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17 Commits

Author SHA1 Message Date
FossFanatic 66e979db0f Brighten the warped signs 2023-02-25 11:40:01 +00:00
FossFanatic 4e7c83b553 Change bamboo sign code 2023-02-20 12:00:21 +00:00
FossFanatic 0ece7e12c8 Make signs more customisable 2023-02-20 11:59:46 +00:00
FossFanatic caea608386 Batch 6 of new signs 2023-02-20 11:56:09 +00:00
FossFanatic ea851f2509 Batch 5 of new signs 2023-02-20 11:55:54 +00:00
FossFanatic 248c099b0a Batch 4 of new signs 2023-02-20 11:55:35 +00:00
FossFanatic 07fe729874 Batch 3 of new signs 2023-02-20 11:55:16 +00:00
FossFanatic cdba9d0ff8 Batch 2 of new signs 2023-02-20 11:54:56 +00:00
FossFanatic 8b5ba423c5 Batch 1 of new signs 2023-02-20 11:54:40 +00:00
FossFanatic 0a197de403 Delete 'textures/mcl_bamboo_bamboo_sign_wield.png' 2023-02-20 11:53:41 +00:00
FossFanatic 82f556b1bb Delete 'textures/mcl_bamboo_bamboo_sign.png' 2023-02-20 11:53:34 +00:00
FossFanatic f737ff1848 Delete 'textures/mcl_signs_sign_greyscale.png' 2023-02-20 11:52:56 +00:00
FossFanatic 787b304a65 Delete 'textures/mcl_signs_sign_dark.png' 2023-02-20 11:52:48 +00:00
FossFanatic 994585988a Delete 'textures/mcl_signs_sign.png' 2023-02-20 11:52:39 +00:00
FossFanatic 4687282aac Delete 'textures/mcl_signs_default_sign_greyscale.png' 2023-02-20 11:52:16 +00:00
FossFanatic 5b4d3da356 Delete 'textures/mcl_signs_default_sign_dark.png' 2023-02-20 11:52:08 +00:00
FossFanatic 80211ffa30 Delete 'textures/mcl_signs_default_sign.png' 2023-02-20 11:52:00 +00:00
1514 changed files with 4110 additions and 8182 deletions

3
.gitignore vendored
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@ -4,5 +4,4 @@
*.blend2
*.blend3
/.idea/
*.xcf
.Rproj.user
*.xcf

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

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@ -36,8 +36,7 @@
* MrRar
* talamh
* Faerraven / Michieal
* FossFanatic
* SmokeyDope
* FossFanatic
## Contributors
* Laurent Rocher
@ -82,12 +81,15 @@
* aldum
* Dieter44
* Pepebotella
* MrRar
* Lazerbeak12345
* mrminer
* Thunder1035
* opfromthestart
* snowyu
* FaceDeer
* Faerraven / Michieal
* FossFanatic
* Herbert West
* GuyLiner
* 3raven
@ -99,8 +101,8 @@
* b3nderman
* CyberMango
* gldrk
* SmokeyDope
* atomdmac
* emptyshore
## MineClone5
* kay27
@ -174,7 +176,6 @@
* cora
* Faerraven / Michieal
* Nicu
* Exhale
## Translations
* Wuzzy
@ -190,7 +191,6 @@
* 3raven
* SakuraRiu
* anarquimico
* syl
## Funders
* 40W
@ -203,7 +203,4 @@
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/

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@ -1,70 +0,0 @@
#Models in Minetest/Mineclone2
Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
##Recommended software
###Blender
Blender is a very popular and free modeling software supported on Windows, MacOS, and most Linux distributions. It is recommended to use Blender to create and modify 3D models within the minetest engine.
Download blender [Here](https://www.blender.org/download/)
### .b3d addon for blender
Blitz 3D (.b3d) Is one of the main animated model formats used for entities in the minetest engine. It cannot be imported to blender without a plugin called "Import-Export:Bitz 3D format (.b3d)".
The most up to date version of this Blender plugin can be downloaded [Here](https://github.com/GreenXenith/io_scene_b3d/releases/tag/f189786)
##Types of model formats
###Animated, skinned models
* Blitz 3D files (.b3d)
* Microsoft DirectX (.x) (binary & text, compression is not supported)
###Static meshes
* Wavefront OBJ (.obj)
Note: The sometimes accompanying .mtl files are not supported and can safely be deleted.
Note: Do not use .b3d and .x files for static meshes at the moment, Minetest currently spawns animated mesh scene nodes for these, which may result in reduced performance.
### Supported texture formats
* .png
* .jpg
* .bmp (depreciated, please use .png or .jpg)
* .tga (depreciated, please use .png or .jpg)
Note: Any formats not mentioned above but known to work in the past were removed in 5.5.0 and aren't supported anymore.
##Pros & Cons of .b3d vs .x
###B3D
* [+] Binary format means a small size
* [-] Difficult to postprocess after exporting
* [-] Difficult to debug problems
###X (text version)
* [+] Can be parsed easily with lua scripts
* [+] Can be easily generated by scripts
* [+] Easy to debug issues (you can just read it)
* [+] Can be optimized by quantizing some data
* [-] Blender exporter is kinda buggy and inefficient
* [-] Probably still bigger than an equivalent .b3d
Note: Avoid using the binary X format! It's actually just a tokenized version of the ASCII representation, and may actually be less efficient than a sufficiently optimized text .x file!

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@ -78,7 +78,7 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>

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@ -1,45 +1,48 @@
# MineClone2
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Ni développé ou supporté par Mojang AB.
Version: 0.79 (en dévelopment)
### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay
* Jeu de type bac-à-sable, sans objetifs
* Survie : combattez des monstres hostiles et la faim
* Creusez pour du minerai et d'autres trésors
* Magie : gagnez de l'expérience et enchantez les outils
* Utilisez les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la seule limite
* Ramassez des fleurs (et d'autres sources de teinture) et colorez votre monde
* Survie : combattre des monstres hostiles et la faim
* Creuser pour du minerai et d'autres trésors
* Magie : gagner de l'expérience et enchanter les outils
* Utiliser les blocs ramassés pour construire de magnifiques bâtiments, votre imagination est la limite
* Ramasser des fleurs (et d'autres sources de teinture) et colorez votre monde
* Trouvez des graines et commencez à cultiver
* Trouvez ou fabriquez des centaines d'objets
* Construisez un réseau ferroviaire complexe et amusez-vous avec les wagonnets
* Construisez un réseau ferroviaire complexe et amusez vous avec les wagonnets
* En mode créatif vous pouvez construire presque n'importe quoi gratuitement et sans limite
## Comment jouer (démarrer rapidement)
### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
* Placer les 4 planches de bois dans la grille 2x2 et **fabriquez une table d'artisanat**
* **Cliquez droit la table d'artisanat** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez-les !
* Continuez à jouer comme vous voulez. Amusez-vous !
* Différents outils minent différentes sortes de blocs. Essayez les !
* Continuez à jouer comme vous voulez. Amusez vous !
### Agriculture
* Trouvez des graines
* Fabriquez une houe
* Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Cliquez droit la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres
* Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four
* Fabriquez un four
* Fabriquer un Four
* Le four permet d'obtenir plus d'objets
* L'emplacement du haut doit contenir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contenir un objet combustible (par ex : charbon)
* L'emplacement du haut doit contienir un objet fondable (par ex : minerai de fer)
* L'emplacement du bas doit contienir un objet combustible (par ex : charbon)
* Voir le guide d'artisanat pour en apprendre plus sur les objets fondables et combustibles
### Aide supplémentaire
@ -59,43 +62,43 @@ Il n'y a pas de support de MineClone2 dans les versions développement de Minete
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou rapporter des problèmes, aller là-bas.
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
* Discord : <https://discord.gg/xE4z8EEpDC>
* YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC : <https://web.libera.chat/#mineclone2>
* Matrix : <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit : <https://www.reddit.com/r/MineClone2/>
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective : <https://opencollective.com/mineclone2>
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC: <https://web.libera.chat/#mineclone2>
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
## Objectif
* Essentiellement, créer un clone de Minecraft stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionnalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionnalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionnalités des versions **Minecraft + OptiFine** (OptiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionnalités présentes dans les versions listées sont priorisées.
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
* Créer un clone stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Avec une priorité moindre, implémenter les fonctionalités des versions **Minecraft + OptiFine** (OtiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionalités présentes dans les versions listées sont priorisées.
* Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basse performances, les optimisations sont difficiles à explorer.
## Statut de complétion
Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionnalités.
Il est jouable mais incomplet en fonctionalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionnalités suivantes sont disponibles :
Les principales fonctionalités suivantes sont disponibles :
* Outils, armes
* Armure
* Système de fabrication : grille 2x2, établi (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boites de Shulker
* Système de fabrication : grille 2x2, table d'artisanat (grille 3x3), four, incluant un guide de fabrication
* Coffres, grands coffres, coffre ender, boite de shulker
* Fours, entonnoirs
* Faim
* La plupart des monstres et animaux
* Tous les minerais de Minecraft
* Tout les minerais de Minecraft
* La plupart des blocs de l'overworld
* Eau et lave
* Météo
* 28 biomes + 5 biomes du Nether
* 28 biomes + 5 biomes du nether
* Le Nether, monde souterrain brûlant dans une autre dimension
* Circuits Redstone (partiel)
* Effets de Statut (partiel)
@ -104,10 +107,10 @@ Les principales fonctionnalités suivantes sont disponibles :
* Brassage, potions, flèches trempées (partiel)
* Bâteaux
* Feu
* Blocs de construction : escaliers, dalles, portes, trappes, barrières, portillons, murets
* Blocs de construction : escaliers, dalles, portes, trappes, barrière, portillon, muret
* Horloge
* Boussole
* Éponge
* Eponge
* Bloc de slime
* Petites plantes et pousses
* Teintures
@ -115,30 +118,26 @@ Les principales fonctionnalités suivantes sont disponibles :
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets
* Juke-boxes
* Lits
* Menu d'inventaire
* Inventaire créatif
* Agriculture
* Livres pour écrire
* Commandes
* Villages
* L'End
* et plus !
Les fonctionnalités suivantes sont incomplètes :
Les fonctionalités suivantes sont incomplètes :
* Certains monstres et animaux
* Certains composants de Redstone
* certains monstres et animaux
* certains composants de Redstone
* Wagonnets spéciaux
* Quelques blocs et objets non-triviaux
* quelques blocs et objets non-triviaux
Fonctionnalités bonus (absentes de Minecraft) :
Fonctionalités bonus (absentes de Minecraft) :
* Guide d'artisanat intégré au jeu qui montre les recettes d'artisanat et de cuisson
* Système d'aide intégré au jeu contenant des informations à propos des techniques de base, blocs, objets et plus
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionnalités.
* Recettes d'artisanat temporaires. Elles existent uniquement pour rendre des objets accessibles qui ne le seraient pas autrement sauf en mode créatif. Elles seront retirées au cours de l'avancement du développement et de l'ajout de nouvelles fonctionalités.
* Pousses dans les coffres en mapgen v6
* Entièrement moddable (grâce la puissante API Lua de Minetest)
* Entièrement moddable (grâce la puissante API lua de Minetest)
* Nouveaux blocs et objets :
* Outil de recherche, montre l'aide de ce qu'il touche
* Plus de dalles et d'escaliers
@ -150,24 +149,22 @@ Fonctionnalités bonus (absentes de Minecraft) :
* Avant-poste du Nether (Forteresse)
Différences techniques avec Minecraft :
* Limite en hauteur de 31000 blocs (bien plus grand que Minecraft)
* Taille horizontale du monde 62000×62000 blocs (bien plus petit que Minecraft mais toujours très grand)
* Toujours assez incomplet et buggé
* Des blocs, objets, ennemis et fonctionnalités manquent
* Des blocs, objets, ennemis et fonctionalités manquent
* Quelques objets ont des noms légèrement différents pour être plus faciles à distinguer
* Des musiques différentes pour le juke-boxe
* Des textures différentes (Pixel Perfection)
* Des sons différents (sources diverses)
* Un moteur de jeu différent (Minetest)
* Des bonus cachés différents
...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme
* `LICENSE.txt` : Le texte de la licence GPLv3
* `CONTRIBUTING.md` : Information pour ceux qui veulent contribuer
* `API.md` : Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md` : Information légale
* `CREDITS.md` : Liste de toutes les personnes qui ont contribué
* `LICENSE.txt`: Le texte de la license GPLv3
* `CONTRIBUTING.md`: Information pour ceux qui veulent contribuer
* `API.md`: Pour les modders Minetest qui veulent modder ce jeu
* `LEGAL.md`: Information légale
* `CREDITS.md`: Liste des contributeurs

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

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@ -1,57 +0,0 @@
# Making Textures In Mineclone2
Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide
## Recommended Software
### GIMP
GIMP (Gnu Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
Download GIMP [here](http://gimp.org/)
# Getting Started
## Creating a new file
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing New.
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
## Zoom In
Next, you'll want to zoom in as the canvas is very small at the default zoom level. To do this either use CTRL + mousewheel, +/-, or navigate to the View menu > zoom > zoom in
## Configure Grid
Now, we'll want to turn on the grid. Open the edit menu and enable the 'show grid' option.
The default grid size is 10 pixels, we want to change it to a 1 pixel grid. Go to the Image menu and choose 'configure grid.
In the Spacing section, change both the Horizontal and Vertical pixel settings to 1.00 then click ok and the grid will update.
## Pencil Tool & Color Picking
The most useful brush type for pixel art is the Pencil tool. Its nested under the paintbrush tool in the toolbox, or you can use the keyboard shortcut 'N'.
Once the pencil tool is selected, navigate to the sliders on the left side of the canvas and change brush size to 1 pixel.
Now choose a color! You can do this by clicking on the two colored squares under the toolbox. The Color Picker tool is also a good option if you already have a reference image for color palette.
## How to export optimally
Once you have finished up a texture and are ready to export it, navigate to the file menu > export as... and make sure the file name extention is .png
After clicking 'Export', a menu will appear with a bunch of options checked. Make sure to uncheck all of these options!!! This will drastically reduce the file size from multiple kilobytes to a couple of hundred bytes. Finally click 'Export' one more time.
### Further optimization with OptiPNG
For those running a GNU/linux distribution, you most likely have the 'optipng' command available to you. If it does not come with your system by default, the software homepage can be found [here](https://optipng.sourceforge.net/) where you can download and install from source.
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
```
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
```
This will further optimize all the textures in the directory.
NOTE: If you would like to further edit a texture that has been optipng'd in GIMP, you must manually set the color palette back to RBG after opening. Navigate to Image menu > Mode > select RGB

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@ -1,4 +1,4 @@
title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6
version=0.84.0-SNAPSHOT
version=0.82.0-SNAPSHOT

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@ -215,10 +215,6 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
return true
end
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
return true
end
-- Check if it can be dug by tool
local tdef = minetest.registered_tools[toolname]
if tdef and tdef._mcl_diggroups then
@ -304,10 +300,6 @@ end
-- loading order.
function mcl_autogroup.get_wear(toolname, diggroup)
local tdef = minetest.registered_tools[toolname]
if not tdef then
minetest.log("warning", "Adding wear for tool: " .. tostring(toolname) .. " failed with diggroup: " .. tostring(diggroup))
return nil
end
local uses = tdef._mcl_diggroups[diggroup].uses
return math.ceil(65535 / uses)
end
@ -370,6 +362,12 @@ local function overwrite()
minetest.override_item(tname, {
tool_capabilities = toolcaps
})
else
-- This is needed to deal damage when punching mobs
-- with random items in hand in survival mode
minetest.override_item(tname, {
tool_capabilities = mcl_meshhand.survival_hand_tool_caps
})
end
end
end

View File

@ -13,7 +13,6 @@ under the LGPLv2.1 license.
mcl_explosions = {}
local mod_fire = minetest.get_modpath("mcl_fire")
local explosions_griefing = minetest.settings:get_bool("mcl_explosions_griefing", true)
--local CONTENT_FIRE = minetest.get_content_id("mcl_fire:fire")
local math = math
@ -192,7 +191,7 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
local grief_protected = info.grief_protected
-- Trace rays for environment destruction
if info.griefing and explosions_griefing then
if info.griefing then
for i = 1, #raydirs do
local rpos_x = pos.x
local rpos_y = pos.y
@ -352,23 +351,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end
end
end
-- Punch End Crystals to make them explode
if ent and ent.name == "mcl_end:crystal" then
if direct then
local puncher = direct:get_luaentity()
if puncher and puncher.name == "mcl_end:crystal" then
ent.object:punch(direct, 1.0, { -- End Crystal nearby, trigger it.
full_punch_interval = 1.0,
damage_groups = {fleshy = 1},
}, nil, nil)
else
ent.object:remove() -- Direct Exists, but it is not an end crystal, remove crystal.
end
else
ent.object:remove() -- Node exploded the end crystal, remove it.
end
end
end
local airs, fires = {}, {}

