of all players are in bed.=
|
||||||
You're in bed.=
|
You're in bed.=
|
||||||
Allows you to sleep=
|
Allows you to sleep=
|
||||||
|
Respawn Anchor=
|
||||||
|
|
|
@ -2,10 +2,11 @@
|
||||||
|
|
||||||
--Nether ends at y -29077
|
--Nether ends at y -29077
|
||||||
--Nether roof at y -28933
|
--Nether roof at y -28933
|
||||||
|
local S = minetest.get_translator(minetest.get_current_modname())
|
||||||
|
--local mod_doc = minetest.get_modpath("doc") -> maybe add documentation ?
|
||||||
|
|
||||||
minetest.register_node("mcl_beds:respawn_anchor",{
|
minetest.register_node("mcl_beds:respawn_anchor",{
|
||||||
description="Respawn Anchor",
|
description=S("Respawn Anchor"),
|
||||||
tiles = {
|
tiles = {
|
||||||
"respawn_anchor_top_off.png",
|
"respawn_anchor_top_off.png",
|
||||||
"respawn_anchor_bottom.png",
|
"respawn_anchor_bottom.png",
|
||||||
|
@ -36,7 +37,7 @@ minetest.register_node("mcl_beds:respawn_anchor",{
|
||||||
_mcl_hardness = 22.5
|
_mcl_hardness = 22.5
|
||||||
})
|
})
|
||||||
minetest.register_node("mcl_beds:respawn_anchor_charged_1",{
|
minetest.register_node("mcl_beds:respawn_anchor_charged_1",{
|
||||||
description="Respawn Anchor",
|
description=S("Respawn Anchor"),
|
||||||
tiles = {
|
tiles = {
|
||||||
"portal.png",
|
"portal.png",
|
||||||
"respawn_anchor_bottom.png",
|
"respawn_anchor_bottom.png",
|
||||||
|
@ -70,7 +71,7 @@ minetest.register_node("mcl_beds:respawn_anchor_charged_1",{
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_node("mcl_beds:respawn_anchor_charged_2",{
|
minetest.register_node("mcl_beds:respawn_anchor_charged_2",{
|
||||||
description="Respawn Anchor",
|
description=S("Respawn Anchor"),
|
||||||
tiles = {
|
tiles = {
|
||||||
"portal.png",
|
"portal.png",
|
||||||
"respawn_anchor_bottom.png",
|
"respawn_anchor_bottom.png",
|
||||||
|
@ -104,7 +105,7 @@ minetest.register_node("mcl_beds:respawn_anchor_charged_2",{
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_node("mcl_beds:respawn_anchor_charged_3",{
|
minetest.register_node("mcl_beds:respawn_anchor_charged_3",{
|
||||||
description="Respawn Anchor",
|
description=S("Respawn Anchor"),
|
||||||
tiles = {
|
tiles = {
|
||||||
"portal.png",
|
"portal.png",
|
||||||
"respawn_anchor_bottom.png",
|
"respawn_anchor_bottom.png",
|
||||||
|
@ -138,7 +139,7 @@ minetest.register_node("mcl_beds:respawn_anchor_charged_3",{
|
||||||
})
|
})
|
||||||
|
|
||||||
minetest.register_node("mcl_beds:respawn_anchor_charged_4",{
|
minetest.register_node("mcl_beds:respawn_anchor_charged_4",{
|
||||||
description="Respawn Anchor",
|
description=S("Respawn Anchor"),
|
||||||
tiles = {
|
tiles = {
|
||||||
"portal.png",
|
"portal.png",
|
||||||
"respawn_anchor_bottom.png",
|
"respawn_anchor_bottom.png",
|
||||||
|
|
|
@ -206,7 +206,7 @@ mcl_compass.stereotype = "mcl_compass:"..tostring(stereotype_frame)
|
||||||
|
|
||||||
|
|
||||||
minetest.register_node("mcl_compass:lodestone",{
|
minetest.register_node("mcl_compass:lodestone",{
|
||||||
description="Lodestone",
|
description=S("Lodestone"),
|
||||||
on_rightclick = function(pos, node, player, itemstack)
|
on_rightclick = function(pos, node, player, itemstack)
|
||||||
if itemstack.get_name(itemstack).match(itemstack.get_name(itemstack),"mcl_compass:") then
|
if itemstack.get_name(itemstack).match(itemstack.get_name(itemstack),"mcl_compass:") then
|
||||||
if itemstack.get_name(itemstack) ~= "mcl_compass:lodestone" then
|
if itemstack.get_name(itemstack) ~= "mcl_compass:lodestone" then
|
||||||
|
|
|
@ -2,3 +2,5 @@
|
||||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Les boussoles sont des outils qui pointent vers l'origine du monde (X@=0,Z@=0) ou le point d'apparition dans l'Overworld.
|
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Les boussoles sont des outils qui pointent vers l'origine du monde (X@=0,Z@=0) ou le point d'apparition dans l'Overworld.
|
||||||
Compass=Boussole
|
Compass=Boussole
|
||||||
Points to the world origin=Pointe vers l'origine mondiale
|
Points to the world origin=Pointe vers l'origine mondiale
|
||||||
|
Lodestone Compass=Boussole magnétisée
|
||||||
|
Lodestone=Magnétite
|
||||||
|
|
|
@ -2,3 +2,5 @@
|
||||||
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=
|
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=
|
||||||
Compass=
|
Compass=
|
||||||
Points to the world origin=
|
Points to the world origin=
|
||||||
|
Lodestone Compass=
|
||||||
|
Lodestone=
|
|
@ -21,6 +21,14 @@ MIT License.
|
||||||
The textures are taken from the Minecraft resource pack “Faithful 1.11” by Vattic and
|
The textures are taken from the Minecraft resource pack “Faithful 1.11” by Vattic and
|
||||||
xMrVizzy and contributers.