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

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

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

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

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

View File

@ -34,64 +34,6 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end
end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
-- dtime - The time since last run of on_step, should be passed in to function
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
if not self or not threshold or not dtime then return end
if not timer_name or timer_name == "" then return end
if type(self) == "string" then
local player_name = self
if not player_timers[player_name] then
player_timers[player_name] = {}
end
self = player_timers[player_name]
end
if not self._timers then
self._timers = {}
end
if not self._timers[timer_name] then
self._timers[timer_name] = 0
else
self._timers[timer_name] = self._timers[timer_name] + dtime
--minetest.log("dtime: " .. tostring(self._timers[timer_name]))
end
if self._timers[timer_name] > threshold then
--minetest.log("Over threshold")
self._timers[timer_name] = 0
return true
--else
--minetest.log("Not over threshold")
end
return false
end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See:
-- https://git.minetest.land/MineClone2/MineClone2/issues/1392
function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then
return retVal
else
minetest.log("warning", "Failed to get natural light at pos: " .. dump(pos) .. ", time: " .. dump(time))
if (pos) then
local node = minetest.get_node(pos)
minetest.log("warning", "Node at pos: " .. dump(node.name))
end
end
return 0
end
function mcl_util.file_exists(name)
if type(name) ~= "string" then return end
local f = io.open(name)
@ -1075,29 +1017,18 @@ function mcl_util.check_position_protection(position, player)
return false
end
local palette_indexes = {grass_palette_index = 0, foliage_palette_index = 0, water_palette_index = 0}
local palette_indexes = {grass_palette_index = 0, foliage_palette_index = 0}
function mcl_util.get_palette_indexes_from_pos(pos)
local biome_data = minetest.get_biome_data(pos)
local biome = biome_data.biome
local biome_name = minetest.get_biome_name(biome)
local reg_biome = minetest.registered_biomes[biome_name]
if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index and reg_biome._mcl_water_palette_index then
if reg_biome and reg_biome._mcl_grass_palette_index and reg_biome._mcl_foliage_palette_index then
local gpi = reg_biome._mcl_grass_palette_index
local fpi = reg_biome._mcl_foliage_palette_index
local wpi = reg_biome._mcl_water_palette_index
local palette_indexes = {grass_palette_index = gpi, foliage_palette_index = fpi, water_palette_index = wpi}
local palette_indexes = {grass_palette_index = gpi, foliage_palette_index = fpi}
return palette_indexes
else
return palette_indexes
end
end
function mcl_util.get_colorwallmounted_rotation(pos)
local colorwallmounted_node = minetest.get_node(pos)
for i = 0, 32, 1 do
local colorwallmounted_rotation = colorwallmounted_node.param2 - (i * 8)
if colorwallmounted_rotation < 6 then
return colorwallmounted_rotation
end
end
end

View File

@ -437,9 +437,9 @@ cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
minetest.register_entity("mcl_boats:chest_boat", cboat)
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "boat_cherry", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove", "chest_boat_cherry" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Cherry Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat"), S("Cherry Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood", "mcl_cherry_blossom:cherrywood" }
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" }
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") }
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" }
for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b]

View File

@ -1,13 +0,0 @@
# textdomain: mcl_boats
Acacia Boat=Akaciebåd
Birch Boat=Birkebåd
Boat=Båd
Boats are used to travel on the surface of water.=Både blier brugt til at rejse på vandoverflader.
Dark Oak Boat=Mørk egetræsbåd
Jungle Boat=Junglebåd
Oak Boat=Egetræsbåd
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.=Højre-klik på en vand for at placere båden. Højre-klik på båden for at gå ombord. Brug [Left] og [Right] til at styre. [Forwards] for at øge hastigheden, og [Backwards] for at sænke farten eller sejle bagud. Brug [Sneak] for at forlade båden, slå båden for at lave den om til en genstand.
Spruce Boat=Granbåd
Water vehicle=Vandfartøj
Sneak to dismount=Snig for at stige ud
Obsidian Boat=Obsidianbåd

View File

@ -8,6 +8,3 @@ Jungle Boat=Barca de la selva
Oak Boat=Barca de roble
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Rightclick the boat again to leave it, punch the boat to make it drop as an item.=Haga clic derecho en una fuente de agua para colocar el barco. Haga clic derecho en el barco para entrar. Utilice [Izquierda] y [Derecha] para dirigir, [Adelante] para acelerar y [Atrás] para reducir la velocidad o retroceder. Haga clic derecho en el barco nuevamente para dejarlo, golpee el barco para que se caiga como un artículo.
Spruce Boat=Barca de abeto
Water vehicle=Vehículo acuático
Sneak to dismount=Agáchate para bajar
Obsidian Boat=Barca de obsidiana

View File

@ -1,21 +1,13 @@
# textdomain: mcl_boats
Acacia Boat=Bateau en acacia
Birch Boat=Bateau en bouleau
Acacia Boat=Bateau en Acacia
Birch Boat=Bateau en Bouleau
Boat=Bateau
Boats are used to travel on the surface of water.=Les bateaux sont utilisés pour voyager à la surface de l'eau.
Dark Oak Boat=Bateau en chêne noir
Jungle Boat=Bateau en acajou
Oak Boat=Bateau en chêne
Dark Oak Boat=Bateau en Chêne Noir
Jungle Boat=Bateau en Acajou
Oak Boat=Bateau en Chêne
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.
Spruce Boat=Bateau en sapin
Spruce Boat=Bateau en Sapin
Water vehicle=Véhicule aquatique
Sneak to dismount=Se baisser pour descendre
Obsidian Boat=Bateau en obsidienne
Mangrove Boat=Bateau en palétuvier
Oak Chest Boat=Bateau en chêne avec coffre
Spruce Chest Boat=Bateau en sapin avec coffre
Birch Chest Boat=Bateau en bouleau avec coffre
Jungle Chest Boat=Bateau en acajou avec coffre
Acacia Chest Boat=Bateau en acacia avec coffre
Dark Oak Chest Boat=Bateau en chêne noir avec coffre
Mangrove Chest Boat=Bateau en palétuvier avec coffre
Obsidian Boat=Bateau en Obsidienne

View File

@ -10,14 +10,4 @@ Rightclick on a water source to place the boat. Rightclick the boat to enter it.
Spruce Boat=
Water vehicle=
Sneak to dismount=
Obsidian Boat=
Mangrove Boat=
Cherry Boat=
Oak Chest Boat=
Spruce Chest Boat=
Birch Chest Boat=
Jungle Chest Boat=
Acacia Chest Boat=
Dark Oak Chest Boat=
Mangrove Chest Boat=
Cherry Chest Boat=
Obsidian Boat=

View File

@ -5,12 +5,7 @@ function mcl_burning.get_storage(obj)
end
function mcl_burning.is_burning(obj)
local storage = mcl_burning.get_storage(obj)
if storage then
return mcl_burning.get_storage(obj).burn_time
else
return false
end
return mcl_burning.get_storage(obj).burn_time
end
function mcl_burning.is_affected_by_rain(obj)
@ -158,11 +153,6 @@ function mcl_burning.extinguish(obj)
end
function mcl_burning.tick(obj, dtime, storage)
if not storage then
minetest.log("warning", "No storage for burning tick. Should not happen: " .. dump(obj))
return
end
if storage.burn_time then
storage.burn_time = storage.burn_time - dtime

View File

@ -1,3 +0,0 @@
# textdomain: mcl_falling_nodes
@1 was smashed by a falling anvil.=@1 blev smadret af en nedfaldende ambolt.
@1 was smashed by a falling block.=@1 blev smadret af en nedfaldende blok.

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

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

View File

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

View File

@ -7,7 +7,12 @@ local pool = {}
local tick = false
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_item_entities", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Item Entities]", true)
end
end
minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0
@ -403,176 +408,114 @@ local function cxcz(o, cw, one, zero)
return o
end
local function nodes_destroy_items (self, moveresult, def, nn)
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
local function hopper_take_item(self, pos)
--mcl_log("self.itemstring: ".. self.itemstring)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(pos))
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
local item_string = self.itemstring
local item_name = ItemStack(item_string):get_name()
local objs = minetest.get_objects_inside_radius(pos, 2)
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(item_name, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return true
end
end
if objs and self.itemstring then
--mcl_log("there is an itemstring. Number of objs: ".. #objs)
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
-- TODO We need to play a sound when it gets destroyed
self._removed = true
self.object:remove()
return true
for k, v in pairs(objs) do
local ent = v:get_luaentity()
-- Don't forget actual hoppers
if ent and ent.name == "mcl_minecarts:hopper_minecart" then
local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(ent, 5)
if not inv then
mcl_log("No inv")
return false
end
local current_itemstack = ItemStack(self.itemstring)
mcl_log("inv. size: " .. ent._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, ent._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
self.object:get_luaentity().itemstring = ""
self.object:remove()
taken_items = true
break
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == ent._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
self.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end
end
end
local function push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water)
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return true
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return true
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return true
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return true
end
end
local function move_items_in_water (self, p, def, node, is_floating, is_in_water)
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return true
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return true
end
return false
end
minetest.register_entity(":__builtin:item", {
@ -621,17 +564,13 @@ minetest.register_entity(":__builtin:item", {
if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity()
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity
local x = math.random(5, max_vel) / 10 * v
local x = math.random(5, 10) / 10 * v
if math.random(0, 10) < 5 then x = -x end
local z = math.random(5, max_vel) / 10 * v
local z = math.random(5, 10) / 10 * v
if math.random(0, 10) < 5 then z = -z end
local y = math.random(1, 2)
local y = math.random(2, 4)
self.object:set_velocity(vector.new(x, y, z))
end
self.random_velocity = 0
@ -808,19 +747,11 @@ minetest.register_entity(":__builtin:item", {
if total_count > max_count then
return false
end
-- Merge the remote stack into this one
local self_pos = self.object:get_pos()
local pos = object:get_pos()
--local y = pos.y + ((total_count - count) / max_count) * 0.15
local x_diff = (self_pos.x - pos.x) / 2
local z_diff = (self_pos.z - pos.z) / 2
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
-- local pos = object:get_pos()
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
-- self.object:move_to(pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
@ -841,7 +772,6 @@ minetest.register_entity(":__builtin:item", {
self.object:set_acceleration(vector.zero())
return
end
self.age = self.age + dtime
if self._collector_timer then
self._collector_timer = self._collector_timer + dtime
@ -855,13 +785,19 @@ minetest.register_entity(":__builtin:item", {
-- otherwise there might have some data corruption.
if self.itemstring == "" then
minetest.log("warning",
"Item entity with empty itemstring found and being deleted at: " .. minetest.pos_to_string(self.object:get_pos()))
"Item entity with empty itemstring found at " .. minetest.pos_to_string(self.object:get_pos()) ..
"! Deleting it now.")
self._removed = true
self.object:remove()
return
end
local p = self.object:get_pos()
-- If hopper has taken item, it has gone, and no operations should be conducted on this item
if hopper_take_item(self, p) then
return
end
local node = minetest.get_node(p)
local in_unloaded = node.name == "ignore"
@ -871,9 +807,6 @@ minetest.register_entity(":__builtin:item", {
return
end
if self.is_clock then
self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
@ -909,12 +842,167 @@ minetest.register_entity(":__builtin:item", {
-- Destroy item in lava, fire or special nodes
local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
--Wait 2 seconds to allow mob drops to be cooked, & picked up instead of instantly destroyed.
if self.age > 2 and minetest.get_item_group(self.itemstring, "fire_immune") == 0 then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", { pos = self.object:get_pos(), gain = 0.5 })
end
self._removed = true
self.object:remove()
return
end
end
if nodes_destroy_items(self, moveresult, def, nn) then return end
-- Destroy item when it collides with a cactus
if moveresult and moveresult.collides then
for _, collision in pairs(moveresult.collisions) do
local pos = collision.node_pos
if collision.type == "node" and minetest.get_node(pos).name == "mcl_core:cactus" then
self._removed = true
self.object:remove()
return
end
end
end
if push_out_item_stuck_in_solid(self, dtime, p, def, is_in_water) then return end
-- Push item out when stuck inside solid opaque node
if not is_in_water and def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = (p.x % 1) - 0.5
local cz = (p.z % 1) - 0.5
local order = {}
if move_items_in_water (self, p, def, node, is_floating, is_in_water) then return end
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
if math.abs(cx) < math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o = 1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = vector.new(0, 1, 0)
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1]) / 2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3]) / 2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3]) / 2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return
end
-- Move item around on flowing liquids; add 'source' check to allow items to continue flowing a bit in the source block of flowing water.
if def and not is_floating and (def.liquidtype == "flowing" or def.liquidtype == "source") then
self._flowing = true
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.2
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
-- Swap to acceleration instead of a static speed to better mimic MC mechanics.
self.object:set_acceleration(vector.new(newv.x, -0.22, newv.z))
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return
end
if is_in_water and def.liquidtype == "source" then
local cur_vec = self.object:get_velocity()
-- apply some acceleration in the opposite direction so it doesn't slide forever
local vec = {
x = 0 - cur_vec.x * 0.9,
y = 3 - cur_vec.y * 0.9,
z = 0 - cur_vec.z * 0.9
}
self.object:set_acceleration(vec)
-- slow down the item in water
local vel = self.object:get_velocity()
if vel.y < 0 then
vel.y = vel.y * 0.9
end
self.object:set_velocity(vel)
if self.physical_state ~= false or self._flowing ~= true then
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
end
end
elseif self._flowing == true and not is_in_water and not is_floating then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node(vector.offset(p, 0, -0.5, 0)).name
@ -923,13 +1011,14 @@ minetest.register_entity(":__builtin:item", {
local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
if not minetest.registered_nodes[nn]
or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item" and obj.physical_state == false then
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end

View File

@ -11,14 +11,6 @@ mcl_minecarts.check_float_time = 15
dofile(mcl_minecarts.modpath.."/functions.lua")
dofile(mcl_minecarts.modpath.."/rails.lua")
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_minecarts", false)
local function mcl_log(message)
if LOGGING_ON then
mcl_util.mcl_log(message, "[Minecarts]", true)
end
end
local function detach_driver(self)
if not self._driver then
return
@ -59,134 +51,6 @@ end
local activate_normal_minecart = detach_driver
local function hopper_take_item(self, dtime)
local pos = self.object:get_pos()
if not pos then return end
if not self or self.name ~= "mcl_minecarts:hopper_minecart" then return end
if mcl_util.check_dtime_timer(self, dtime, "hoppermc_take", 0.15) then
--minetest.log("The check timer was triggered: " .. dump(pos) .. ", name:" .. self.name)
else
--minetest.log("The check timer was not triggered")
return
end
--mcl_log("self.itemstring: ".. self.itemstring)
local above_pos = vector.offset(pos, 0, 0.9, 0)
--mcl_log("self.itemstring: ".. minetest.pos_to_string(above_pos))
local objs = minetest.get_objects_inside_radius(above_pos, 1.25)
if objs then
mcl_log("there is an itemstring. Number of objs: ".. #objs)
for k, v in pairs(objs) do
local ent = v:get_luaentity()
if ent._removed or not ent.itemstring or ent.itemstring == "" then
--minetest.log("Ignore this item")
break
end
-- Don't forget actual hoppers
local taken_items = false
mcl_log("ent.name: " .. tostring(ent.name))
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
local inv = mcl_entity_invs.load_inv(self, 5)
if not inv then
mcl_log("No inv")
return false
end
local current_itemstack = ItemStack(ent.itemstring)
mcl_log("inv. size: " .. self._inv_size)
if inv:room_for_item("main", current_itemstack) then
mcl_log("Room")
inv:add_item("main", current_itemstack)
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
else
mcl_log("no Room")
end
if not taken_items then
local items_remaining = current_itemstack:get_count()
-- This will take part of a floating item stack if no slot can hold the full amount
for i = 1, self._inv_size, 1 do
local stack = inv:get_stack("main", i)
mcl_log("i: " .. tostring(i))
mcl_log("Items remaining: " .. items_remaining)
mcl_log("Name: " .. tostring(stack:get_name()))
if current_itemstack:get_name() == stack:get_name() then
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
local room_for = stack:get_stack_max() - stack:get_count()
mcl_log("Room for: " .. tostring(room_for))
if room_for == 0 then
-- Do nothing
mcl_log("No room")
elseif room_for < items_remaining then
mcl_log("We have more items remaining than space")
items_remaining = items_remaining - room_for
stack:set_count(stack:get_stack_max())
inv:set_stack("main", i, stack)
taken_items = true
else
local new_stack_size = stack:get_count() + items_remaining
stack:set_count(new_stack_size)
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
inv:set_stack("main", i, stack)
items_remaining = 0
ent.object:get_luaentity().itemstring = ""
ent.object:remove()
taken_items = true
break
end
mcl_log("Count: " .. tostring(stack:get_count()))
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
--mcl_log("Is it empty: " .. stack:to_string())
end
if i == self._inv_size and taken_items then
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
current_itemstack:set_count(items_remaining)
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
ent.itemstring = current_itemstack:to_string()
end
end
end
--Add in, and delete
if taken_items then
mcl_log("Saving")
mcl_entity_invs.save_inv(ent)
return taken_items
else
mcl_log("No need to save")
end
end
end
return false
end
-- Table for item-to-entity mapping. Keys: itemstring, Values: Corresponding entity ID
local entity_mapping = {}
@ -202,7 +66,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
on_rightclick = on_rightclick,
_driver = nil, -- player who sits in and controls the minecart (only for minecart!)
_passenger = nil, -- for mobs
_punched = false, -- used to re-send _velocity and position
_velocity = {x=0, y=0, z=0}, -- only used on punch
_start_pos = nil, -- Used to calculate distance for “On A Rail” achievement
@ -223,7 +86,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
local data = minetest.deserialize(staticdata)
if type(data) == "table" then
self._railtype = data._railtype
self._passenger = data._passenger
end
self.object:set_armor_groups({immortal=1})
@ -315,11 +177,7 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
cart.on_activate_by_rail = on_activate_by_rail
local passenger_attach_position = vector.new(0, -1.75, 0)
function cart:on_step(dtime)
hopper_take_item(self, dtime)
local ctrl, player = nil, nil
if self._driver then
player = minetest.get_player_by_name(self._driver)
@ -354,29 +212,6 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end
end
-- Grab mob
if math.random(1,20) > 15 and not self._passenger then
if self.name == "mcl_minecarts:minecart" then
local mobsnear = minetest.get_objects_inside_radius(self.object:get_pos(), 1.3)
for n=1, #mobsnear do
local mob = mobsnear[n]
if mob then
local entity = mob:get_luaentity()
if entity and entity.is_mob then
self._passenger = entity
mob:set_attach(self.object, "", passenger_attach_position, vector.zero())
break
end
end
end
end
elseif self._passenger then
local passenger_pos = self._passenger.object:get_pos()
if not passenger_pos then
self._passenger = nil
end
end
-- Drop minecart if it isn't on a rail anymore
if self._last_float_check >= mcl_minecarts.check_float_time then
pos = self.object:get_pos()
@ -401,8 +236,19 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
return
end
-- Do not drop minecart. It goes off the rails too frequently, and anyone using them for farms won't
-- notice and lose their iron and not bother. Not cool until fixed.
-- Drop items and remove cart entity
local pname = ""
if player then
pname = player:get_player_name()
end
if not minetest.is_creative_enabled(pname) then
for d=1, #drop do
minetest.add_item(self.object:get_pos(), drop[d])
end
end
self.object:remove()
return
end
self._last_float_check = 0
end

View File

@ -1,36 +0,0 @@
# textdomain: mcl_minecarts
Minecart=Minevogn
Minecarts can be used for a quick transportion on rails.=Minevogne kan bruges til hurtig transport på spor.
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Minevogne kan kun køre på spor, og følger dem altid. Ved et T-kryds uden en vej ligeud drejer de altid til venstre. Farten påvirkes af sportypen.
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Du kan placere minevogne på spor. Højre-klik for at stige ombord.
To obtain the minecart, punch it while holding down the sneak key.=For at at få minevognen i din oppakning.
A minecart with TNT is an explosive vehicle that travels on rail.=En minevogn med TNT as et eksplosivt fartøj som kører på spor.
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Placér den på spor. Slå den for at flytte den. TNTet bliver antændt med flint og stål eller når minevognen er på et aktiveringsspor.
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=For at få minevognen med TNT i din oppakning skal du slå den mens du holder snigeknappen nede. Du kan ikke gøre dette hvis TNTen er antændt.
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=En minevogn med ovn er et fartøj som kører på spor. Den kan køre af sig selv med brændstof.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placér den på spor. Hvis du putter kul i den vil ovnen brænde i lang tid, og minevognen vil køre af sig selv. Slå den for at sætte den i bevægelse.
To obtain the minecart and furnace, punch them while holding down the sneak key.=For at få minevognen med ovn i din oppakning skal du slå den mens du holder snigeknappen nede.
Minecart with Chest=Minevogn med kiste
Minecart with Furnace=Minevogn med ovn
Minecart with Command Block=Minevogn med kommandoblok
Minecart with Hopper=Minevogn med tragt
Minecart with TNT=Minevogn med TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placér dem på jorden for at bygge din jerbane. Sporene kobler sig automatisk sammen med hinanden og laver sving, T-kryds, kryds og skråninger efter behov.
Rail=Spor
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Spor kan bruges til at bygge jernbaner til minevogne. Normale spor sænker minevognene en smule på grund af friktionsmodstand.
Powered Rail=Strømspor
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Strømspor kan accelerere eller bremse minevogne.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Uden redstonekraft vil sporet bremse minevognen. For at accelerere minevognen skal den bruge redstoneskraft.
Activator Rail=Aktiveringsspor
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Aktiveringsspor bruges til at aktivere specielle minevogne.
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=For at få dette spor til at aktiere minevogne skal du give det redstonekraft og sende en minevogn over dette sporstykke.
Detector Rail=Detektorspor
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Spor kan bruges til at bygge jernbaner til minevogne. Et detektorspor kan opdage en minevogn som kører over det og give kraft til redstonemekanismer.
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=For at opdage en minevogn og give redstonekraft skal den forbindes til redstonestøv eller redstonemekanismer og send en hvilkensomhelst minevogn hen over sporet.
Track for minecarts=Spor til minevogne.
Speed up when powered, slow down when not powered=Accelerérer når der er strøm, sænk hastigheden når der ikke er strøm.
Activates minecarts when powered=Aktieverer minevogne når der er strøm.
Emits redstone power when a minecart is detected=Udsender redstonekraft når en minevogn bliver opdaget.
Vehicle for fast travel on rails=Fartøj til hurtig kørsel på spor.
Can be ignited by tools or powered activator rail=Kan antændes med værktøj eller et aktivatorspor med strøm.
Sneak to dismount=Snig for at stige af.

View File

@ -10,15 +10,15 @@ To obtain the minecart and TNT, punch them while holding down the sneak key. You
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=Une wagonnet avec un four est un véhicule qui se déplace sur rails. Il peut se propulser avec du carburant.
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placez-le sur des rails. Si vous lui donnez du charbon, le four commencera à brûler pendant longtemps et le wagonnet pourra se déplacer. Frappez-le pour le faire bouger.
To obtain the minecart and furnace, punch them while holding down the sneak key.=Pour obtenir le wagonnet et le four, frappez-les tout en maintenant la touche furtive enfoncée.
Minecart with Chest=Wagonnet avec coffre
Minecart with Furnace=Wagonnet avec four
Minecart with Command Block=Wagonnet avec bloc de commande
Minecart with Hopper=Wagonnet avec entonnoir
Minecart with Chest=Wagonnet avec Coffre
Minecart with Furnace=Wagonnet avec Four
Minecart with Command Block=Wagonnet avec Bloc de Commande
Minecart with Hopper=Wagonnet avec Entonoir
Minecart with TNT=Wagonnet avec TNT
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placez-les sur le sol pour construire votre chemin de fer, les rails se connecteront automatiquement les uns aux autres et se transformeront en courbes, en jonctions en T, en traversées et en pentes au besoin.
Rail=Rail
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails ralentissent légèrement les wagonnets en raison de la friction.
Powered Rail=Rail alimenté
Powered Rail=Rail allimenté
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Les rails peuvent être utilisés pour construire des voies de transport pour les wagonnets. Les rails motorisés sont capables d'accélérer et de freiner les wagonnets.
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Sans énergie de redstone, le rail freinera les wagonnets. Pour que ce rail accélère les minecarts, alimentez-le avec une source d'énergie redstone.
Activator Rail=Rail d'activation

View File

@ -5,18 +5,23 @@ local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
local PATHFINDING = "gowp"
local CRASH_WARN_FREQUENCY = 60
local LIFETIMER_DISTANCE = 47
-- Localize
local S = minetest.get_translator("mcl_mobs")
local DEVELOPMENT = minetest.settings:get_bool("mcl_development",false)
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_villager",false)
local function mcl_log (message)
if LOGGING_ON then
mcl_util.mcl_log (message, "[Mobs]", true)
end
end
-- Invisibility mod check
mcl_mobs.invis = {}
local remove_far = true
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local spawn_protected = minetest.settings:get_bool("mobs_spawn_protected") ~= false
local mobs_debug = minetest.settings:get_bool("mobs_debug", false) -- Shows helpful debug info above each mob
local spawn_logging = minetest.settings:get_bool("mcl_logging_mobs_spawn",true)
@ -33,6 +38,15 @@ if minetest.settings:get_bool("only_peaceful_mobs", false) then
end)
end
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
return minetest.registered_nodes[fallback]
end
function mob_class:update_tag() --update nametag and/or the debug box
local tag
if mobs_debug then
@ -61,27 +75,16 @@ function mob_class:update_tag() --update nametag and/or the debug box
})
end
function mob_class:jock_to(mob, reletive_pos, rot)
local pos = self.object:get_pos()
if not pos then return end
self.jockey = mob
local jock = minetest.add_entity(pos, mob)
if not jock then return end
jock:get_luaentity().docile_by_day = false
jock:get_luaentity().riden_by_jock = true
self.object:set_attach(jock, "", reletive_pos, rot)
end
function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do
self:remove_particlespawners(p:get_player_name())
end
-- remove mob when out of range unless tamed
if remove_far
and self:despawn_allowed()
and self.can_despawn
and self.remove_ok
and ((not self.nametag) or (self.nametag == ""))
and self.lifetimer <= 20 then
if spawn_logging then
minetest.log("action", "[mcl_mobs] Mob "..tostring(self.name).." despawns at "..minetest.pos_to_string(vector.round(self.object:get_pos())) .. " - out of range")
@ -90,6 +93,7 @@ function mob_class:get_staticdata()
return "remove"-- nil
end
self.remove_ok = true
self.attack = nil
self.following = nil
self.state = "stand"
@ -111,21 +115,6 @@ function mob_class:get_staticdata()
return minetest.serialize(tmp)
end
local function valid_texture(self, def_textures)
if not self.base_texture then
return false
end
if self.texture_selected then
if #def_textures < self.texture_selected then
self.texture_selected = nil
else
return true
end
end
return false
end
function mob_class:mob_activate(staticdata, def, dtime)
if not self.object:get_pos() or staticdata == "remove" then
mcl_burning.extinguish(self.object)
@ -148,20 +137,16 @@ function mob_class:mob_activate(staticdata, def, dtime)
end
--If textures in definition change, reload textures
if not valid_texture(self, def.textures) then
if not self.base_texture or (def.textures and table.indexof(def.textures, self.base_texture) == -1) then
-- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then
def.textures = {def.textures}
end
if not self.texture_selected then
local c = 1
if #def.textures > c then c = #def.textures end
self.texture_selected = math.random(c)
end
local c = 1
if #def.textures > c then c = #def.textures end
self.base_texture = def.textures[self.texture_selected]
self.base_texture = def.textures[math.random(c)]
self.base_mesh = def.mesh
self.base_size = self.visual_size
self.base_colbox = self.collisionbox
@ -283,13 +268,6 @@ function mob_class:mob_activate(staticdata, def, dtime)
self._current_animation = nil
self:set_animation( "stand")
if self.riden_by_jock then --- Keep this function before self.on_spawn() is run.
self.object:remove()
return
end
if self.on_spawn and not self.on_spawn_run then
if self.on_spawn(self) then
self.on_spawn_run = true
@ -306,9 +284,6 @@ function mob_class:mob_activate(staticdata, def, dtime)
self._run_armor_init = true
end
if def.after_activate then
def.after_activate(self, staticdata, def, dtime)
end
@ -316,33 +291,46 @@ end
-- execute current state (stand, walk, run, attacks)
-- returns true if mob has died
function mob_class:do_states(dtime, player_in_active_range)
function mob_class:do_states(dtime)
--if self.can_open_doors then check_doors(self) end
-- knockback timer. set in on_punch
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return
end
self:env_danger_movement_checks(player_in_active_range)
if self.state == PATHFINDING then
if self.state == "stand" then
self:do_states_stand()
elseif self.state == PATHFINDING then
self:check_gowp(dtime)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
-- runaway when punched
self:do_states_runaway()
elseif self.state == "attack" then
-- attack routines (explode, dogfight, shoot, dogshoot)
if self:do_states_attack(dtime) then
return true
end
else
if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then
if self.state == "stand" then
self:do_states_stand(player_in_active_range)
elseif self.state == "walk" then
self:do_states_walk()
elseif self.state == "runaway" then
self:do_states_runaway()
end
end
end
local function update_timers (self, dtime)
-- knockback timer. set in on_punch
if self.pause_timer > 0 then
self.pause_timer = self.pause_timer - dtime
return true
end
-- attack timer. Not anymore, it seems. Used for also occassionally processing mob step too!
self.timer = self.timer + dtime
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.timer < 1 then
return true
end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end
end
@ -370,8 +358,6 @@ function mob_class:outside_limits()
end
end
local function on_step_work (self, dtime)
local pos = self.object:get_pos()
if not pos then return end
@ -387,62 +373,71 @@ local function on_step_work (self, dtime)
end
if self:falling(pos) then return end
if self:step_damage (dtime, pos) then return end
self:check_suspend()
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
if self:env_damage (dtime, pos) then return end
if self.state == "die" then return end
-- End: Death/damage processing
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
self:check_water_flow()
self:env_danger_movement_checks (dtime)
if not self._jumping_cliff then
self._can_jump_cliff = self:can_jump_cliff()
else
self._can_jump_cliff = false
end
self:follow_flop() -- Mob following code.
self:flop()
self:set_animation_speed() -- set animation speed relative to velocity
self:check_smooth_rotation(dtime)
self:check_head_swivel(dtime)
if player_in_active_range then
self:set_animation_speed() -- set animation speed relative to velocity
self:check_head_swivel(dtime)
if mcl_util.check_dtime_timer(self, dtime, "onstep_engage", 0.2) then
self:check_follow()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
end
self:check_herd(dtime)
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
end
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then
if player_in_active_range then
self:check_item_pickup()
self:set_armor_texture()
self:step_opinion_sound(dtime)
end
self:check_breeding()
end
if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump()
self:check_runaway_from()
self:monster_attack()
self:npc_attack()
self:check_aggro(dtime)
self:check_particlespawners(dtime)
if self.do_custom and self.do_custom(self, dtime) == false then return end
if self:do_states(dtime, player_in_active_range) then return end
-- In certain circumstances, we abandon processing of certain functionality
local skip_processing = false
if update_timers(self, dtime) then
skip_processing = true
end
if not skip_processing then
self:check_breeding()
self:check_item_pickup()
self:set_armor_texture()
self:check_particlespawners(dtime)
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
if self:do_states(dtime) then return end
end
if mobs_debug then self:update_tag() end
@ -453,17 +448,9 @@ end
local last_crash_warn_time = 0
local function log_error (stack_trace, info, info2)
minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
minetest.log("action", "Error: " .. stack_trace)
minetest.log("action", "Bug info: " .. info)
if info2 then
minetest.log("action", "Bug info additional: " .. info2)
end
minetest.log("action", "--- Bug report end ---")
end
local on_step_error_handler = function ()
local info = debug.getinfo(1, "SnlufL")
local function warn_user_error ()
local current_time = os.time()
local time_since_warning = current_time - last_crash_warn_time
@ -475,48 +462,27 @@ local function warn_user_error ()
last_crash_warn_time = current_time
minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)")
end
minetest.log("action", "--- Bug report start (please provide a few lines before this also for context) ---")
minetest.log("action", "Stack trace: ".. tostring(debug.traceback()))
minetest.log("action", "Bug info: ".. dump(info))
minetest.log("action", "--- Bug report end ---")
end
local on_step_error_handler = function ()
warn_user_error ()
local info = debug.getinfo(1, "SnlufL")
log_error(tostring(debug.traceback()), dump(info))
end
-- main mob function
function mob_class:on_step(dtime)
if not DEVELOPMENT then
-- Removed as bundled Lua (5.1 doesn't support xpcall)
--local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
local status, retVal = pcall(on_step_work, self, dtime)
if status then
return retVal
else
warn_user_error ()
local pos = self.object:get_pos()
if pos then
local node = minetest.get_node(pos)
if node and node.name == "ignore" then
minetest.log("warning", "Pos is ignored: " .. dump(pos))
end
end
log_error (dump(retVal), dump(pos), dump(self))
end
else
return on_step_work (self, dtime)
local status, retVal = xpcall(on_step_work, on_step_error_handler, self, dtime)
if status then
return retVal
end
end
local timer = 0
local function update_lifetimer(dtime)
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer < 1 then return end
for _, player in pairs(minetest.get_connected_players()) do
local pos = player:get_pos()
for _, obj in pairs(minetest.get_objects_inside_radius(pos, LIFETIMER_DISTANCE)) do
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 47)) do
local lua = obj:get_luaentity()
if lua and lua.is_mob then
lua.lifetimer = math.max(20, lua.lifetimer)
@ -525,125 +491,22 @@ local function update_lifetimer(dtime)
end
end
timer = 0
end
minetest.register_globalstep(function(dtime)
update_lifetimer(dtime)
end)
minetest.register_chatcommand("clearmobs", {
privs = { maphack = true },
params = "[all|monster|passive|<mob name> [<range>|nametagged|tamed]]",
description = S("Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player."),
func = function(player, param)
local default = false
if not param or param == "" then
default = true
minetest.chat_send_player(player,
S("Default usage. Clearing hostile mobs. For more options please type: /help clearmobs"))
end
local mob, unsafe = param:match("^([%w]+)[ ]?([%w%d]*)$")
local all = false
local nametagged = false
local tamed = false
local mob_name, mob_type, range
-- Param 1 resolve
if mob and mob ~= "" then
if mob == "all" then
all = true
elseif mob == "passive" or mob == "monster" then
mob_type = mob
elseif mob then
mob_name = mob
end
--minetest.log ("mob: [" .. mob .. "]")
else
--minetest.log("No valid first param")
if default then
--minetest.log("Use default")
mob_type = "monster"
end
--return
end
-- Param 2 resolve
if unsafe and unsafe ~= "" then
--minetest.log ("unsafe: [" .. unsafe .. "]")
if unsafe == "nametagged" then
nametagged = true
elseif unsafe == "tamed" then
tamed = true
end
local num = tonumber(unsafe)
if num then range = num end
end
local p = minetest.get_player_by_name(player)
minetest.register_chatcommand("clearmobs",{
privs={maphack=true},
params = "<all>|<nametagged>|<range>",
description=S("Removes all spawned mobs except nametagged and tamed ones. all removes all mobs, nametagged only nametagged ones and with the range paramter all mobs in a distance of the current player are removed."),
func=function(n,param)
local p = minetest.get_player_by_name(n)
local num=tonumber(param)
for _,o in pairs(minetest.luaentities) do
if o and o.is_mob then
local mob_match = false
if all then
--minetest.log("Match - All mobs specified")
mob_match = true
elseif mob_type then
--minetest.log("Match - o.type: ".. tostring(o.type))
--minetest.log("mob_type: ".. tostring(mob_type))
if mob_type == "monster" and o.type == mob_type then
--minetest.log("Match - monster")
mob_match = true
elseif mob_type == "passive" and o.type ~= "monster" and o.type ~= "npc" then
--minetest.log("Match - passive")
mob_match = true
else
--minetest.log("No match for type.")
end
elseif mob_name and (o.name == mob_name or string.find(o.name, mob_name)) then
--minetest.log("Match - mob_name = ".. tostring(o.name))
mob_match = true
else
--minetest.log("No match - o.type = ".. tostring(o.type))
--minetest.log("No match - mob_name = ".. tostring(o.name))
--minetest.log("No match - mob_type = ".. tostring(mob_name))
end
if mob_match then
local in_range = true
if (not range or range <= 0 ) then
in_range = true
else
if ( vector.distance(p:get_pos(),o.object:get_pos()) <= range ) then
in_range = true
else
--minetest.log("Out of range")
in_range = false
end
end
--minetest.log("o.nametag: ".. tostring(o.nametag))
if nametagged then
if o.nametag then
--minetest.log("Namedtagged and it has a name tag. Kill it")
o.object:remove()
end
elseif tamed then
if o.tamed then
--minetest.log("Tamed. Kill it")
o.object:remove()
end
elseif in_range and (not o.nametag or o.nametag == "") and not o.tamed then
--minetest.log("No nametag or tamed. Kill it")
o.object:remove()
end
if o.is_mob then
if param == "all" or
( param == "nametagged" and o.nametag ) or
( param == "" and ( not o.nametag or o.nametag == "" ) and not o.tamed ) or
( num and num > 0 and vector.distance(p:get_pos(),o.object:get_pos()) <= num ) then
o.object:remove()
end
end
end