|
xMrVizzy and contributers.
|
||||||
|
|
||||||
|
|
||||||
|
CC BY-SA 4.0
|
||||||
|
|
||||||
|
mcl_core_lava_spark.png is based on the Pixel Perfection resource pack for Minecraft 1.11,
|
||||||
|
authored by XSSheep.
|
||||||
|
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
|
||||||
|
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
|
||||||
|
|
||||||
Sounds
|
Sounds
|
||||||
======
|
======
|
||||||
All sounds included in this mod are under the MIT License.
|
All sounds included in this mod are under the MIT License.
|
||||||
|
|
|
@ -54,6 +54,137 @@ minetest.register_abm({
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
||||||
|
|
||||||
|
--
|
||||||
|
-- Production of sparks from lava
|
||||||
|
--
|
||||||
|
|
||||||
|
local LAVA_SPARK_ABM_INTERVAL = 5
|
||||||
|
local lava_spark_limit = minetest.settings:get("mcl_core_lava_spark_limit")
|
||||||
|
if lava_spark_limit == nil then
|
||||||
|
lava_spark_limit = 10
|
||||||
|
else
|
||||||
|
lava_spark_limit = tonumber(lava_spark_limit)
|
||||||
|
end
|
||||||
|
local lava_spark_chance = 0
|
||||||
|
local lava_spark_abm_census = 0
|
||||||
|
local lava_spark_census = 0
|
||||||
|
|
||||||
|
function mcl_core.lava_spark_set_chance()
|
||||||
|
lava_spark_chance = lava_spark_limit / lava_spark_abm_census
|
||||||
|
minetest.after(LAVA_SPARK_ABM_INTERVAL, mcl_core.lava_spark_set_chance)
|
||||||
|
lava_spark_abm_census = 0
|
||||||
|
lava_spark_census = 0
|
||||||
|
end
|
||||||
|
|
||||||
|
if lava_spark_limit > 0 then
|
||||||
|
mcl_core.lava_spark_set_chance()
|
||||||
|
|
||||||
|
minetest.register_abm({
|
||||||
|
label = "Lava produce sparks",
|
||||||
|
nodenames = {"group:lava"},
|
||||||
|
neighbors = {"air"},
|
||||||
|
interval = LAVA_SPARK_ABM_INTERVAL,
|
||||||
|
chance = 18,
|
||||||
|
action = function(pos, node)
|
||||||
|
local above = minetest.get_node(vector.new(pos.x, pos.y + 1, pos.z))
|
||||||
|
if above.name ~= "air" then return end
|
||||||
|
|
||||||
|
lava_spark_abm_census = lava_spark_abm_census + 1
|
||||||
|
|
||||||
|
if lava_spark_census >= lava_spark_limit then return end
|
||||||
|
if math.random() > lava_spark_chance then return end
|
||||||
|
|
||||||
|
lava_spark_census = lava_spark_census + 1
|
||||||
|
minetest.after(math.random() * LAVA_SPARK_ABM_INTERVAL, mcl_core.lava_spark_add, pos)
|
||||||
|
end
|
||||||
|
})
|
||||||
|
end
|
||||||
|
|
||||||
|
function mcl_core.lava_spark_add(pos)
|
||||||
|
local node = minetest.get_node(pos)
|
||||||
|
if minetest.get_node_group(node.name, "lava") == 0 then return end
|
||||||
|
|
||||||
|
local above = minetest.get_node(vector.new(pos.x, pos.y + 1, pos.z))
|
||||||
|
if above.name ~= "air" then return end
|
||||||
|
|
||||||
|
local pos_addend = vector.new(
|
||||||
|
(math.random() - 0.5) * 0.8,
|
||||||
|
(math.random() - 0.5) * 0.8,
|
||||||
|
(math.random() - 0.5) * 0.8
|
||||||
|
)
|
||||||
|
local spark_pos = vector.add(pos, pos_addend)
|
||||||
|
local spark = minetest.add_entity(spark_pos, "mcl_core:lava_spark")
|
||||||
|
if not spark then return end
|
||||||
|
|
||||||
|
local velocity = vector.new(
|
||||||
|
(math.random() - 0.5) * 3,
|
||||||
|
(math.random() + 2) * 2,
|
||||||
|
(math.random() - 0.5) * 3
|
||||||
|
)
|
||||||
|
spark:set_velocity(velocity)
|
||||||
|
|
||||||
|
spark:set_acceleration(vector.new(0, -9, 0))
|
||||||
|
|
||||||
|
-- Set a random size
|
||||||
|
local size = 0.2 + math.random() * 0.2
|
||||||
|
local props = spark:get_properties()
|
||||||
|
if not props then return end
|
||||||
|
props.visual_size = vector.new(size, size, size)
|
||||||
|
spark:set_properties(props)
|
||||||
|
|
||||||
|
local luaentity = spark:get_luaentity()
|
||||||
|
if not luaentity then return end
|
||||||
|
luaentity._life_timer = 0.4 + math.random()
|
||||||
|
end
|
||||||
|
|
||||||
|
minetest.register_entity("mcl_core:lava_spark", {
|
||||||
|
physical = true,
|
||||||
|
visual = "sprite",
|
||||||
|
collide_with_objects = true,
|
||||||
|
textures = {"mcl_core_lava_spark.png"},
|
||||||
|
glow = 10,
|
||||||
|
static_save = false,
|
||||||
|
_smoke_timer = 0.1,
|
||||||
|
_life_timer = 1,
|
||||||
|
on_step = function(self, dtime)
|
||||||
|
if not self or not self.object then return end
|
||||||
|
|
||||||
|
self._life_timer = self._life_timer - dtime
|
||||||
|
if self._life_timer <= 0 then
|
||||||
|
self.object:remove()
|
||||||
|
return
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
self._smoke_timer = self._smoke_timer - dtime
|
||||||
|
if self._smoke_timer > 0 then return end
|
||||||
|
self._smoke_timer = 0.2 + math.random() * 0.3
|
||||||
|
|
||||||
|
local pos = self.object:get_pos()
|
||||||
|
|
||||||
|
-- Add smoke
|
||||||
|
minetest.add_particlespawner({
|
||||||
|
amount = 3,
|
||||||
|
time = 0.001,
|
||||||
|
minpos = pos,
|
||||||
|
maxpos = pos,
|
||||||
|
minvel = vector.new(-0.1, 1, -0.1),
|
||||||
|
maxvel = vector.new(0.1, 1.5, 0.1),
|
||||||
|
minexptime = 0.1,
|
||||||
|
maxexptime = 0.6,
|
||||||
|
minsize = 0.5,
|
||||||
|
maxsize = 1.5,
|
||||||
|
texture = "mcl_particles_smoke_anim.png",
|
||||||
|
animation = {
|
||||||
|
type = "vertical_frames",
|
||||||
|
aspect_w = 8,
|
||||||
|
aspect_h = 8,
|
||||||
|
}
|
||||||
|
})
|
||||||
|
end
|
||||||
|
})
|
||||||
|
|
||||||
--
|
--
|
||||||
-- Papyrus and cactus growing
|
-- Papyrus and cactus growing
|
||||||
--
|
--
|
||||||
|
|
|
@ -92,6 +92,7 @@ Diorite=Diorite
|
||||||
Diorite is an igneous rock.=La diorite est une roche volcanique.