View File

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

View File

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

View File

@ -10,8 +10,6 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan
local function atan(x)
if not x or x ~= x then
@ -331,7 +329,10 @@ end
-- find someone to attack
function mob_class:monster_attack()
if not damage_enabled or self.passive ~= false or self.state == "attack" or self:day_docile() then
if not damage_enabled
or self.passive ~= false
or self.state == "attack"
or self:day_docile() then
return
end
@ -340,10 +341,8 @@ function mob_class:monster_attack()
local player, obj, min_player
local type, name = "", ""
local min_dist = self.view_range + 1
local blacklist_attack = {}
local objs = minetest.get_objects_inside_radius(s, self.view_range)
local blacklist_attack = {}
for n = 1, #objs do
if not objs[n]:is_player() then
@ -360,29 +359,32 @@ function mob_class:monster_attack()
end
for n = 1, #objs do
if objs[n]:is_player() then
if mcl_mobs.invis[ objs[n]:get_player_name() ] or (not self:object_in_range(objs[n])) then
type = ""
elseif (self.type == "monster" or self._aggro) then
-- self.aggro made player be attacked by npc again if out of range then back in again
-- Does it serve a purpose other than that?
player = objs[n]
type = "player"
name = "player"
end
else
obj = objs[n]:get_luaentity()
if obj then
player = obj.object
type = obj.type
name = obj.name or ""
end
end
-- find specific mob to attack, failing that attack player/npc/animal
if specific_attack(self.specific_attack, name)
and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true)) then
and (type == "player" or ( type == "npc" and self.attack_npcs )
or (type == "animal" and self.attack_animals == true)) then
p = player:get_pos()
sp = s
@ -398,10 +400,10 @@ function mob_class:monster_attack()
attacked_p = true
end
end
-- choose closest player to attack
local line_of_sight = self:line_of_sight( sp, p, 2) == true
if dist < min_dist and not attacked_p and line_of_sight then
if dist < min_dist
and not attacked_p
and self:line_of_sight( sp, p, 2) == true then
min_dist = dist
min_player = player
end
@ -432,9 +434,11 @@ function mob_class:npc_attack()
local objs = minetest.get_objects_inside_radius(s, self.view_range)
for n = 1, #objs do
obj = objs[n]:get_luaentity()
if obj and obj.type == "monster" then
p = obj.object:get_pos()
sp = s
@ -444,7 +448,8 @@ function mob_class:npc_attack()
p.y = p.y + 1
sp.y = sp.y + 1
if dist < min_dist and self:line_of_sight( sp, p, 2) == true then
if dist < min_dist
and self:line_of_sight( sp, p, 2) == true then
min_dist = dist
min_player = obj.object
end
@ -791,57 +796,23 @@ end
function mob_class:check_aggro(dtime)
if not self._aggro or not self.attack then return end
if not self._check_aggro_timer then
if not self._check_aggro_timer or self._check_aggro_timer > 5 then
self._check_aggro_timer = 0
end
if self._check_aggro_timer > 5 then
self._check_aggro_timer = 0
if self.attack then
-- TODO consider removing this in favour of what is done in do_states_attack
-- Attack is dropped in do_states_attack if out of range, so won't even trigger here
-- I do not think this code does anything. Are mobs still loaded in at 128?
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
self._aggro = nil
self.attack = nil
self.state = "stand"
end
if not self.attack:get_pos() or vector.distance(self.attack:get_pos(),self.object:get_pos()) > 128 then
self._aggro = nil
self.attack = nil
self.state = "stand"
end
end
self._check_aggro_timer = self._check_aggro_timer + dtime
end
local function clear_aggro(self)
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
end
function mob_class:do_states_attack (dtime)
self.timer = self.timer + dtime
if self.timer > 100 then
self.timer = 1
end
local yaw = self.object:get_yaw() or 0
local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos() or s
local yaw = self.object:get_yaw() or 0
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
@ -849,24 +820,16 @@ function mob_class:do_states_attack (dtime)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
clear_aggro(self)
return
end
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
local target_line_of_sight = self:line_of_sight(s, p, 2)
if not target_line_of_sight then
if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost
if time_since_seen > TIME_TO_FORGET_TARGET then
self.target_time_lost = nil
clear_aggro(self)
return
end
else
self.target_time_lost = os.time()
end
else
self.target_time_lost = nil
return
end
-- calculate distance from mob and enemy
@ -874,27 +837,36 @@ function mob_class:do_states_attack (dtime)
if self.attack_type == "explode" then
if target_line_of_sight then
local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
end
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start and dist <= self.reach and target_line_of_sight then
if not self.v_start
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset and self.v_start
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
@ -903,10 +875,10 @@ function mob_class:do_states_attack (dtime)
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
self:set_velocity(0)
if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity( 0)
else
self:set_velocity(self.run_velocity)
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
@ -916,20 +888,25 @@ function mob_class:do_states_attack (dtime)
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
@ -1043,45 +1020,54 @@ function mob_class:do_states_attack (dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if enable_pathfinding and self.pathfinding then
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity(self.walk_velocity)
self:set_velocity( self.walk_velocity)
else
self:set_velocity(self.run_velocity)
self:set_velocity( self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation("run")
self:set_animation( "run")
else
self:set_animation("walk")
self:set_animation( "walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
local attack_frequency = self.attack_frequency or 1
if not self.custom_attack then
if self.timer > attack_frequency then
self.timer = 0
if self.timer > 1 then
if not self.custom_attack then
if self.double_melee_attack and math.random(1, 2) == 1 then
self:set_animation("punch2")
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else
self:set_animation("punch")
self:set_animation( "punch")
end
local p2 = p
@ -1091,6 +1077,8 @@ function mob_class:do_states_attack (dtime)
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack")
-- punch player (or what player is attached to)
@ -1103,7 +1091,13 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage}
}, nil)
end
else
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
self.custom_attack(self, p)
end
end
@ -1129,7 +1123,7 @@ function mob_class:do_states_attack (dtime)
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.zero()
local stay_away_from_player = vector.new(0,0,0)
--strafe back and fourth
@ -1146,13 +1140,7 @@ function mob_class:do_states_attack (dtime)
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
else
self:set_velocity( 0)
end

View File

@ -4,8 +4,6 @@ local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end
@ -138,19 +136,6 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
end
end
function mob_class:step_opinion_sound(dtime)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
end
function mob_class:add_texture_mod(mod)
local full_mod = ""
local already_added = false
@ -256,20 +241,16 @@ function mob_class:set_animation(anim, fixed_frame)
if not self.animation or not anim then
return
end
if self.jockey and self.object:get_attach() then
anim = "jockey"
elseif not self.object:get_attach() then
self.jockey = nil
end
if self.state == "die" and anim ~= "die" and anim ~= "stand" then
return
end
if self.jockey then
anim = "jockey"
end
if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or ""
@ -308,7 +289,7 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz)
end
local function who_are_you_looking_at (self, dtime)
local function who_are_you_looking_at (self)
local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity)
@ -316,26 +297,20 @@ local function who_are_you_looking_at (self, dtime)
local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack then
if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
if self.attack or self.following then
self._locked_object = self.attack or self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end
elseif not self._locked_object then
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
if math.random(1, 30) then
--minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 150/self.curiosity
local chance = 20/self.curiosity
if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance)
@ -366,10 +341,9 @@ end
function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self)
who_are_you_looking_at (self, dtime)
local final_rotation = vector.zero()
local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
@ -381,34 +355,33 @@ function mob_class:check_head_swivel(dtime)
_locked_object_eye_height = self._locked_object:get_properties().eye_height
end
if _locked_object_eye_height then
local self_rot = self.object:get_rotation()
-- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
if self.object:get_attach() then
self_rot = self.object:get_attach():get_rotation()
end
local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
if self.rot then
local player_pos = self._locked_object:get_pos()
local direction_player = vector.direction(vector.add(self.object:get_pos(), vector.new(0, self.head_eye_height*.7, 0)), vector.add(player_pos, vector.new(0, _locked_object_eye_height, 0)))
local mob_yaw = math.deg(-(-(self_rot.y)-(-minetest.dir_to_yaw(direction_player))))+self.head_yaw_offset
local mob_pitch = math.deg(-dir_to_pitch(direction_player))*self.head_pitch_multiplier
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
final_rotation = vector.multiply(oldr, 0.9)
elseif self.attack and self.state == "attack" and not self.runaway then
if self.head_yaw == "y" then
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
end
if (mob_yaw < -60 or mob_yaw > 60) and not (self.attack and self.state == "attack" and not self.runaway) then
final_rotation = vector.multiply(oldr, 0.9)
elseif self.attack and self.state == "attack" and not self.runaway then
if self.head_yaw == "y" then
final_rotation = vector.new(mob_pitch, mob_yaw, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(mob_pitch, 0, -mob_yaw)
end
else
else
if self.head_yaw == "y" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
if self.head_yaw == "y" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, ((mob_yaw-oldr.y)*.3)+oldr.y, 0)
elseif self.head_yaw == "z" then
final_rotation = vector.new(((mob_pitch-oldr.x)*.3)+oldr.x, 0, -(((mob_yaw-oldr.y)*.3)+oldr.y)*3)
end
end
end
end

View File

@ -154,7 +154,6 @@ function mcl_mobs.register_mob(name, def)
description = def.description,
type = def.type,
attack_type = def.attack_type,
attack_frequency = def.attack_frequency,
fly = def.fly or false,
fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
@ -217,7 +216,6 @@ function mcl_mobs.register_mob(name, def)
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
on_replace = def.on_replace,
replace_delay = def.replace_delay or 0,
timer = 0,
env_damage_timer = 0,
tamed = false,
@ -491,7 +489,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function?
local under = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[under.name]
@ -499,11 +497,14 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
return def.on_rightclick(pointed_thing.under, under, placer, itemstack)
end
if pos and within_limits(pos, 0) and not minetest.is_protected(pos, placer:get_player_name()) then
if pos
and within_limits(pos, 0)
and not minetest.is_protected(pos, placer:get_player_name()) then
local name = placer:get_player_name()
local privs = minetest.get_player_privs(name)
local dim = mcl_worlds.pos_to_dimension(placer:get_pos())
local mob_light_lvl = {mcl_mobs:mob_light_lvl(itemstack:get_name(),dim)}
if under.name == "mcl_mobspawners:spawner" then
if minetest.is_protected(pointed_thing.under, name) then
minetest.record_protection_violation(pointed_thing.under, name)
@ -513,13 +514,6 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
minetest.chat_send_player(name, S("You need the “maphack” privilege to change the mob spawner."))
return itemstack
end
local dim = mcl_worlds.pos_to_dimension(placer:get_pos())
local mob_light_lvl = {mcl_mobs:mob_light_lvl(itemstack:get_name(),dim)}
--minetest.log("min light: " .. mob_light_lvl[1])
--minetest.log("max light: " .. mob_light_lvl[2])
mcl_mobspawners.setup_spawner(pointed_thing.under, itemstack:get_name(), mob_light_lvl[1], mob_light_lvl[2])
if not minetest.is_creative_enabled(name) then
itemstack:take_item()
@ -558,7 +552,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
ent:update_tag()
update_tag(ent)
end
-- if not in creative then take item

View File

@ -1,11 +0,0 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Fredelig tilstand aktiveret! Ingen monstre vil spawne.
This allows you to place a single mob.=Dette gør dig i stand til at placere et enkelt monster.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Placér det blot der hvor du ønsker, at monsteret skal komme. Dyr vil spawne tamme, medmindre du holder snige-knappen nede mens du placerer dem. Hvis du placerer denne på et monsterspawn, ændrer du hvilket monster det spawner.
You need the “maphack” privilege to change the mob spawner.=Du skal have "maphack" privilegier for at ændre monsterspawneren.
Name Tag=Navneskilt
A name tag is an item to name a mob.=Et navneskilt bruges til at navngive et monster.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Før du bruger navneskiltet, skal du vælge navnet ved en ambolt. Derefter kan du bruge navneskiltet til at navngive et monster. Dette opbruger navneskiltet.
Only peaceful mobs allowed!=Kun fredelige monstre er tilladt!
Give names to mobs=Giv navne til monstre
Set name at anvil=Vælg navn ved en ambolt.

View File

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

View File

@ -1,11 +1,11 @@
# textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Чудовища не будут появляться.
This allows you to place a single mob.=Позволяет вам породить одно существо.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Просто нажмите на блок, где хотите, чтобы появилось существо. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если использовать на порождателе, тогда существо будет изменено.
You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией «maphack», чтобы изменить порождатель существ.
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут появляться.
This allows you to place a single mob.=Позволяет вам разместить одного моба.
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Просто поместите это туда, где хотите, чтобы появился моб. Животные будут появляться уже прирученные, если это не нужно, удерживайте клавишу [Красться] при размещении. Если поместить это на спаунер, появляющийся из него моб будет изменён.
You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией “maphack”, чтобы изменить спаунер моба.
Name Tag=Именная бирка
A name tag is an item to name a mob.=Именная бирка — это предмет, чтобы дать существу имя.
A name tag is an item to name a mob.=Именная бирка это предмет, чтобы дать мобу имя.
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Прежде чем использовать именную бирку, нужно задать имя на наковальне. Тогда вы сможете использовать бирку, чтобы дать имя мобу.
Only peaceful mobs allowed!=Разрешены только мирные существа!
Give names to mobs=Даёт имена существам
Only peaceful mobs allowed!=Разрешены только мирные мобы!
Give names to mobs=Даёт имена мобам
Set name at anvil=Задайте имя при помощи наковальни

View File

@ -9,5 +9,3 @@ Before you use the name tag, you need to set a name at an anvil. Then you can us
Only peaceful mobs allowed!=
Give names to mobs=
Set name at anvil=
Removes specified mobs except nametagged and tamed ones. For the second parameter, use nametagged/tamed to select only nametagged/tamed mobs, or a range to specify a maximum distance from the player.=
Default usage. Clearing hostile mobs. For more options please type: /help clearmobs=

View File

@ -2,4 +2,4 @@ name = mcl_mobs
author = PilzAdam
description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_particles
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience

View File

@ -3,13 +3,13 @@ local mob_class = mcl_mobs.mob_class
local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5
local CHECK_HERD_FREQUENCY = 4
local PATHFINDING = "gowp"
local node_ice = "mcl_core:ice"
local node_snowblock = "mcl_core:snowblock"
local node_snow = "mcl_core:snow"
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local atann = math.atan
@ -21,19 +21,14 @@ local function atan(x)
end
end
local registered_fallback_node = minetest.registered_nodes[mcl_mobs.fallback_node]
-- get node but use fallback for nil or unknown
local node_ok = function(pos, fallback)
fallback = fallback or mcl_mobs.fallback_node
local node = minetest.get_node_or_nil(pos)
if node and minetest.registered_nodes[node.name] then
return node
end
if fallback then
return minetest.registered_nodes[fallback]
else
return registered_fallback_node
end
return minetest.registered_nodes[fallback]
end
-- Returns true is node can deal damage to self
@ -206,21 +201,19 @@ end
-- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger()
if self.fear_height == 0 or self._jumping_cliff or self._can_jump_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
if self.fear_height == 0 or self:can_jump_cliff() or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false
end
local yaw = self.object:get_yaw()
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)
local pos = self.object:get_pos()
local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight(
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
vector.new(pos.x + dir_x, ypos - self.fear_height, pos.z + dir_z))
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - self.fear_height, z = pos.z + dir_z})
if free_fall then
return true
else
@ -242,15 +235,7 @@ end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger()
if self.water_damage == 0 and self.breath_max == -1 then
--minetest.log("Do not need a water check for: " .. self.name)
return
end
local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)
if in_water_danger then return false end -- If you're in trouble, do not stop
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
if not self.object:get_luaentity() or self:can_jump_cliff() or self._jumping_cliff then
return false
end
local yaw = self.object:get_yaw()
@ -265,57 +250,54 @@ function mob_class:is_at_water_danger()
local ypos = pos.y + self.collisionbox[2] -- just above floor
local los, blocker = minetest.line_of_sight(
vector.new(pos.x + dir_x, ypos, pos.z + dir_z),
vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z))
if not los then
local free_fall, blocker = minetest.line_of_sight(
{x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
{x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
if free_fall then
return true
else
local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name)
if waterdanger and not in_water_danger then
if
waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard( self.standing_on)) then
return false
elseif waterdanger and (self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on)) == false then
return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end
end
return false
end
function mob_class:env_danger_movement_checks(player_in_active_range)
function mob_class:env_danger_movement_checks(dtime)
local yaw = 0
if not player_in_active_range then return end
if self.state == PATHFINDING
or self.state == "attack"
or self.state == "stand"
or self.state == "runaway" then
return
end
if self:is_at_water_danger() then
--minetest.log("At water danger for mob, stop?: " .. self.name)
if math.random(1, 10) <= 7 then
if self.state ~= "stand" then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
end
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
return
end
end
--[[if self:is_at_cliff_or_danger(can_jump_cliff) then
if self.state ~= "stand" then
if self:is_at_water_danger() and self.state ~= "attack" then
if math.random(1, 10) <= 6 then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end
else
-- This code should probably be moved to movement code
if self.move_in_group ~= false then
self:check_herd(dtime)
end
end
if self:is_at_cliff_or_danger() then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
end--]]
end
end
-- jump if facing a solid node (not fences or gates)
@ -355,11 +337,9 @@ function mob_class:do_jump()
jump_c_multiplier = v2/self.walk_velocity/2
end
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
-- where is front
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.z
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
-- what is in front of mob?
nod = node_ok({
@ -388,7 +368,7 @@ function mob_class:do_jump()
end
local ndef = minetest.registered_nodes[nod.name]
if self.walk_chance == 0 or ndef and ndef.walkable or self._can_jump_cliff then
if self.walk_chance == 0 or ndef and ndef.walkable or self:can_jump_cliff() then
if minetest.get_item_group(nod.name, "fence") == 0
and minetest.get_item_group(nod.name, "fence_gate") == 0
@ -398,7 +378,7 @@ function mob_class:do_jump()
v.y = self.jump_height + 0.1 * 3
if self._can_jump_cliff then
if self:can_jump_cliff() then
v=vector.multiply(v, vector.new(2.8,1,2.8))
end
@ -482,7 +462,6 @@ end
-- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace_node(pos)
if not self.replace_rate
or not self.replace_what
or self.child == true
@ -513,21 +492,18 @@ function mob_class:replace_node(pos)
local oldnode = {name = what, param2 = node.param2}
local newnode = {name = with, param2 = node.param2}
local on_replace_return = false
local on_replace_return
if self.on_replace then
on_replace_return = self.on_replace(self, pos, oldnode, newnode)
end
if on_replace_return ~= false then
if mobs_griefing then
minetest.after(self.replace_delay, function()
if self and self.object and self.object:get_velocity() and self.health > 0 then
minetest.set_node(pos, newnode)
end
end)
minetest.set_node(pos, newnode)
end
end
end
end
@ -637,52 +613,76 @@ function mob_class:check_runaway_from()
end
-- follow player if owner or holding item
function mob_class:check_follow()
-- follow player if owner or holding item, if fish outta water then flop
function mob_class:follow_flop()
-- find player to follow
if (self.follow ~= "" or self.order == "follow") and not self.following
if (self.follow ~= ""
or self.order == "follow")
and not self.following
and self.state ~= "attack"
and self.order ~= "sit"
and self.state ~= "runaway" then
local s = self.object:get_pos()
local players = minetest.get_connected_players()
for n = 1, #players do
if (self:object_in_range(players[n])) and not mcl_mobs.invis[ players[n]:get_player_name() ] then
if (self:object_in_range(players[n]))
and not mcl_mobs.invis[ players[n]:get_player_name() ] then
self.following = players[n]
break
end
end
end
if self.type == "npc" and self.order == "follow"
and self.state ~= "attack" and self.order ~= "sit" and self.owner ~= "" then
if self.type == "npc"
and self.order == "follow"
and self.state ~= "attack"
and self.order ~= "sit"
and self.owner ~= "" then
if self.following and self.owner and self.owner ~= self.following:get_player_name() then
-- npc stop following player if not owner
if self.following
and self.owner
and self.owner ~= self.following:get_player_name() then
self.following = nil
end
else
-- stop following player if not holding specific item,
-- mob is horny, fleeing or attacking
if self.following and self.following:is_player()
and (self:follow_holding(self.following) == false or self.horny or self.state == "runaway") then
if self.following
and self.following:is_player()
and (self:follow_holding(self.following) == false or
self.horny or self.state == "runaway") then
self.following = nil
end
end
-- follow that thing
if self.following then
local s = self.object:get_pos()
local s = self.object:get_pos()
local p
if self.following:is_player() then
p = self.following:get_pos()
elseif self.following.object then
p = self.following.object:get_pos()
end
if p then
local dist = vector.distance(p, s)
-- dont follow if out of range
if (not self:object_in_range(self.following)) then
self.following = nil
else
@ -692,12 +692,17 @@ function mob_class:check_follow()
}
local yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
self:set_yaw( yaw, 2.35)
-- anyone but standing npc's can move along
if dist > 3 and self.order ~= "stand" then
if dist > 3
and self.order ~= "stand" then
self:set_velocity(self.follow_velocity)
if self.walk_chance ~= 0 then
self:set_animation( "run")
end
@ -705,18 +710,17 @@ function mob_class:check_follow()
self:set_velocity(0)
self:set_animation( "stand")
end
return
end
end
end
end
function mob_class:flop()
-- swimmers flop when out of their element, and swim again when back in
if self.fly then
local s = self.object:get_pos()
if self:flight_check( s) == false then
if self:flight_check(s) == false then
self.state = "flop"
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
@ -735,10 +739,11 @@ function mob_class:flop()
end
self:set_animation( "stand", true)
return
elseif self.state == "flop" then
self.state = "stand"
self.object:set_acceleration(vector.zero())
self.object:set_acceleration({x = 0, y = 0, z = 0})
self:set_velocity(0)
end
end
@ -765,12 +770,9 @@ end
local check_herd_timer = 0
function mob_class:check_herd(dtime)
local pos = self.object:get_pos()
if not pos or self.state == "attack" then return end
-- Does any mob not move in group. Weird check for something not set?
if self.move_in_group == false then return end
if not pos then return end
check_herd_timer = check_herd_timer + dtime
if check_herd_timer < CHECK_HERD_FREQUENCY then return end
if check_herd_timer < 4 then return end
check_herd_timer = 0
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
local l = o:get_luaentity()
@ -901,7 +903,7 @@ function mob_class:do_states_walk()
end
end
function mob_class:do_states_stand(player_in_active_range)
function mob_class:do_states_stand()
local yaw = self.object:get_yaw() or 0
if math.random(1, 4) == 1 then
@ -945,16 +947,14 @@ function mob_class:do_states_stand(player_in_active_range)
if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else
if player_in_active_range then
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
if self.walk_chance ~= 0
and self.facing_fence ~= true
and math.random(1, 100) <= self.walk_chance
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
self:set_velocity(self.walk_velocity)
self.state = "walk"
self:set_animation( "walk")
end
end
end

View File

@ -184,7 +184,7 @@ function mob_class:collision()
end
function mob_class:check_death_and_slow_mob()
local d = 0.7
local d = 0.85
local dying = self:check_dying()
if dying then d = 0.92 end
@ -198,8 +198,6 @@ end
-- move mob in facing direction
function mob_class:set_velocity(v)
if not v then return end
local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction
@ -209,15 +207,18 @@ function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay
if self.order == "stand" or self.order == "sit" then
self.acc = vector.zero()
return
self.acc=vector.new(0,0,0)
return
end
local yaw = (self.object:get_yaw() or 0) + self.rotate
local vv = self.object:get_velocity()
if vv and yaw then
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
if vv then
self.acc={
x = ((math.sin(yaw) * -v) + c_x)*.27,
y = 0,
z = ((math.cos(yaw) * v) + c_y)*.27,
}
end
end
@ -327,9 +328,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
end
if math.deg(yaw) > 360 then
yaw=math.rad(math.deg(yaw)%360)
yaw=yaw%360
elseif math.deg(yaw) < 0 then
yaw=math.rad(((360*5)-math.deg(yaw))%360)
yaw=((360*5)-yaw)%360
end
--calculate the shortest way to turn to find our target
@ -353,7 +354,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
ddtime = dtime
end
if math.abs(target_shortest_path_nums) > 10 then
if math.abs(target_shortest_path_nums) > 5 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
@ -487,21 +488,9 @@ function mob_class:check_for_death(cause, cmi_cause)
self:item_drop(cooked, looting)
if ((not self.child) or self.type ~= "animal") and (minetest.get_us_time() - self.xp_timestamp <= math.huge) then
local pos = self.object:get_pos()
local xp_amount = math.random(self.xp_min, self.xp_max)
if not mcl_sculk.handle_death(pos, xp_amount) then
--minetest.log("Xp not thrown")
if minetest.is_creative_enabled("") ~= true then
mcl_experience.throw_xp(pos, xp_amount)
end
else
--minetest.log("xp thrown")
end
mcl_experience.throw_xp(self.object:get_pos(), math.random(self.xp_min, self.xp_max))
end
end
end
-- execute custom death function
@ -521,12 +510,6 @@ function mob_class:check_for_death(cause, cmi_cause)
end
end
if self.jockey or self.riden_by_jock then
self.riden_by_jock = nil
self.jockey = nil
end
local collisionbox
if self.collisionbox then
collisionbox = table.copy(self.collisionbox)
@ -633,34 +616,24 @@ function mob_class:do_env_damage()
return true
end
local node = minetest.get_node(pos)
if node then
if node.name ~= "ignore" then
-- put below code in this block if we can prove that unloaded maps are causing crash.
-- it should warn then error
else
--minetest.log("warning", "Pos is ignored: " .. dump(pos))
local sunlight = minetest.get_natural_light(pos, self.time_of_day)
-- bright light harms mob
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then
return true
end
local sunlight = mcl_util.get_natural_light(pos, self.time_of_day)
if self.light_damage ~= 0 and (sunlight or 0) > 12 then
if self:deal_light_damage(pos, self.light_damage) then
end
local _, dim = mcl_worlds.y_to_layer(pos.y)
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
if self.ignited_by_sunlight then
mcl_burning.set_on_fire(self.object, 10)
else
self:deal_light_damage(pos, self.sunlight_damage)
return true
end
end
local _, dim = mcl_worlds.y_to_layer(pos.y)
if (self.sunlight_damage ~= 0 or self.ignited_by_sunlight) and (sunlight or 0) >= minetest.LIGHT_MAX and dim == "overworld" then
if self.armor_list and not self.armor_list.helmet or not self.armor_list or self.armor_list and self.armor_list.helmet and self.armor_list.helmet == "" then
if self.ignited_by_sunlight then
mcl_burning.set_on_fire(self.object, 10)
else
self:deal_light_damage(pos, self.sunlight_damage)
return true
end
end
end
end
local y_level = self.collisionbox[2]
@ -820,19 +793,11 @@ function mob_class:do_env_damage()
return self:check_for_death("unknown", {type = "unknown"})
end
function mob_class:step_damage (dtime, pos)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
function mob_class:env_damage (dtime, pos)
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if self.env_damage_timer > 1 then
self.env_damage_timer = 0
@ -911,36 +876,47 @@ function mob_class:falling(pos)
-- floating in water (or falling)
local v = self.object:get_velocity()
if v then
local new_acceleration
if v.y > 0 then
-- apply gravity when moving up
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
self.object:set_acceleration({
x = 0,
y = DEFAULT_FALL_SPEED,
z = 0
})
elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed
new_acceleration = vector.new(0, self.fall_speed, 0)
self.object:set_acceleration({
x = 0,
y = self.fall_speed,
z = 0
})
else
-- stop accelerating once max fall speed hit
new_acceleration =vector.zero()
self.object:set_acceleration({x = 0, y = 0, z = 0})
end
self.object:set_acceleration(new_acceleration)
end
local acc = self.object:get_acceleration()
local registered_node = minetest.registered_nodes[node_ok(pos).name]
if registered_node.groups.lava then
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
if acc and self.floats_on_lava == 1 then
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end
end
-- in water then float up
if registered_node.groups.water then
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if acc and self.floats == 1 then
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
end
else
-- fall damage onto solid ground
@ -1013,10 +989,10 @@ function mob_class:check_dying()
end
end
function mob_class:check_suspend(player_in_active_range)
function mob_class:check_suspend()
local pos = self.object:get_pos()
if pos and not player_in_active_range then
if pos and not self:player_in_active_range() then
local node_under = node_ok(vector.offset(pos,0,-1,0)).name
self:set_animation( "stand", true)
@ -1024,8 +1000,11 @@ function mob_class:check_suspend(player_in_active_range)
local acc = self.object:get_acceleration()
if acc then
if acc.y > 0 or node_under ~= "air" then
self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero())
self.object:set_acceleration(vector.new(0,0,0))
self.object:set_velocity(vector.new(0,0,0))
end
if acc.y == 0 and node_under == "air" then
self:falling(pos)
end
end
return true