|
Diorite is an igneous rock.=La diorite est une roche volcanique.
|
||||||
Dirt=Terre
|
Dirt=Terre
|
||||||
Dirt acts as a soil for a few plants. When in light, this block may grow a grass or mycelium cover if such blocks are nearby.=La terre agit comme un sol pour quelques plantes. Lorsqu'il est à la lumière, ce bloc peut faire pousser une couverture d'herbe ou de mycélium si ces blocs sont à proximité.
|
Dirt acts as a soil for a few plants. When in light, this block may grow a grass or mycelium cover if such blocks are nearby.=La terre agit comme un sol pour quelques plantes. Lorsqu'il est à la lumière, ce bloc peut faire pousser une couverture d'herbe ou de mycélium si ces blocs sont à proximité.
|
||||||
|
Enchanted Golden Apple=Pomme Dorée Enchantée
|
||||||
Emerald=Emeraude
|
Emerald=Emeraude
|
||||||
Emerald Ore=Minerai d'Emeraude
|
Emerald Ore=Minerai d'Emeraude
|
||||||
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=Le minerai d'émeraude produit des émeraudes. Il est très rare et ne peut être trouvé que seul, pas en filons.
|
Emerald ore is the ore of emeralds. It is very rare and can be found alone, not in clusters.=Le minerai d'émeraude produit des émeraudes. Il est très rare et ne peut être trouvé que seul, pas en filons.
|
||||||
|
@ -154,6 +155,8 @@ Oak Wood Planks=Planches de Chêne
|
||||||
Oak leaves are grown from oak trees.=Les feuilles de chêne sont cultivées à partir de chênes.
|
Oak leaves are grown from oak trees.=Les feuilles de chêne sont cultivées à partir de chênes.
|
||||||
Obsidian=Obsidienne
|
Obsidian=Obsidienne
|
||||||
Obsidian is an extremely hard mineral with an enourmous blast-resistance. Obsidian is formed when water meets lava.=L'obsidienne est un minéral extrêmement dur avec une énorme résistance à l'explosion. L'obsidienne se forme lorsque l'eau rencontre la lave.
|
Obsidian is an extremely hard mineral with an enourmous blast-resistance. Obsidian is formed when water meets lava.=L'obsidienne est un minéral extrêmement dur avec une énorme résistance à l'explosion. L'obsidienne se forme lorsque l'eau rencontre la lave.
|
||||||
|
Crying Obsidian=Obsidienne Pleureuse
|
||||||
|
Crying obsidian is a luminous obsidian that can generate as part of ruined portals.=L'obsidienne pleureuse est de l'obsidienne lumineuse générée comme composant des portails en ruines.
|
||||||
One of the most common blocks in the world, almost the entire underground consists of stone. It sometimes contains ores. Stone may be created when water meets lava.=L'un des blocs les plus courants au monde, presque tout le sous-sol est en pierre. Il contient parfois des minerais. La pierre peut être créée lorsque l'eau rencontre la lave.
|
One of the most common blocks in the world, almost the entire underground consists of stone. It sometimes contains ores. Stone may be created when water meets lava.=L'un des blocs les plus courants au monde, presque tout le sous-sol est en pierre. Il contient parfois des minerais. La pierre peut être créée lorsque l'eau rencontre la lave.
|
||||||
Orange Stained Glass=Verre Orange
|
Orange Stained Glass=Verre Orange
|
||||||
Packed Ice=Glace Compactée
|
Packed Ice=Glace Compactée
|
||||||
|
@ -202,20 +205,45 @@ Stained glass is a decorative and mostly transparent block which comes in variou
|
||||||
Stick=Bâton
|
Stick=Bâton
|
||||||
Sticks are a very versatile crafting material; used in countless crafting recipes.=Les bâtons sont un matériau d'artisanat très polyvalent; utilisé dans d'innombrables recettes d'artisanat.
|
Sticks are a very versatile crafting material; used in countless crafting recipes.=Les bâtons sont un matériau d'artisanat très polyvalent; utilisé dans d'innombrables recettes d'artisanat.