View File

@ -27,11 +27,8 @@ local table_remove = table.remove
local pairs = pairs
local LOGGING_ON = minetest.settings:get_bool("mcl_logging_mobs_spawning", false)
local function mcl_log (message, property)
local function mcl_log (message)
if LOGGING_ON then
if property then
message = message .. ": " .. dump(property)
end
mcl_util.mcl_log (message, "[Mobs spawn]", true)
end
end
@ -55,25 +52,21 @@ local MOB_CAP_INNER_RADIUS = 32
local aoc_range = 136
local MISSING_CAP_DEFAULT = 15
local MOBS_CAP_CLOSE = 10
local MOBS_CAP_CLOSE = 5
local SPAWN_MAPGEN_LIMIT = mcl_vars.mapgen_limit - 150
local mob_cap = {
hostile = tonumber(minetest.settings:get("mcl_mob_cap_monster")) or 70,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 10,
passive = tonumber(minetest.settings:get("mcl_mob_cap_animal")) or 13,
ambient = tonumber(minetest.settings:get("mcl_mob_cap_ambient")) or 15,
water = tonumber(minetest.settings:get("mcl_mob_cap_water")) or 8,
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20,
water_underground = tonumber(minetest.settings:get("mcl_mob_cap_water_underground")) or 5,
axolotl = tonumber(minetest.settings:get("mcl_mob_cap_axolotl")) or 2, -- TODO should be 5 when lush caves added
water_ambient = tonumber(minetest.settings:get("mcl_mob_cap_water_ambient")) or 20, --currently unused
player = tonumber(minetest.settings:get("mcl_mob_cap_player")) or 75,
global_hostile = tonumber(minetest.settings:get("mcl_mob_cap_hostile")) or 300,
global_non_hostile = tonumber(minetest.settings:get("mcl_mob_cap_non_hostile")) or 300,
total = tonumber(minetest.settings:get("mcl_mob_cap_total")) or 500,
}
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 30
local peaceful_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_percentage_spawned")) or 35
local peaceful_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_peaceful_group_percentage_spawned")) or 15
local hostile_group_percentage_spawned = tonumber(minetest.settings:get("mcl_mob_hostile_group_percentage_spawned")) or 20
@ -347,32 +340,15 @@ local function count_mobs_all(categorise_by, pos)
end
local function count_mobs_total_cap(mob_type)
local total = 0
local num = 0
local hostile = 0
local non_hostile = 0
for _,l in pairs(minetest.luaentities) do
if l.is_mob then
total = total + 1
local nametagged = l.nametag and l.nametag ~= ""
if ( mob_type == nil or l.type == mob_type ) and not nametagged then
if l.spawn_class == "hostile" then
hostile = hostile + 1
else
non_hostile = non_hostile + 1
end
if ( mob_type == nil or l.type == mob_type ) and l.can_despawn and not l.nametag then
num = num + 1
else
mcl_log("l.name", l.name)
mcl_log("l.nametag", l.nametag)
end
end
end
mcl_log("Total mobs", total)
mcl_log("hostile", hostile)
mcl_log("non_hostile", non_hostile)
return num, non_hostile, hostile
return num
end
local function output_mob_stats(mob_counts, total_mobs, chat_display)
@ -506,67 +482,46 @@ end
function mcl_mobs:mob_light_lvl(mob_name, dimension)
local spawn_dictionary_consolidated = {}
if non_spawn_dictionary[mob_name] then
--see if the mob exists in the nonspawn dictionary, if so then return light values
if non_spawn_dictionary[mob_name] ~= nil then
local mob_dimension = non_spawn_dictionary[mob_name][dimension]
if mob_dimension then
--minetest.log("Found in non spawn dictionary for dimension")
if mob_name ~= nil then
return mob_dimension.min_light,mob_dimension.max_light
else
return non_spawn_dictionary[mob_name]["overworld"].min_light, non_spawn_dictionary[mob_name]["overworld"].max_light
end
--if the mob doesn't exist in non_spawn, check spawn_dictonary
else
for i,v in pairs(spawn_dictionary) do
if spawn_dictionary[spawn_dictionary[i].name] == nil then
spawn_dictionary_consolidated[spawn_dictionary[i].name] = {}
end
spawn_dictionary_consolidated[spawn_dictionary[i].name][dimension] = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
end
mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
if spawn_dictionary_consolidated[mob_name] == mob_name and mob_dimension ~= nil then
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("Found in non spawn dictionary but not for dimension")
local overworld_non_spawn_def = non_spawn_dictionary[mob_name]["overworld"]
if overworld_non_spawn_def then
return overworld_non_spawn_def.min_light, overworld_non_spawn_def.max_light
end
end
else
--minetest.log("must be in spawning dictionary")
for i,v in pairs(spawn_dictionary) do
local current_mob_name = spawn_dictionary[i].name
local current_mob_dim = spawn_dictionary[i].dimension
if mob_name == current_mob_name then
if not spawn_dictionary_consolidated[current_mob_name] then
spawn_dictionary_consolidated[current_mob_name] = {}
end
spawn_dictionary_consolidated[current_mob_name][current_mob_dim] = {
["min_light"] = spawn_dictionary[i].min_light,
["max_light"] = spawn_dictionary[i].max_light
}
end
end
if spawn_dictionary_consolidated[mob_name] then
--minetest.log("is in consolidated")
local mob_dimension = spawn_dictionary_consolidated[mob_name][dimension]
if mob_dimension then
--minetest.log("found for dimension")
return mob_dimension.min_light, mob_dimension.max_light
else
--minetest.log("not found for dimension, use overworld def")
local mob_dimension_default = spawn_dictionary_consolidated[mob_name]["overworld"]
if mob_dimension_default then
return mob_dimension_default.min_light, mob_dimension_default.max_light
end
end
else
--minetest.log("not in consolidated")
end
return mob_dimension_default.min_light, mob_dimension_default.max_light
end
end
minetest.log("action", "There are no light levels for mob (" .. tostring(mob_name) .. ") in dimension (" .. tostring(dimension) .. "). Return defaults")
return 0, minetest.LIGHT_MAX+1
end
function mcl_mobs:non_spawn_specific(mob_name,dimension,min_light,max_light)
table.insert(non_spawn_dictionary, mob_name)
non_spawn_dictionary[mob_name] = {
[dimension] = {
non_spawn_dictionary[mob_name] = {
[dimension] = {
min_light = min_light , max_light = max_light
}
}
end
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn, check_position)
function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_light, max_light, interval, chance, aoc, min_height, max_height, day_toggle, on_spawn)
-- Do mobs spawn at all?
if not mobs_spawn then
@ -603,7 +558,6 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["min_height"] = min_height
spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position
summary_chance = summary_chance + chance
end
@ -678,17 +632,14 @@ end
local function spawn_check(pos, spawn_def)
if not spawn_def or not pos then return end
if not spawn_def then return end
dbg_spawn_attempts = dbg_spawn_attempts + 1
local dimension = mcl_worlds.pos_to_dimension(pos)
local mob_def = minetest.registered_entities[spawn_def.name]
local mob_type = mob_def.type
local gotten_node = get_node(pos).name
local gotten_biome = minetest.get_biome_data(pos)
if not gotten_node or not gotten_biome then return end
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
local is_ground = minetest.get_item_group(gotten_node,"solid") ~= 0
@ -704,37 +655,24 @@ local function spawn_check(pos, spawn_def)
local is_bedrock = gotten_node == "mcl_core:bedrock"
local is_grass = minetest.get_item_group(gotten_node,"grass_block") ~= 0
if pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, gotten_biome) then
--mcl_log("Level 1 spawn check passed")
--minetest.log("Mob: " .. mob_def.name)
if (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water)
and not is_bedrock
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or spawn_def.check_position == nil)
and ( not spawn_protected or not minetest.is_protected(pos, "") ) then
--mcl_log("Level 2 spawn check passed")
local gotten_light = get_node_light(pos)
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
--mcl_log("Level 3 spawn check passed")
return true
else
--mcl_log("Spawn check level 3 failed")
end
else
--mcl_log("Spawn check level 2 failed")
if pos and spawn_def
and pos.y >= spawn_def.min_height
and pos.y <= spawn_def.max_height
and spawn_def.dimension == dimension
and biome_check(spawn_def.biomes, gotten_biome)
and (is_ground or spawn_def.type_of_spawning ~= "ground")
and (spawn_def.type_of_spawning ~= "ground" or not is_leaf)
and has_room(mob_def,pos)
and (spawn_def.check_position and spawn_def.check_position(pos) or true)
and (not is_farm_animal(spawn_def.name) or is_grass)
and (spawn_def.type_of_spawning ~= "water" or is_water)
and ( not spawn_protected or not minetest.is_protected(pos, "") )
and not is_bedrock then
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(pos)
if gotten_light >= spawn_def.min_light and gotten_light <= spawn_def.max_light then
return true
end
else
--mcl_log("Spawn check level 1 failed")
end
return false
end
@ -855,7 +793,7 @@ if mobs_spawn then
-- Get pos to spawn, x and z are randomised, y is range
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
local function mob_cap_space (pos, mob_type, mob_counts_close, mob_counts_wide)
-- Some mob examples
--type = "monster", spawn_class = "hostile",
@ -871,18 +809,9 @@ if mobs_spawn then
mob_total_wide = 0
end
local cap_space_wide = math.max(type_cap - mob_total_wide, 0)
mcl_log("mob_type", mob_type)
mcl_log("cap_space_wide", cap_space_wide)
local cap_space_available = 0
if mob_type == "hostile" then
mcl_log("cap_space_global", cap_space_hostile)
cap_space_available = math.min(cap_space_hostile, cap_space_wide)
else
mcl_log("cap_space_global", cap_space_non_hostile)
cap_space_available = math.min(cap_space_non_hostile, cap_space_wide)
local cap_space_wide = type_cap - mob_total_wide
if cap_space_wide < 1 then
cap_space_wide = 0
end
local mob_total_close = mob_counts_close[mob_type]
@ -891,11 +820,12 @@ if mobs_spawn then
mob_total_close = 0
end
local cap_space_close = math.max(close_zone_cap - mob_total_close, 0)
cap_space_available = math.min(cap_space_available, cap_space_close)
local cap_space_close = close_zone_cap - mob_total_close
if cap_space_close < 1 then
cap_space_close = 0
end
mcl_log("cap_space_close", cap_space_close)
mcl_log("cap_space_available", cap_space_available)
--mcl_log("spawn_class: " .. spawn_class)
if false and mob_type == "water" then
mcl_log("mob_type: " .. mob_type .. " and pos: " .. minetest.pos_to_string(pos))
@ -905,7 +835,7 @@ if mobs_spawn then
mcl_log("cap_space_close: " .. cap_space_close)
end
return cap_space_available
return cap_space_wide, cap_space_close
end
local function find_spawning_position(pos, max_times)
@ -916,7 +846,7 @@ if mobs_spawn then
local y_min, y_max = decypher_limits(pos.y)
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
local i = 0
repeat
local goal_pos = get_next_mob_spawn_pos(pos)
@ -948,7 +878,7 @@ if mobs_spawn then
return spawning_position
end
local function spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
local function spawn_a_mob(pos)
--create a disconnected clone of the spawn dictionary, prevents memory leak
local mob_library_worker_table = table_copy(spawn_dictionary)
@ -986,18 +916,22 @@ if mobs_spawn then
if mob_def and mob_def.name and minetest.registered_entities[mob_def.name] then
local mob_def_ent = minetest.registered_entities[mob_def.name]
--local mob_type = mob_def_ent.type
local mob_spawn_class = mob_def_ent.spawn_class
local cap_space_available = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide, cap_space_hostile, cap_space_non_hostile)
--mcl_log("mob_spawn_class: " .. mob_spawn_class)
if cap_space_available > 0 then
local cap_space_wide, cap_space_close = mob_cap_space (spawning_position, mob_spawn_class, mob_counts_close, mob_counts_wide)
if cap_space_close > 0 and cap_space_wide > 0 then
--mcl_log("Cap space available")
-- Spawn caps for animals and water creatures fill up rapidly. Need to throttle this somewhat
-- for performance and for early game challenge. We don't want to reduce hostiles though.
local spawn_hostile = (mob_spawn_class == "hostile")
local spawn_passive = (mob_spawn_class ~= "hostile") and math.random(100) < peaceful_percentage_spawned
-- or not hostile
--mcl_log("Spawn_passive: " .. tostring(spawn_passive))
--mcl_log("Spawn_hostile: " .. tostring(spawn_hostile))
@ -1028,10 +962,13 @@ if mobs_spawn then
local group_min = mob_def_ent.spawn_in_group_min or 1
if not group_min then group_min = 1 end
local amount_to_spawn = math.random(group_min, spawn_in_group)
mcl_log("Spawning quantity: " .. amount_to_spawn)
amount_to_spawn = math.min(amount_to_spawn, cap_space_available)
mcl_log("throttled spawning quantity: " .. amount_to_spawn)
local amount_to_spawn = math.random(group_min,spawn_in_group)
if amount_to_spawn > cap_space_wide then
mcl_log("Spawning quantity: " .. amount_to_spawn)
mcl_log("Throttle amount to cap space: " .. cap_space_wide)
amount_to_spawn = cap_space_wide
end
if logging then
minetest.log("action", "[mcl_mobs] A group of " ..amount_to_spawn .. " " .. mob_def.name .. " mob spawns on " ..minetest.get_node(vector.offset(spawning_position,0,-1,0)).name .." at " .. minetest.pos_to_string(spawning_position, 1))
@ -1046,7 +983,7 @@ if mobs_spawn then
if spawned then
--mcl_log("We have spawned")
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("spawn_class", pos)
mob_counts_close, mob_counts_wide, total_mobs = count_mobs_all("type", pos)
local new_spawning_position = find_spawning_position(pos, FIND_SPAWN_POS_RETRIES_SUCCESS_RESPIN)
if new_spawning_position then
mcl_log("Setting new spawning position")
@ -1056,10 +993,10 @@ if mobs_spawn then
end
end
else
--mcl_log("Spawn check failed")
mcl_log("Spawn check failed")
end
else
--mcl_log("Cap space full")
mcl_log("Cap space full")
end
end
@ -1079,13 +1016,7 @@ if mobs_spawn then
timer = 0
local players = get_connected_players()
local total_mobs, total_non_hostile, total_hostile = count_mobs_total_cap()
local cap_space_hostile = math.max(mob_cap.global_hostile - total_hostile, 0)
local cap_space_non_hostile = math.max(mob_cap.global_non_hostile - total_non_hostile, 0)
mcl_log("global cap_space_hostile", cap_space_hostile)
mcl_log("global cap_space_non_hostile", cap_space_non_hostile)
local total_mobs = count_mobs_total_cap()
if total_mobs > mob_cap.total or total_mobs > #players * mob_cap.player then
minetest.log("action","[mcl_mobs] global mob cap reached. no cycle spawning.")
return
@ -1096,49 +1027,21 @@ if mobs_spawn then
local dimension = mcl_worlds.pos_to_dimension(pos)
-- ignore void and unloaded area
if dimension ~= "void" and dimension ~= "default" then
spawn_a_mob(pos, cap_space_hostile, cap_space_non_hostile)
spawn_a_mob(pos)
end
end
end)
end
local function despawn_allowed(self)
local nametag = self.nametag and self.nametag ~= ""
local not_busy = self.state ~= "attack" and self.following == nil
if self.can_despawn == true then
if not nametag and not_busy and not self.tamed == true and not self.persistent == true then
return true
end
end
return false
end
function mob_class:despawn_allowed()
despawn_allowed(self)
end
assert(despawn_allowed({can_despawn=false}) == false, "despawn_allowed - can_despawn false failed")
assert(despawn_allowed({can_despawn=true}) == true, "despawn_allowed - can_despawn true failed")
assert(despawn_allowed({can_despawn=true, nametag=""}) == true, "despawn_allowed - blank nametag failed")
assert(despawn_allowed({can_despawn=true, nametag=nil}) == true, "despawn_allowed - nil nametag failed")
assert(despawn_allowed({can_despawn=true, nametag="bob"}) == false, "despawn_allowed - nametag failed")
assert(despawn_allowed({can_despawn=true, state="attack"}) == false, "despawn_allowed - attack state failed")
assert(despawn_allowed({can_despawn=true, following="blah"}) == false, "despawn_allowed - following state failed")
assert(despawn_allowed({can_despawn=true, tamed=false}) == true, "despawn_allowed - not tamed")
assert(despawn_allowed({can_despawn=true, tamed=true}) == false, "despawn_allowed - tamed")
assert(despawn_allowed({can_despawn=true, persistent=true}) == false, "despawn_allowed - persistent")
assert(despawn_allowed({can_despawn=true, persistent=false}) == true, "despawn_allowed - not persistent")
function mob_class:check_despawn(pos, dtime)
self.lifetimer = self.lifetimer - dtime
-- Despawning: when lifetimer expires, remove mob
if remove_far and despawn_allowed(self) then
if remove_far
and self.can_despawn == true
and ((not self.nametag) or (self.nametag == ""))
and self.state ~= "attack"
and self.following == nil then
if self.despawn_immediately or self.lifetimer <= 0 then
if logging then
minetest.log("action", "[mcl_mobs] Mob "..self.name.." despawns at "..minetest.pos_to_string(pos, 1) .. " lifetimer ran out")

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -10,7 +10,6 @@ local S = minetest.get_translator("mobs_mc")
mcl_mobs.register_mob("mobs_mc:creeper", {
description = S("Creeper"),
type = "monster",
spawn_class = "hostile",
spawn_in_group = 1,
@ -40,7 +39,7 @@ mcl_mobs.register_mob("mobs_mc:creeper", {
},
makes_footstep_sound = true,
walk_velocity = 1.05,
run_velocity = 2.0,
run_velocity = 2.1,
runaway_from = { "mobs_mc:ocelot", "mobs_mc:cat" },
attack_type = "explode",

View File

@ -24,12 +24,6 @@
-- added rain damage.
-- fixed the grass_with_dirt issue.
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
minetest.register_entity("mobs_mc:ender_eyes", {
visual = "mesh",
mesh = "mobs_mc_spider.b3d",
@ -66,6 +60,13 @@ end
local pr = PseudoRandom(os.time()*(-334))
-- How freqeuntly to take and place blocks, in seconds
local take_frequency_min = 235
local take_frequency_max = 245
local place_frequency_min = 235
local place_frequency_max = 245
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
-- and the textures have tranparent pixels.
local block_texture_overrides
@ -344,8 +345,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
self:teleport(nil)
end
end
end
else return end
-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
if self.state == "attack" then
if self.attack then
@ -358,11 +358,9 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end
end
else --if not attacking try to tp to the dark
if dim == 'overworld' then
local light = minetest.get_node_light(enderpos)
if light and light > minetest.LIGHT_MAX then
self:teleport(nil)
end
local light = minetest.get_node_light(enderpos)
if light and light > minetest.LIGHT_MAX then
self:teleport(nil)
end
end
-- ARROW / DAYTIME PEOPLE AVOIDANCE BEHAVIOUR HERE.
@ -389,7 +387,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end
end
end
-- PROVOKED BEHAVIOUR HERE.
local enderpos = self.object:get_pos()
if self.provoked == "broke_contact" then
@ -447,22 +444,6 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
end
end
-- ATTACK ENDERMITE
local enderpos = self.object:get_pos()
if math.random(1,140) == 1 then
local mobsnear = minetest.get_objects_inside_radius(enderpos, 64)
for n=1, #mobsnear do
local mob = mobsnear[n]
if mob then
local entity = mob:get_luaentity()
if entity and entity.name == "mobs_mc:endermite" then
self.attack = mob
self.state = 'attack'
end
end
end
end
-- TAKE AND PLACE STUFF BEHAVIOUR BELOW.
if not mobs_griefing then
return
@ -490,7 +471,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then
self._taken_node = node.name
self.persistent = true
self.can_despawn = false
local def = minetest.registered_nodes[self._taken_node]
-- Update animation and texture accordingly (adds visibly carried block)
local block_type
@ -541,7 +522,7 @@ mcl_mobs.register_mob("mobs_mc:enderman", {
if success then
local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block)
self.persistent = false
self.can_despawn = true
self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current)
if def.sounds and def.sounds.place then

View File

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

View File

@ -102,6 +102,6 @@ mcl_mobs.register_mob("mobs_mc:guardian", {
-- Spawning disabled due to size issues
-- TODO: Re-enable spawning
--mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10)
mcl_mobs:non_spawn_specific("mobs_mc:guardian","overworld",0,minetest.LIGHT_MAX+1)
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0)

View File

@ -113,4 +113,5 @@ mcl_mobs.register_mob("mobs_mc:guardian_elder", {
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0)
mcl_mobs:non_spawn_specific("mobs_mc:guardian_elder","overworld",0,minetest.LIGHT_MAX+1)