|
||||||
Stone=Roche
|
Stone=Roche
|
||||||
|
Stripped Acacia Log=Bois d'Acacia
|
||||||
|
Stripped Acacia Wood=Bois Ecorché d'Acacia
|
||||||
|
Stripped Birch Log=Bois de Bouleau
|
||||||
|
Stripped Birch Wood=Bois Ecorché de Bouleau
|
||||||
|
Stripped Dark Oak Log=Bois de Chêne Noir
|
||||||
|
Stripped Dark Oak Wood=Bois Ecorché de Chêne Noir
|
||||||
|
Stripped Jungle Log=Bois d'Acajou
|
||||||
|
Stripped Jungle Wood=Bois Ecorché d'Acajou
|
||||||
|
Stripped Oak Log=Bois de Chêne
|
||||||
|
Stripped Oak Wood=Bois Ecorché de Chêne
|
||||||
|
Stripped Spruce Log=Bois de Sapin
|
||||||
|
Stripped Spruce Wood=Bois Ecorché de Sapin
|
||||||
Stone Bricks=Pierre Taillée
|
Stone Bricks=Pierre Taillée
|
||||||
Sugar=Sucre
|
Sugar=Sucre
|
||||||
Sugar Canes=Canne à Sucre
|
Sugar Canes=Canne à Sucre
|
||||||
Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well.=Les cannes à sucre sont une plante qui a certaines utilisations dans l'artisanat. Les cannes à sucre poussent lentement jusqu'à 3 blocs lorsqu'elles sont à côté de l'eau et sont placées sur un bloc d'herbe, de terre, de sable, de sable rouge, de podzol ou de terre stérile. Lorsqu'une canne à sucre est cassée, toutes les cannes à sucre connectées au-dessus se brisent également.
|
Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well.=Les cannes à sucre sont une plante qui a certaines utilisations dans l'artisanat. Les cannes à sucre poussent lentement jusqu'à 3 blocs lorsqu'elles sont à côté de l'eau et sont placées sur un bloc d'herbe, de terre, de sable, de sable rouge, de podzol ou de terre stérile. Lorsqu'une canne à sucre est cassée, toutes les cannes à sucre connectées au-dessus se brisent également.
|
||||||
Sugar canes can only be placed top of other sugar canes and on top of blocks on which they would grow.=Les cannes à sucre ne peuvent être placées que sur d'autres cannes à sucre et sur des blocs sur lesquels elles poussent.
|
Sugar canes can only be placed top of other sugar canes and on top of blocks on which they would grow.=Les cannes à sucre ne peuvent être placées que sur d'autres cannes à sucre et sur des blocs sur lesquels elles poussent.
|
||||||
Sugar comes from sugar canes and is used to make sweet foods.=Le sucre provient des cannes à sucre et est utilisé pour fabriquer des aliments sucrés.
|
Sugar comes from sugar canes and is used to make sweet foods.=Le sucre provient des cannes à sucre et est utilisé pour fabriquer des aliments sucrés.
|
||||||
|
The stripped trunk of an acacia tree.=Le tronc écorché d'un acacia.
|
||||||
|
The stripped trunk of a birch tree.=Le tronc écorché d'un bouleau.
|
||||||
|
The stripped trunk of a dark oak tree.=Le tronc écorché d'un chêne noir.
|
||||||
|
The stripped trunk of a jungle tree.=Le tronc écorché d'un acajou.
|
||||||
|
The stripped trunk of an oak tree.=Le tronc écorché d'un chêne.
|
||||||
|
The stripped trunk of a spruce tree.=Le tronc écorché d'un sapin.
|
||||||
The trunk of a birch tree.=Le tronc d'un bouleau.
|
The trunk of a birch tree.=Le tronc d'un bouleau.
|
||||||
The trunk of a dark oak tree.=Le tronc d'un chêne noir.
|
The trunk of a dark oak tree.=Le tronc d'un chêne noir.
|
||||||
The trunk of a jungle tree.=Le tronc d'un acajou.
|
The trunk of a jungle tree.=Le tronc d'un acajou.
|
||||||
The trunk of a spruce tree.=Le tronc d'un sapin.
|
The trunk of a spruce tree.=Le tronc d'un sapin.
|
||||||
The trunk of an acacia.=Le tronc d'un acacia
|
The trunk of an acacia.=Le tronc d'un acacia
|
||||||
The trunk of an oak tree.=Le tronc d'un chêne.
|
The trunk of an oak tree.=Le tronc d'un chêne.
|
||||||
|
The stripped wood of an acacia tree.=Les planches écorchée d'un acacia.
|
||||||
|
The stripped wood of a birch tree.=Les planches écorchée d'un bouleau.
|
||||||
|
The stripped wood of a dark oak tree.=Les planches écorchée d'un chêne noir.
|
||||||
|
The stripped wood of a jungle tree.=Les planches écorchée d'un acajou.
|
||||||
|
The stripped wood of an oak tree.=Les planches écorchée d'un chêne.
|
||||||
|
The stripped wood of a spruce tree.=Les planches écorchée d'un sapin.
|
||||||
This block consists of a couple of loose stones and can't support itself.=Ce bloc se compose de quelques pierres lâches et ne peut pas se soutenir.
|
This block consists of a couple of loose stones and can't support itself.=Ce bloc se compose de quelques pierres lâches et ne peut pas se soutenir.
|
||||||
This is a decorative block surrounded by the bark of a tree trunk.=Il s'agit d'un bloc décoratif entouré par l'écorce d'un tronc d'arbre.
|
This is a decorative block surrounded by the bark of a tree trunk.=Il s'agit d'un bloc décoratif entouré par l'écorce d'un tronc d'arbre.
|
||||||
|
This is a decorative block.=Il s'agit d'un bloc décoratif.
|
||||||
This is a full block of snow. Snow of this thickness is usually found in areas of extreme cold.=Ceci est un bloc de neige complet. La neige de cette épaisseur se trouve généralement dans les zones de froid extrême.
|
This is a full block of snow. Snow of this thickness is usually found in areas of extreme cold.=Ceci est un bloc de neige complet. La neige de cette épaisseur se trouve généralement dans les zones de froid extrême.
|
||||||
This is a piece of cactus commonly found in dry areas, especially deserts. Over time, cacti will grow up to 3 blocks high on sand or red sand. A cactus hurts living beings touching it with a damage of 1 HP every half second. When a cactus block is broken, all cactus blocks connected above it will break as well.=Il s'agit d'un morceau de cactus que l'on trouve couramment dans les zones sèches, en particulier dans les déserts. Au fil du temps, les cactus pousseront jusqu'à 3 blocs de haut sur le sable ou le sable rouge. Un cactus blesse les êtres vivants qui le touchent avec des dégâts de 1 HP toutes les demi-secondes. Lorsqu'un bloc de cactus est brisé, tous les blocs de cactus connectés au-dessus se brisent également.
|
This is a piece of cactus commonly found in dry areas, especially deserts. Over time, cacti will grow up to 3 blocks high on sand or red sand. A cactus hurts living beings touching it with a damage of 1 HP every half second. When a cactus block is broken, all cactus blocks connected above it will break as well.=Il s'agit d'un morceau de cactus que l'on trouve couramment dans les zones sèches, en particulier dans les déserts. Au fil du temps, les cactus pousseront jusqu'à 3 blocs de haut sur le sable ou le sable rouge. Un cactus blesse les êtres vivants qui le touchent avec des dégâts de 1 HP toutes les demi-secondes. Lorsqu'un bloc de cactus est brisé, tous les blocs de cactus connectés au-dessus se brisent également.
|
||||||
This stone contains pure gold, a rare metal.=Cette pierre contient de l'or pur, un métal rare.
|
This stone contains pure gold, a rare metal.=Cette pierre contient de l'or pur, un métal rare.
|
||||||
|
@ -256,3 +284,7 @@ Slows down movement=Ralentit le mouvement
|
||||||
2×2 saplings @= large tree=2×2 pousses @= grand arbre
|
2×2 saplings @= large tree=2×2 pousses @= grand arbre
|
||||||
Grows on sand or dirt next to water=Pousse sur le sable ou la terre près de l'eau
|
Grows on sand or dirt next to water=Pousse sur le sable ou la terre près de l'eau
|
||||||
Stackable=Empilable
|
Stackable=Empilable
|
||||||
|
Moss=Mousse
|
||||||
|
Moss Carpet=Tapis de Mousse
|
||||||
|
A moss block is a natural block that can be spread to some other blocks by using bone meal.=Un bloc de mousse est un bloc naturel qui peut se propager à d'autres blocs en utilisant de la farine d'os.
|
||||||
|
Moss Carpets are a thin decorative variant of the moss block.=Les tapis de mousse sont une fine variante décorative du bloc de mousse.
|
|
@ -284,3 +284,7 @@ Slows down movement=
|
||||||
2×2 saplings @= large tree=
|
2×2 saplings @= large tree=
|
||||||
Grows on sand or dirt next to water=
|
Grows on sand or dirt next to water=
|
||||||
Stackable=
|
Stackable=
|
||||||
|
Moss=
|
||||||
|
Moss Carpet=
|
||||||
|
A moss block is a natural block that can be spread to some other blocks by using bone meal.=
|
||||||
|
Moss Carpets are a thin decorative variant of the moss block.=
|
After Width: | Height: | Size: 1.5 KiB |
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.7 KiB |
|
@ -7,3 +7,7 @@ Burning Furnace=Four Allumé
|
||||||
Recipe book=Livre de Recette
|
Recipe book=Livre de Recette
|
||||||
Inventory=Inventaire
|
Inventory=Inventaire
|
||||||
Uses fuel to smelt or cook items=Utilise du carburant pour fondre ou cuire des articles
|
Uses fuel to smelt or cook items=Utilise du carburant pour fondre ou cuire des articles
|
||||||
|
Blast Furnace=Haut Fourneau
|
||||||
|
Blast Furnaces cook or smelt several items, using a furnace fuel, into something else, but faster than a normal furnace.=Un haut fourneau peut cuire ou fondre plusieurs objets, en quelque chose d'autre, en utilisant du carburant, plus vite qu'un four normal.
|
||||||
|
Smoker=Fumoir
|
||||||
|
Smokers cook or smelt several items, using a furnace fuel, into something else, but faster than a normal furnace.=Le Fumoir peut cuire ou fondre plusieurs objets, en quelque chose d'autre, en utilisant du carburant, plus vite qu'un four normal.
|
||||||
|
|
|
@ -7,3 +7,7 @@ Burning Furnace=
|
||||||
Recipe book=
|
Recipe book=
|
||||||
Inventory=
|
Inventory=
|
||||||
Uses fuel to smelt or cook items=
|
Uses fuel to smelt or cook items=
|
||||||
|
Blast Furnace=
|
||||||
|
Blast Furnaces cook or smelt several items, using a furnace fuel, into something else, but faster than a normal furnace.=
|
||||||
|
Smoker=
|
||||||
|
Smokers cook or smelt several items, using a furnace fuel, into something else, but faster than a normal furnace.=
|
||||||
|
|
|
@ -1,5 +1,5 @@
|
||||||
local S = minetest.get_translator("mcl_lanterns")
|
local S = minetest.get_translator(minetest.get_current_modname())
|
||||||
local modpath = minetest.get_modpath("mcl_lanterns")
|
local modpath = minetest.get_modpath(minetest.get_current_modname())
|
||||||
|
|
||||||
mcl_lanterns = {}
|
mcl_lanterns = {}
|
||||||
|
|
||||||
|
|
|
@ -0,0 +1,6 @@
|
||||||
|
# textdomain: mcl_lanterns
|
||||||
|
Chain=Chaine
|
||||||
|
Chains are metallic decoration blocks.=Les chaines sont des blocs de décoration métalliques.