View File

@ -10,7 +10,6 @@ local S = minetest.get_translator("mobs_mc")
--###################
local hoglin = {
description = S("Hoglin"),
type = "monster",
passive = false,
spawn_class = "hostile",
@ -20,9 +19,8 @@ local hoglin = {
xp_max = 9,
armor = {fleshy = 90},
attack_type = "dogfight",
attack_frequency = 3;
damage = 4,
reach = 1.9,
reach = 3,
collisionbox = {-.6, -0.01, -.6, .6, 1.4, .6},
visual = "mesh",
mesh = "extra_mobs_hoglin.b3d",
@ -38,7 +36,7 @@ local hoglin = {
jump = true,
makes_footstep_sound = true,
walk_velocity = 1,
run_velocity = 2.8,
run_velocity = 4,
drops = {
{name = "mobs_mcitems:leather",
chance = 1,
@ -65,7 +63,7 @@ local hoglin = {
punch_end = 32,
},
fear_height = 4,
view_range = 16,
view_range = 32,
floats = 0,
custom_attack = function(self)
if self.state == "attack" and self.reach > vector.distance(self.object:get_pos(), self.attack:get_pos()) then
@ -89,7 +87,6 @@ local hoglin = {
mcl_mobs.register_mob("mobs_mc:hoglin", hoglin)
local zoglin = table.copy(hoglin)
zoglin.description = S("Zoglin")
zoglin.fire_resistant = 1
zoglin.textures = {"extra_mobs_zoglin.png"}
zoglin.do_custom = function()
@ -103,7 +100,6 @@ mcl_mobs.register_mob("mobs_mc:zoglin", zoglin)
-- Baby hoglin.
local baby_hoglin = table.copy(hoglin)
baby_hoglin.description = S("Baby hoglin")
baby_hoglin.collisionbox = {-.3, -0.01, -.3, .3, 0.94, .3}
baby_hoglin.xp_min = 20
baby_hoglin.xp_max = 20
@ -124,6 +120,7 @@ mcl_mobs:spawn_specific(
"nether",
"ground",
{
"Nether",
"CrimsonForest"
},
0,

View File

@ -646,5 +646,3 @@ mcl_mobs.register_egg("mobs_mc:skeleton_horse", S("Skeleton Horse"), "#68684f",
--mobs:register_egg("mobs_mc:zombie_horse", S("Zombie Horse"), "#2a5a37", "#84d080", 0)
mcl_mobs.register_egg("mobs_mc:donkey", S("Donkey"), "#534539", "#867566", 0)
mcl_mobs.register_egg("mobs_mc:mule", S("Mule"), "#1b0200", "#51331d", 0)
mcl_mobs:non_spawn_specific("mobs_mc:mule","overworld",9,minetest.LIGHT_MAX+1)
mcl_mobs:non_spawn_specific("mobs_mc:skeleton_horse","overworld",9,minetest.LIGHT_MAX+1)

View File

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

View File

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

View File

@ -1,70 +0,0 @@
# textdomain: mobs_mc
Agent=Agent
Axolotl=Salamander
Bat=Flagermus
Blaze=Blaze
Chicken=Kylling
Cow=Ko
Mooshroom=Svamp
Creeper=Creeper
Ender Dragon=Enderdrage
Enderman=Enderman
Endermite=Endermide
Ghast=Ghast
Elder Guardian=Gammel beskytter
Guardian=Beskytter
Horse=Hest
Skeleton Horse=Skelethest
Zombie Horse=Zombiehest
Donkey=Æsel
Mule=Muldyr
Iron Golem=Jerngolem
Llama=Lama
Ocelot=Ozelot
Parrot=Papegøje
Pig=Gris
Polar Bear=Isbjørn
Rabbit=Kanin
Killer Bunny=Dræberkanin
Sheep=Får
Shulker=Shulker
Silverfish=Sølvfisk
Skeleton=Skelet
Stray=Omstrejfer
Wither Skeleton=Wither-skelet
Magma Cube=Magmakube
Slime=Slimklump
Snow Golem=Snegolem
Spider=Edderkop
Cave Spider=Huleedderkop
Squid=Blæksprutte
Vex=Vex
Evoker=Fremkalder
Illusioner=Illusionist
Villager=Landsbyboer
Vindicator=Hævner
Zombie Villager=Zombie landsbyboer
Witch=Heks
Wither=Wither
Wolf=Ulv
Husk=Udtørretskal
Zombie=Zombie
Zombie Pigman=Zombificeret piglin
Farmer=Landmand
Fisherman=Fisker
Fletcher=Pilemager
Shepherd=Fårehyrde
Librarian=Bibliotikar
Cartographer=Kartograf
Armorer=Rustningesmed
Leatherworker=Læderarbejder
Butcher=Slagter
Weapon Smith=Våbensmed
Tool Smith=Værktøjssmed
Cleric=Gejstlig
Nitwit=Tåbe
Cod=Torsk
Salmon=Laks
Dolphin=Delfin
Pillager=Plyndrer
Tropical fish=Tropisk fisk

View File

@ -54,21 +54,5 @@ Baby Husk=Bebé Zombi Momificado
Baby Zombie=Bebé Zombi
Husk=Zombi Momificado
Zombie=Zombi
Baby Zombie Piglin=Bebé Hombrecerdo Zombi
Zombie Piglin=Hombrecerdo Zombi
Cartographer=Cartógrafo
Armorer=Escudero
Leatherworker=Peletero
Butcher=Carnicero
Weapon Smith=Armero
Tool Smith=Herrero
Cleric=Clérigo
Nitwit=Holgazán
Cod=Bacalao
Salmon=Salmón
Dolphin=Delfín
Pillager=Saqueador
Tropical fish=Pez tropical
Hoglin=Hoglin
Strider=Lavagante
Glow Squid=Calamar luminoso
Baby Zombie Pigman=Bebé Hombrecerdo Zombi
Zombie Pigman=Hombrecerdo Zombi

View File

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

View File

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

View File

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

View File

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

View File

@ -25,10 +25,7 @@ function mobs_mc.player_wears_gold(player)
for i=1, 6 do
local stack = player:get_inventory():get_stack("armor", i)
local item = stack:get_name()
if string.find(item, "mcl_armor:chestplate_gold")
or string.find(item, "mcl_armor:leggings_gold")
or string.find(item, "mcl_armor:helmet_gold")
or string.find(item, "mcl_armor:boots_gold") then
if item == "mcl_armor:chestplate_gold" or item == "mcl_armor:leggings_gold" or item == "mcl_armor:helmet_gold" or item == "mcl_armor:boots_gold" then
return true
end
end
@ -38,11 +35,9 @@ end
--################### piglin
--###################
local piglin = {
description = S("Piglin"),
type = "monster",
passive = false,
spawn_class = "hostile",
group_attack = {"mobs_mc:piglin", "mobs_mc:sword_piglin", "mobs_mc:piglin_brute"},
hp_min = 16,
hp_max = 16,
xp_min = 9,
@ -67,8 +62,8 @@ local piglin = {
},
jump = true,
makes_footstep_sound = true,
walk_velocity = 1.4,
run_velocity = 2.8,
walk_velocity = 4.317,
run_velocity = 5.6121,
drops = {
{name = "mcl_bows:crossbow",
chance = 10,
@ -183,7 +178,6 @@ mcl_mobs.register_mob("mobs_mc:piglin", piglin)
local sword_piglin = table.copy(piglin)
sword_piglin.description = S("Sword Piglin")
sword_piglin.mesh = "extra_mobs_sword_piglin.b3d"
sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"}
sword_piglin.on_spawn = function(self)
@ -212,127 +206,43 @@ sword_piglin.animation = {
punch_start = 189,
punch_end = 198,
}
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
-- Zombified Piglin --
local zombified_piglin = {
description = S("Zombie Piglin"),
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
type = "animal",
passive = false,
spawn_class = "passive",
hp_min = 20,
hp_max = 20,
xp_min = 6,
xp_max = 6,
armor = {undead = 90, fleshy = 90},
attack_type = "dogfight",
group_attack = {"mobs_mc:zombified_piglin", "mobs_mc:baby_zombified_piglin"},
damage = 9,
reach = 2,
head_swivel = "head.control",
bone_eye_height = 2.4,
head_eye_height = 1.4,
curiosity = 15,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same
visual = "mesh",
mesh = "mobs_mc_zombie_pigman.b3d",
textures = { {
"blank.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
} },
visual_size = {x=3, y=3},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry",
death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt",
distance = 16,
},
jump = true,
makes_footstep_sound = true,
walk_velocity = .8,
run_velocity = 2.6,
pathfinding = 1,
drops = {
{name = "mcl_mobitems:rotten_flesh",
chance = 1,
min = 1,
max = 1,
looting = "common"},
{name = "mcl_core:gold_nugget",
chance = 1,
min = 0,
max = 1,
looting = "common"},
{name = "mcl_core:gold_ingot",
chance = 40, -- 2.5%
min = 1,
max = 1,
looting = "rare"},
{name = "mcl_tools:sword_gold",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare"},
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
stand_start = 40,
stand_end = 80,
walk_start = 0,
walk_end = 40,
run_start = 0,
run_end = 40,
punch_start = 90,
punch_end = 130,
},
lava_damage = 0,
fire_damage = 0,
fear_height = 4,
view_range = 16,
harmed_by_heal = true,
fire_damage_resistant = true,
local zombified_piglin = table.copy(piglin)
zombified_piglin.fire_resistant = 1
zombified_piglin.do_custom = function()
return
end
zombified_piglin.on_spawn = function()
return
end
zombified_piglin.on_rightclick = function()
return
end
zombified_piglin.lava_damage = 0
zombified_piglin.fire_damage = 0
zombified_piglin.attack_animals = true
zombified_piglin.mesh = "extra_mobs_sword_piglin.b3d"
zombified_piglin.textures = {"extra_mobs_zombified_piglin.png", "default_tool_goldsword.png", "extra_mobs_trans.png"}
zombified_piglin.attack_type = "dogfight"
zombified_piglin.animation = {
stand_speed = 30,
walk_speed = 30,
punch_speed = 45,
run_speed = 30,
stand_start = 0,
stand_end = 79,
walk_start = 168,
walk_end = 187,
run_start = 440,
run_end = 459,
punch_start = 189,
punch_end = 198,
}
mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin)
local baby_zombified_piglin = table.copy(zombified_piglin)
baby_zombified_piglin.description = S("Baby Zombie Piglin")
baby_zombified_piglin.collisionbox = {-0.25, -0.01, -0.25, 0.25, 0.94, 0.25}
baby_zombified_piglin.xp_min = 13
baby_zombified_piglin.xp_max = 13
baby_zombified_piglin.textures = {
{
"mobs_mc_zombie_pigman.png", --baby
"default_tool_goldsword.png", --sword
"mobs_mc_zombie_pigman.png", --pigman
}
}
baby_zombified_piglin.walk_velocity = 1.2
baby_zombified_piglin.run_velocity = 2.4
baby_zombified_piglin.light_damage = 0
baby_zombified_piglin.child = 1
mcl_mobs.register_mob("mobs_mc:baby_zombified_piglin", baby_zombified_piglin)
-- Compatibility code. These were removed, and now are called zombie piglins. They don't spawn.
-- This is only to catch old cases. Maybe could be an alias?
mcl_mobs.register_mob("mobs_mc:pigman", zombified_piglin)
mcl_mobs.register_mob("mobs_mc:baby_pigman", baby_zombified_piglin)
-- Piglin Brute --
local piglin_brute = table.copy(piglin)
piglin_brute.description = S("Piglin Brute")
piglin_brute.xp_min = 20
piglin_brute.xp_max = 20
piglin_brute.hp_min = 50
@ -369,17 +279,11 @@ piglin_brute.animation = {
punch_end = 198,
}
piglin_brute.can_despawn = false
piglin_brute.drops = {
{name = "mcl_tools:axe_gold",
chance = 8.5,
min = 1,
max = 1,},
}
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
-- Regular spawning in the Nether
mcl_mobs:spawn_specific(
"mobs_mc:piglin",
@ -396,15 +300,15 @@ minetest.LIGHT_MAX+1,
3,
mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:spawn_specific(
"mobs_mc:sword_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest"
},
"Nether",
"CrimsonForest"
},
0,
minetest.LIGHT_MAX+1,
30,
@ -412,45 +316,6 @@ minetest.LIGHT_MAX+1,
3,
mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max)
mcl_mobs:spawn_specific(
"mobs_mc:zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Baby zombie is 20 times less likely than regular zombies
mcl_mobs:spawn_specific(
"mobs_mc:baby_zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
100000,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:zombified_piglin","overworld",0,minetest.LIGHT_MAX+1)
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0)
mcl_mobs.register_egg("mobs_mc:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
mcl_mobs.register_egg("mobs_mc:zombified_piglin", S("Zombie Piglin"), "#ea9393", "#4c7129", 0)

View File

@ -217,4 +217,3 @@ mcl_mobs.register_egg("mobs_mc:rabbit", S("Rabbit"), "#995f40", "#734831", 0)
-- Note: This spawn egg does not exist in Minecraft
mcl_mobs.register_egg("mobs_mc:killer_bunny", S("Killer Bunny"), "#f2f2f2", "#ff0000", 0)
mcl_mobs:non_spawn_specific("mobs_mc:killer_bunny","overworld",9,minetest.LIGHT_MAX+1)

View File

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

View File

@ -6,8 +6,6 @@ local S = minetest.get_translator("mobs_mc")
--################### SHEEP
--###################
local WOOL_REPLACE_RATE = 80
local colors = {
-- group = { wool, textures }
unicolor_white = { "mcl_wool:white", "#FFFFFF00" },
@ -103,20 +101,17 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40, walk_speed = 30,
run_start = 0, run_end = 40, run_speed = 40,
eat_start = 40, eat_end = 80, eat_loop = false,
},
child_animations = {
stand_start = 81, stand_end = 81,
walk_start = 81, walk_end = 121, walk_speed = 45,
run_start = 81, run_end = 121, run_speed = 60,
eat_start = 121, eat_start = 161, eat_loop = false,
},
follow = { "mcl_farming:wheat_item" },
view_range = 12,
-- Eat grass
replace_rate = WOOL_REPLACE_RATE,
replace_delay = 1.3,
replace_rate = 20,
replace_what = {
{ "mcl_core:dirt_with_grass", "mcl_core:dirt", -1 },
{ "mcl_flowers:tallgrass", "air", 0 },
@ -126,39 +121,19 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
if not self.color or not colors[self.color] then
self.color = "unicolor_white"
end
self.gotten = false
self.base_texture = sheep_texture(self.color)
self.object:set_properties({ textures = self.base_texture })
self.drops = {
{name = "mcl_mobitems:mutton",
chance = 1,
min = 1,
max = 2,},
chance = 1,
min = 1,
max = 2,},
{name = colors[self.color][1],
chance = 1,
min = 1,
max = 1,},
chance = 1,
min = 1,
max = 1,},
}
self.state = "eat"
self:set_animation("eat")
self:set_velocity(0)
minetest.after(self.replace_delay, function()
if self and self.object and self.object:get_velocity() and self.health > 0 then
self.object:set_velocity(vector.zero())
self.gotten = false
self.object:set_properties({ textures = self.base_texture })
end
end)
minetest.after(2.5, function()
if self and self.object and self.state == 'eat' and self.health > 0 then
self.state = "walk"
end
end)
end,
-- Set random color on spawn
@ -251,6 +226,12 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
item:add_wear(mobs_mc.shears_wear)
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end
self.drops = {
{name = "mcl_mobitems:mutton",
chance = 1,
min = 1,
max = 2,},
}
return
end
-- Dye sheep

View File

@ -45,7 +45,7 @@ local skeleton = {
}
},
walk_velocity = 1.2,
run_velocity = 2.0,
run_velocity = 2.4,
damage = 2,
reach = 2,
drops = {
@ -89,11 +89,23 @@ local skeleton = {
die_speed = 15,
die_loop = false,
},
jock = "mobs_mc:spider",
on_spawn = function(self)
if math.random(100) == 1 then
self:jock_to("mobs_mc:spider", vector.zero(), vector.zero())
end
return true
minetest.after(1,function()
if self and self.object then
if math.random(100) == 1 or self.jockey == true then -- 1% like from MCwiki
self.jockey = true
local jock = minetest.add_entity(self.object:get_pos(), "mobs_mc:spider")
jock:get_luaentity().docile_by_day = false
self.object:set_attach(jock, "", vector.new(0,0,0), vector.new(0,0,0))
end
self.jockey = false
return true
end
end)
end,
on_detach=function(self, parent)
self.jockey = false
end,
ignited_by_sunlight = true,
view_range = 16,
@ -105,7 +117,8 @@ local skeleton = {
if self.attack then
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
end
local dmg = math.random(2, 4)
-- 2-4 damage per arrow
local dmg = math.max(4, math.random(2, 8))
mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end
end,

View File

@ -43,7 +43,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
distance = 16,
},
walk_velocity = 1.2,
run_velocity = 2.0,
run_velocity = 2.4,
damage = 7,
reach = 2,
drops = {