|
||||||
|
Lantern=Lanterne
|
||||||
|
Lanterns are light sources which can be placed on the top or the bottom of most blocks.=Les lanternes sont des sources de lumières qui peuvent être placées au sommet ou en-dessous de la plupart des blocs.
|
||||||
|
Soul Lantern=Lanterne des âmes
|
|
@ -0,0 +1,6 @@
|
||||||
|
# textdomain: mcl_lanterns
|
||||||
|
Chain=
|
||||||
|
Chains are metallic decoration blocks.=
|
||||||
|
Lantern=
|
||||||
|
Lanterns are light sources which can be placed on the top or the bottom of most blocks.=
|
||||||
|
Soul Lantern=
|
|
@ -1,4 +1,4 @@
|
||||||
local S = minetest.get_translator("mcl_lanterns")
|
local S = minetest.get_translator(minetest.get_current_modname())
|
||||||
|
|
||||||
mcl_lanterns.register_lantern("lantern", {
|
mcl_lanterns.register_lantern("lantern", {
|
||||||
description = S("Lantern"),
|
description = S("Lantern"),
|
||||||
|
|
|
@ -0,0 +1,3 @@
|
||||||
|
Mod mcl_nether : basic nether blocs, forked from Mineclone 2
|
||||||
|
|
||||||
|
Texture of mcl_nether_netheritebloc.png from PixelPerfection Legacy by XSSheep edited by Nova_Wostra (CC-BY-SA 4.0)
|
Before Width: | Height: | Size: 425 B After Width: | Height: | Size: 201 B |
|
@ -75,6 +75,7 @@ local function spawnstruct_function(name, param)
|
||||||
|
|
||||||
local pos = player:get_pos()
|
local pos = player:get_pos()
|
||||||
if not pos then return end
|
if not pos then return end
|
||||||
|
pos.y = math.floor(pos.y) + 1
|
||||||
local pr = PseudoRandom(math.floor(pos.x * 333 + pos.y * 19 - pos.z + 4))
|
local pr = PseudoRandom(math.floor(pos.x * 333 + pos.y * 19 - pos.z + 4))
|
||||||
pos = vector.round(pos)
|
pos = vector.round(pos)
|
||||||
local dir = minetest.yaw_to_dir(player:get_look_horizontal())
|
local dir = minetest.yaw_to_dir(player:get_look_horizontal())
|
||||||
|
|
|
@ -0,0 +1,3 @@
|
||||||
|
# textdomain: mcl_villages
|
||||||
|
Chiseled Stone Village Bricks=Pierre sculptée du village
|
||||||
|
Map chunk @1 to @2 is not suitable for placing villages.=La partie de la carte de @1 à @2 n'est pas propice au placement d'un village.
|
|
@ -21,6 +21,10 @@ Ban list: @1=Liste d'interdiction: @1
|
||||||
Show who is logged on=Afficher qui est connecté
|
Show who is logged on=Afficher qui est connecté
|
||||||
Displays the world seed=Affiche la graine du monde
|
Displays the world seed=Affiche la graine du monde
|
||||||
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisés!
|
Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisés!
|
||||||
@1[<name>]=@1[<name>]
|
@1[<name>]=@1[<nom>]
|
||||||
Set game mode for player or yourself=Choisir le mode de jeu pour vous ou pour les joueurs
|
Set game mode for player or yourself=Choisir le mode de jeu pour vous ou pour les joueurs
|
||||||
Error: No game mode specified.=Erreur : mode de jeu non spécifié.
|
Error: No game mode specified.=Erreur : mode de jeu non spécifié.
|
||||||
|
<sound> <target>=<son> <cible>
|
||||||
|
Play a sound. Arguments: <sound>: name of the sound. <target>: Target.=Jouer un son. Arguments: <son>: nom d'un son. <cible>: Cible.
|
||||||
|
Sound name is invalid!=Le nom du son est invalide !
|
||||||
|
Target is invalid!!=La cible est invalide !
|
||||||
|
|
|
@ -13,6 +13,7 @@ end
|
||||||
mcl_death_drop.register_dropped_list("PLAYER", "main", true)
|
mcl_death_drop.register_dropped_list("PLAYER", "main", true)
|
||||||
mcl_death_drop.register_dropped_list("PLAYER", "craft", true)
|
mcl_death_drop.register_dropped_list("PLAYER", "craft", true)
|
||||||
mcl_death_drop.register_dropped_list("PLAYER", "armor", true)
|
mcl_death_drop.register_dropped_list("PLAYER", "armor", true)
|
||||||
|
mcl_death_drop.register_dropped_list("PLAYER", "offhand", true)
|
||||||
|
|
||||||
minetest.register_on_dieplayer(function(player)
|
minetest.register_on_dieplayer(function(player)
|
||||||
local keep = minetest.settings:get_bool("mcl_keepInventory", false)
|
local keep = minetest.settings:get_bool("mcl_keepInventory", false)
|
||||||
|
|
|
@ -109,10 +109,6 @@ function mcl_player.player_set_armor(player, texture, preview)
|
||||||
set_preview(player, "armor", preview)
|
set_preview(player, "armor", preview)
|
||||||
end
|
end
|
||||||
|
|
||||||
function mcl_player.player_set_wielditem(player, texture)
|
|
||||||
set_texture(player, 3, texture)
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_player.player_get_preview(player)
|
function mcl_player.player_get_preview(player)
|
||||||
local preview = player:get_meta():get_string("mcl_player:skin_preview")
|
local preview = player:get_meta():get_string("mcl_player:skin_preview")
|
||||||
if preview == "" then
|
if preview == "" then
|
||||||
|
|
|
@ -324,15 +324,17 @@ minetest.register_globalstep(function(dtime)
|
||||||
end
|
end
|
||||||
|
|
||||||
if wielded_def and wielded_def._mcl_toollike_wield then
|
if wielded_def and wielded_def._mcl_toollike_wield then
|
||||||
set_bone_position_conditional(player,"Wield_Item", vector.new(0,3.9,1.3), vector.new(90,0,0))
|
set_bone_position_conditional(player,"Wield_Item", vector.new(0,4.7,3.1), vector.new(90,-45,90))
|
||||||
elseif string.find(wielded:get_name(), "mcl_bows:bow") then
|
elseif string.find(wielded:get_name(), "mcl_bows:bow") then
|
||||||
set_bone_position_conditional(player,"Wield_Item", vector.new(.5,4.5,-1.6), vector.new(90,0,20))
|
set_bone_position_conditional(player,"Wield_Item", vector.new(1,4,0), vector.new(90,130,115))
|
||||||
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
|
elseif string.find(wielded:get_name(), "mcl_bows:crossbow_loaded") then
|
||||||
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(64,90,0))
|
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,73))
|
||||||
elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
|
elseif string.find(wielded:get_name(), "mcl_bows:crossbow") then
|
||||||
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,5.7,1.8), vector.new(90,90,0))
|
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.2,1.2), vector.new(0,180,45))
|
||||||
|
elseif wielded_def.inventory_image == "" then
|
||||||
|
set_bone_position_conditional(player,"Wield_Item", vector.new(0,6,2), vector.new(180,-45,0))
|
||||||
else
|
else
|
||||||
set_bone_position_conditional(player,"Wield_Item", vector.new(-1.5,4.9,1.8), vector.new(135,0,90))
|
set_bone_position_conditional(player,"Wield_Item", vector.new(0,5.3,2), vector.new(90,0,0))
|
||||||
end
|
end
|
||||||
|
|
||||||
-- controls right and left arms pitch when shooting a bow or blocking
|
-- controls right and left arms pitch when shooting a bow or blocking
|
||||||
|
|
|
@ -3,19 +3,8 @@
|
||||||
|
|
||||||
Makes hand wielded items visible to other players.
|
Makes hand wielded items visible to other players.
|
||||||
|
|
||||||
default settings: [minetest.conf]
|
|
||||||
|
|
||||||
# Set number of seconds between visible wielded item updates.
|
|
||||||
wieldview_update_time = 2
|
|
||||||
|
|
||||||
# Show nodes as tiles, disabled by default
|
|
||||||
wieldview_node_tiles = false
|
|
||||||
|
|
||||||
|
|
||||||
Info for modders
|
Info for modders
|
||||||
################
|
################
|
||||||
|
|
||||||
Wield image transformation: To apply a simple transformation to the item in
|
Add items to the "no_wieldview" group with a raiting of 1 and it will not be shown by the wieldview.
|
||||||
hand, add the group “wieldview_transform” to the item definition. The group
|
|
||||||
rating equals one of the numbers used for the [transform texture modifier
|
|
||||||
of the Lua API.
|
|
||||||
|
|
|
@ -1,131 +1,47 @@
|
||||||
local get_connected_players = minetest.get_connected_players
|
|
||||||
local get_item_group = minetest.get_item_group
|
local get_item_group = minetest.get_item_group
|
||||||
|
|
||||||
mcl_wieldview = {
|
|
||||||
players = {}
|
|
||||||
}
|
|
||||||
|
|
||||||
function mcl_wieldview.get_item_texture(itemname)
|
|
||||||
if itemname == "" or minetest.get_item_group(itemname, "no_wieldview") ~= 0 then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local def = minetest.registered_items[itemname]
|
|
||||||
if not def then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local inv_image = def.inventory_image
|
|
||||||
if inv_image == "" then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local texture = inv_image
|
|
||||||
|
|
||||||
local transform = get_item_group(itemname, "wieldview_transform")
|
|
||||||
if transform then
|
|
||||||
-- This actually works with groups ratings because transform1, transform2, etc.
|
|
||||||
-- have meaning and transform0 is used for identidy, so it can be ignored
|
|
||||||
texture = texture .. "^[transform" .. transform
|
|
||||||
end
|
|
||||||
|
|
||||||
return texture
|
|
||||||
end
|
|
||||||
|
|
||||||
function mcl_wieldview.update_wielded_item(player)
|
|
||||||
if not player then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
local itemstack = player:get_wielded_item()
|
|
||||||
local itemname = itemstack:get_name()
|
|
||||||
|
|
||||||
local def = mcl_wieldview.players[player]
|
|
||||||
|
|
||||||
if def and (def.item == itemname) then
|
|
||||||
return
|
|
||||||
end
|
|
||||||
|
|
||||||
local texture = mcl_wieldview.get_item_texture(itemname) or "blank.png"
|
|
||||||
|
|
||||||
local new_def = {
|
|
||||||
item = itemname,
|
|
||||||
texture = texture,
|
|
||||||
}
|
|
||||||
mcl_wieldview.players[player] = new_def
|
|
||||||
|
|
||||||
mcl_player.player_set_wielditem(player, texture)
|
|
||||||
end
|
|
||||||
|
|
||||||
minetest.register_on_joinplayer(function(player)
|
minetest.register_on_joinplayer(function(player)
|
||||||
mcl_wieldview.players[player] = {item = "", texture = "blank.png"}
|
if not player or not player:is_player() then
|
||||||
|
|
||||||
minetest.after(0, function()
|
|
||||||
if not player:is_player() then
|
|
||||||
return
|
return
|
||||||
end
|
end
|
||||||
|
|
||||||
mcl_wieldview.update_wielded_item(player)
|
|
||||||
|
|
||||||
local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
|
local itementity = minetest.add_entity(player:get_pos(), "mcl_wieldview:wieldnode")
|
||||||
itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 0, 45))
|
if not itementity then return end
|
||||||
itementity:get_luaentity().wielder = player
|
itementity:set_attach(player, "Wield_Item", vector.new(0, 0, 0), vector.new(0, 0, 0))
|
||||||
end)
|
--itementity:set_attach(player, "Hand_Right", vector.new(0, 1, 0), vector.new(90, 45, 90))
|
||||||
end)
|
itementity:get_luaentity()._wielder = player
|
||||||
|
|
||||||
minetest.register_on_leaveplayer(function(player)
|
|
||||||
mcl_wieldview.players[player] = nil
|
|
||||||
end)
|
|
||||||
|
|
||||||
minetest.register_globalstep(function()
|
|
||||||
local players = get_connected_players()
|
|
||||||
for i = 1, #players do
|
|
||||||
mcl_wieldview.update_wielded_item(players[i])
|
|
||||||
end
|
|
||||||
end)
|
end)
|
||||||
|
|
||||||
minetest.register_entity("mcl_wieldview:wieldnode", {
|
minetest.register_entity("mcl_wieldview:wieldnode", {
|
||||||
initial_properties = {
|
|
||||||
hp_max = 1,
|
|
||||||
visual = "wielditem",
|
visual = "wielditem",
|
||||||
physical = false,
|
physical = false,
|
||||||
textures = {""},
|
|
||||||
automatic_rotate = 1.5,
|
|
||||||
is_visible = true,
|
|
||||||
pointable = false,
|
pointable = false,
|
||||||
collide_with_objects = false,
|
collide_with_objects = false,
|
||||||
static_save = false,
|
static_save = false,
|
||||||
collisionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
|
|
||||||
selectionbox = {-0.21, -0.21, -0.21, 0.21, 0.21, 0.21},
|
|
||||||
visual_size = {x = 0.21, y = 0.21},
|
visual_size = {x = 0.21, y = 0.21},
|
||||||
},
|
|
||||||
|
|
||||||
itemstring = "",
|
_item = "",
|
||||||
|
|
||||||
on_step = function(self)
|
on_step = function(self)
|
||||||
if self.wielder:is_player() then
|
if not self._wielder or not self._wielder:is_player() then
|
||||||
local def = mcl_wieldview.players[self.wielder]
|
|
||||||
local itemstring = def.item
|
|
||||||
|
|
||||||
if self.itemstring ~= itemstring then
|
|
||||||
local itemdef = minetest.registered_items[itemstring]
|
|
||||||
self.object:set_properties({glow = itemdef and itemdef.light_source or 0})
|
|
||||||
|
|
||||||
-- wield item as cubic
|
|
||||||
if def.texture == "blank.png" then
|
|
||||||
self.object:set_properties({textures = {itemstring}})
|
|
||||||
-- wield item as flat
|
|
||||||
else
|
|
||||||
self.object:set_properties({textures = {""}})
|
|
||||||
end
|
|
||||||
|
|
||||||
if minetest.get_item_group(itemstring, "no_wieldview") ~= 0 then
|
|
||||||
self.object:set_properties({textures = {""}})
|
|
||||||
end
|
|
||||||
|
|
||||||
self.itemstring = itemstring
|
|
||||||
end
|
|
||||||
else
|
|
||||||
self.object:remove()
|
self.object:remove()
|
||||||
end
|
end
|
||||||
|
local player = self._wielder
|
||||||
|
|
||||||
|
local item = player:get_wielded_item():get_name()
|
||||||
|
|
||||||
|
if item == self._item then return end
|
||||||
|
|
||||||
|
self._item = item
|
||||||
|
|
||||||
|
if get_item_group(item, "no_wieldview") ~= 0 then
|
||||||
|
item = ""
|
||||||
|
end
|
||||||
|
|
||||||
|
local item_def = minetest.registered_items[item]
|
||||||
|
self.object:set_properties({
|
||||||
|
glow = item_def and item_def.light_source or 0,
|
||||||
|
wield_item = item,
|
||||||
|
is_visible = item ~= ""
|
||||||
|
})
|
||||||
end,
|
end,
|
||||||
})
|
})
|
||||||
|
|
|
@ -1,4 +1,3 @@
|
||||||
name = mcl_wieldview
|
name = mcl_wieldview
|
||||||
author = stujones11
|
author = stujones11
|
||||||
description = Makes hand wielded items visible to other players.
|
description = Makes hand wielded items visible to other players.
|
||||||
depends = mcl_player
|
|
||||||
|
|
|
@ -51,6 +51,10 @@ mcl_showDeathMessages (Show death messages) bool true
|
||||||
# If disabled, all recipes will be shown.
|
# If disabled, all recipes will be shown.
|
||||||
mcl_craftguide_progressive_mode (Learn crafting recipes progressively) bool true
|
mcl_craftguide_progressive_mode (Learn crafting recipes progressively) bool true
|
||||||
|
|
||||||
|
# Limit the number of sparks produced by lava per 5 seconds to this number.
|
||||||
|
# 0 will disable lava sparks altogeter with no ABM being registered.
|
||||||
|
mcl_core_lava_spark_limit (Number of sparks lava can produce per 5 seconds) int 10
|
||||||
|
|
||||||
[Mobs]
|
[Mobs]
|
||||||
# If enabled, mobs will spawn naturally. This does not affect
|
# If enabled, mobs will spawn naturally. This does not affect
|
||||||
# affect mob spawners.
|
# affect mob spawners.
|
||||||
|
|