View File

@ -1,111 +1,10 @@
--License for code WTFPL and otherwise stated in readmes
-- FIXME: Slimes should spawn only in "slime chunks" which make up only
-- 10% of the map.
--
local S = minetest.get_translator("mobs_mc")
local MAPBLOCK_SIZE = 16
local seed = minetest.get_mapgen_setting("seed")
local slime_chunk_match
local x_modifier
local z_modifier
local function split_by_char (inputstr, sep, limit)
if sep == nil then
sep = "%d"
end
local t = {}
local i = 0
for str in string.gmatch(inputstr, "(["..sep.."])") do
i = i --+ 1
table.insert(t, tonumber(str))
if limit and i >= limit then
break
end
end
return t
end
--Seed: "16002933932875202103" == random seed
--Seed: "1807191622654296300" == cheese
--Seed: "1" = 1
local function process_seed (seed)
--minetest.log("seed: " .. seed)
local split_chars = split_by_char(tostring(seed), nil, 10)
slime_chunk_match = split_chars[1]
x_modifier = split_chars[2]
z_modifier = split_chars[3]
--minetest.log("x_modifier: " .. tostring(x_modifier))
--minetest.log("z_modifier: " .. tostring(z_modifier))
--minetest.log("slime_chunk_match: " .. tostring(slime_chunk_match))
end
local processed = process_seed (seed)
local function convert_to_chunk_value (co_ord, modifier)
local converted = math.floor(math.abs(co_ord) / MAPBLOCK_SIZE)
if modifier then
converted = (converted + modifier)
end
converted = converted % 10
--minetest.log("co_ord: " .. co_ord)
--minetest.log("converted: " .. converted)
return converted
end
assert(convert_to_chunk_value(-16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(-1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(15) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(31) == 1, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(32) == 2, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1600) == 0, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(0,9) == 9, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(16,5) == 6, "Incorrect convert_to_chunk_value result")
assert(convert_to_chunk_value(1599,4) == 3, "Incorrect convert_to_chunk_value result")
local function calculate_chunk_value (pos, x_mod, z_mod)
local chunk_val = math.abs(convert_to_chunk_value(pos.x, x_mod) - convert_to_chunk_value(pos.z, z_mod)) % 10
return chunk_val
end
assert(calculate_chunk_value(vector.new(0,0,0)) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 1, 1) == 0, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(0,0,0), 2, 1) == 1, "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(64,0,16)) == (4-1), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(16,0,64)) == (3), "calculate_chunk_value failed")
assert(calculate_chunk_value(vector.new(-160,0,-160)) == 0, "calculate_chunk_value failed")
local function is_slime_chunk(pos)
if not pos then return end
local chunk_val = calculate_chunk_value (pos, x_modifier, z_modifier)
local slime_chunk = chunk_val == slime_chunk_match
--minetest.log("x: " ..pos.x .. ", z:" .. pos.z)
--minetest.log("seed slime_chunk_match: " .. tostring(slime_chunk_match))
--minetest.log("chunk_val: " .. tostring(chunk_val))
--minetest.log("Is slime chunk: " .. tostring(slime_chunk))
return slime_chunk
end
local check_position = function (pos)
return is_slime_chunk(pos)
end
-- Returns a function that spawns children in a circle around pos.
-- To be used as on_die callback.
-- self: mob reference
@ -205,8 +104,8 @@ local slime_big = {
attack_type = "dogfight",
passive = false,
jump = true,
walk_velocity = 1.9,
run_velocity = 1.9,
walk_velocity = 2.5,
run_velocity = 2.5,
walk_chance = 0,
jump_height = 5.2,
fear_height = 0,
@ -226,8 +125,8 @@ slime_small.collisionbox = {-0.51, -0.01, -0.51, 0.51, 1.00, 0.51}
slime_small.visual_size = {x=6.25, y=6.25}
slime_small.damage = 3
slime_small.reach = 2.75
slime_small.walk_velocity = 1.8
slime_small.run_velocity = 1.8
slime_small.walk_velocity = 1.3
slime_small.run_velocity = 1.3
slime_small.jump_height = 4.3
slime_small.spawn_small_alternative = "mobs_mc:slime_tiny"
slime_small.on_die = spawn_children_on_die("mobs_mc:slime_tiny", 0.6, 1.0)
@ -250,8 +149,8 @@ slime_tiny.drops = {
min = 0,
max = 2,},
}
slime_tiny.walk_velocity = 1.7
slime_tiny.run_velocity = 1.7
slime_tiny.walk_velocity = 0.7
slime_tiny.run_velocity = 0.7
slime_tiny.jump_height = 3
slime_tiny.spawn_small_alternative = nil
slime_tiny.on_die = nil
@ -269,6 +168,7 @@ local cave_biomes = {
"RoofedForest_underground",
"Jungle_underground",
"Swampland_underground",
"MushroomIsland_underground",
"BirchForest_underground",
"Plains_underground",
"MesaPlateauF_underground",
@ -312,8 +212,7 @@ minetest.LIGHT_MAX+1,
12000,
4,
cave_min,
cave_max,
nil, nil, check_position)
cave_max)
mcl_mobs:spawn_specific(
"mobs_mc:slime_tiny",
@ -339,8 +238,7 @@ minetest.LIGHT_MAX+1,
8500,
4,
cave_min,
cave_max,
nil, nil, check_position)
cave_max)
mcl_mobs:spawn_specific(
"mobs_mc:slime_small",
@ -366,8 +264,7 @@ minetest.LIGHT_MAX+1,
10000,
4,
cave_min,
cave_max,
nil, nil, check_position)
cave_max)
mcl_mobs:spawn_specific(
"mobs_mc:slime_big",
@ -381,7 +278,6 @@ swamp_light_max,
4,
swamp_min,
swamp_max)
-- Magma cube
local magma_cube_big = {
description = S("Magma Cube"),
@ -403,8 +299,8 @@ local magma_cube_big = {
attack = "mobs_mc_magma_cube_attack",
distance = 16,
},
walk_velocity = 2.5,
run_velocity = 2.5,
walk_velocity = 4,
run_velocity = 4,
damage = 6,
reach = 3,
armor = 53,
@ -456,7 +352,7 @@ magma_cube_small.visual_size = {x=6.25, y=6.25}
magma_cube_small.damage = 3
magma_cube_small.reach = 2.75
magma_cube_small.walk_velocity = .8
magma_cube_small.run_velocity = 2.0
magma_cube_small.run_velocity = 2.6
magma_cube_small.jump_height = 6
magma_cube_small.damage = 4
magma_cube_small.reach = 2.75

View File

@ -62,6 +62,9 @@ local spider = {
self.object:get_children()[1]:set_detach()
end
end,
detach_child=function(self, child)
child:get_luaentity().jockey = false
end,
head_swivel = "Head_Control",
bone_eye_height = 1,
curiosity = 10,
@ -83,7 +86,7 @@ local spider = {
distance = 16,
},
walk_velocity = 1.3,
run_velocity = 2.4,
run_velocity = 2.8,
jump = true,
jump_height = 4,
view_range = 16,
@ -289,8 +292,6 @@ mcl_mobs:spawn_specific(
mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)
mcl_mobs:non_spawn_specific("mobs_mc:cave_spider","overworld",0,7)
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:spider", S("Spider"), "#342d26", "#a80e0e", 0)
mcl_mobs.register_egg("mobs_mc:cave_spider", S("Cave Spider"), "#0c424e", "#a80e0e", 0)

View File

@ -246,4 +246,4 @@ mcl_mobs:spawn_setup({
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:strider", S("Strider"), "#000000", "#FF0000", 0)
mcl_mobs:non_spawn_specific("mobs_mc:strider","overworld",0,minetest.LIGHT_MAX+1)
mcl_mobs:non_spawn_specific("mobs_mc:strider","nether",0,minetest.LIGHT_MAX+1)

View File

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

View File

@ -122,7 +122,7 @@ local professions = {
},
{
{ E1, { "mcl_farming:carrot_item_gold", 3, 10 } },
{ E1, { "mcl_potions:speckled_melon", 1, 4 } },
{ E1, { "mcl_potions:speckled_melon", 4, 1 } },
TRADE_V6_BIRCH_SAPLING,
TRADE_V6_DARK_OAK_SAPLING,
TRADE_V6_ACACIA_SAPLING,
@ -137,7 +137,7 @@ local professions = {
{
{ { "mcl_fishing:fish_raw", 6, 6, "mcl_core:emerald", 1, 1 },{ "mcl_fishing:fish_cooked", 6, 6 } },
{ { "mcl_mobitems:string", 15, 20 }, E1 },
{ { "mcl_core:coal_lump", 10, 15 }, E1 },
{ { "mcl_core:coal_lump", 15, 10 }, E1 },
-- FIXME missing: bucket of cod + fish should be cod.
},
{

View File

@ -55,7 +55,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
damage = 3,
reach = 2,
walk_velocity = 1.2,
run_velocity = 1.8,
run_velocity = 2.4,
attack_type = "dogfight",
group_attack = true,
drops = {
@ -109,7 +109,7 @@ mcl_mobs.register_mob("mobs_mc:villager_zombie", {
clicker:set_wielded_item(wielditem)
self._curing = math.random(3 * 60, 5 * 60)
self.shaking = true
self.persistent = true
self.can_despawn = false
end
end
end,

View File

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

View File

@ -79,7 +79,7 @@ local zombie = {
distance = 16,
},
walk_velocity = .8,
run_velocity = 1.8,
run_velocity = 1.6,
damage = 3,
reach = 2,
fear_height = 4,

View File

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

View File

@ -1,3 +0,0 @@
# textdomain: lightning
Let lightning strike at the specified position or player. No parameter will strike yourself.=Lad lynet slå ned på den angivne position eller spiller. Hvis du ikke skriver et parameter vil lynet ramme dig selv.
No position specified and unknown player=Ingen position og ukendt spiller.

View File

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

View File

@ -1,3 +0,0 @@
# textdomain: mcl_void_damage
The void is off-limits to you!=Tomrummet er forbudt område for dig!
@1 fell into the endless void.=@1 faldt ned i det uendelige tomrum.

View File

@ -1,8 +0,0 @@
# textdomain: mcl_weather
Gives ability to control weather=Gør en i stand til at styre vejret
Changes the weather to the specified parameter.=Ændrer vejret til det angivne.
Error: No weather specified.=Fejl: Intet vejr angivet.
Error: Invalid parameters.=Fejl: Ugyldige parametre.
Error: Duration can't be less than 1 second.=Fejl: Vargihed kan ikke være under 1 sekund.
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Fejl: Ugyldigt vejr angivet. Brug "clear","rain","snow" eller "thunder".
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Skifter mellem klart vejr og vejr med nedbør (tilfældigt enten regn, tordenstorm eller sne)

View File

@ -226,7 +226,7 @@ if mcl_weather.allow_abm then
}
for a=1, #around do
local apos = vector.add(pos, around[a])
if mcl_weather.is_outdoor(apos) and mcl_weather.has_rain(apos) then
if mcl_weather.is_outdoor(apos) then
minetest.remove_node(pos)
minetest.sound_play("fire_extinguish_flame", {pos = pos, max_hear_distance = 8, gain = 0.1}, true)
return
@ -244,7 +244,7 @@ if mcl_weather.allow_abm then
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
-- Rain is equivalent to a water bottle
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos) then
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
if node.name == "mcl_cauldrons:cauldron" then
minetest.set_node(pos, {name="mcl_cauldrons:cauldron_1"})
elseif node.name == "mcl_cauldrons:cauldron_1" then
@ -267,7 +267,7 @@ if mcl_weather.allow_abm then
interval = 22.0,
chance = 3,
action = function(pos, node, active_object_count, active_object_count_wider)
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) and mcl_weather.has_rain(pos) then
if mcl_weather.rain.raining and mcl_weather.is_outdoor(pos) then
if node.name == "mcl_farming:soil" then
minetest.set_node(pos, {name="mcl_farming:soil_wet"})
end

View File

@ -1,9 +1,7 @@
local mods_loaded = false
local NIGHT_VISION_RATIO = 0.45
local MINIMUM_LIGHT_LEVEL = 0.2
local water_color = "#3F76E4"
local water_color = "#0b4880"
local mg_name = minetest.get_mapgen_setting("mg_name")
@ -47,24 +45,6 @@ function mcl_weather.set_sky_color(player, def)
})
end
-- Function to work out light modifier at different times
-- Noon is brightest, midnight is darkest, 0600 and 18000 is in the middle of this
local function get_light_modifier(time)
-- 0.1 = 0.2
-- 0.4 = 0.8
-- 0.5 = 1
-- 0.6 = 0.8
-- 0.9 = 0.2
local light_multiplier = time * 2
if time > 0.5 then
light_multiplier = 2 * (1 - time)
else
light_multiplier = time / 0.5
end
return light_multiplier
end
mcl_weather.skycolor = {
-- Should be activated before do any effect.
active = true,
@ -145,14 +125,7 @@ mcl_weather.skycolor = {
local pos = player:get_pos()
local dim = mcl_worlds.pos_to_dimension(pos)
local has_weather = (mcl_worlds.has_weather(pos) and (mcl_weather.state == "snow" or mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_snow(pos)) or ((mcl_weather.state =="rain" or mcl_weather.state == "thunder") and mcl_weather.has_rain(pos))
local checkname = minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name
if minetest.get_item_group(checkname, "water") ~= 0 then
local biome_index = minetest.get_biome_data(player:get_pos()).biome
local biome_name = minetest.get_biome_name(biome_index)
local biome = minetest.registered_biomes[biome_name]
if biome then water_color = biome._mcl_waterfogcolor end
if not biome then water_color = "#3F76E4" end
if checkname == "mclx_core:river_water_source" or checkname == "mclx_core:river_water_flowing" then water_color = "#0084FF" end
if minetest.get_item_group(minetest.get_node(vector.new(pos.x,pos.y+1.5,pos.z)).name, "water") ~= 0 then
player:set_sky({ type = "regular",
sky_color = {
day_sky = water_color,
@ -231,14 +204,17 @@ mcl_weather.skycolor = {
player:set_moon({visible = false})
player:set_stars({visible = false})
local light_factor = mcl_weather.get_current_light_factor()
local lf = mcl_weather.get_current_light_factor()
if mcl_weather.skycolor.current_layer_name() == "lightning" then
mcl_weather.skycolor.override_day_night_ratio(player, 1)
elseif light_factor then
local time = minetest.get_timeofday()
local light_multiplier = get_light_modifier(time)
local new_light = math.max(light_factor * light_multiplier, MINIMUM_LIGHT_LEVEL)
mcl_weather.skycolor.override_day_night_ratio(player, new_light)
elseif lf then
local w = minetest.get_timeofday()
local light = (w * (lf*2))
if light > 1 then
light = 1 - (light - 1)
end
light = (light * lf) + 0.15
mcl_weather.skycolor.override_day_night_ratio(player, light)
else
mcl_weather.skycolor.override_day_night_ratio(player, nil)
end

View File

@ -102,6 +102,35 @@ function mcl_weather.snow.add_player(player)
end
end
local timer = 0
minetest.register_globalstep(function(dtime)
if mcl_weather.state ~= "snow" then
return false
end
timer = timer + dtime;
if timer >= 0.5 then
timer = 0
else
return
end
if mcl_weather.snow.init_done == false then
mcl_weather.snow.set_sky_box()
mcl_weather.snow.init_done = true
end
for _, player in pairs(get_connected_players()) do
if mcl_weather.is_underwater(player) or not mcl_weather.has_snow(player:get_pos()) then
mcl_weather.remove_spawners_player(player)
mcl_weather.set_sky_box_clear(player)
else
mcl_weather.snow.add_player(player)
mcl_weather.snow.set_sky_box()
end
end
end)
-- register snow weather
if mcl_weather.reg_weathers.snow == nil then
mcl_weather.reg_weathers.snow = {

View File

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

View File

@ -1,51 +0,0 @@
# textdomain:doc
<=<
>=>
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=Adgang til det forespurgte blev nægtet; det er hemmeligt. Du kan få adgang ved at nå længere i spillet. Find selv ud af, hvordan du får adgang.
All entries read.=Alle indtastninger læst.
All help entries revealed!=Alle hjælpeindtastninger afsløret!
All help entries are already revealed.=Alle hjælpeindtasterninger er allerede afsløret.
Allows you to reveal all hidden help entries with /help_reveal=Gør dig i stand til at afsløre alle skjulte hjælpeindtaster med /help_reveal
Category list=Kategoriliste
Currently all entries in this category are hidden from you.=Alle indtastninger i denne kategori er i øjeblikket skjult for dig.
Unlock new entries by progressing in the game.=Lås nye indtastninger op ved at nå længere i spillet.
Help=Hjælp
Entry=Indtastning
Entry list=Indtastningsliste
Error: Access denied.=Fejl: Adgang nægtet.
Error: No help available.=Fejl: Igen hjælp tilgængelig.
Go to category list=Gå til kategoriliste
Go to entry list=Gå til indtastningsliste
Help > @1=Hjælp > @1
Help > @1 > @2= Hjælp > @1 > @2
Help > @1 > (No Entry)=Hjælp > @1 > (Ingen indtasting)
Help > (No Category)=Hjælp > (Ingen kategori)
Hidden entries: @1=Skjult indtastning: @1
Nameless entry (@1)=Unavngiven indtastning (@1)
New entries: @1=Nye indtastninger: @1
New help entry unlocked: @1 > @2=Ny hjælpeindtastning låst op: @1 > @2
No categories have been registered, but they are required to provide help.=Nye kategorier er blevet registreret, men de er påkrævede for at give hjælp.
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.= Dokumentationssystemet [doc] har ikke medfølgende hjælpeindhold, det behøver yderligere mods for at tilføje hjælpeindhold.
Number of entries: @1=Antal indtastninger: @1
OK=OK
Open a window providing help entries about Minetest and more=Åbn et vindue med hjælpeindtastninger om Minetest og mere
Please select a category you wish to learn more about:=Vælg venlist en kategori som du ønsker at lære mere om:
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Anbefalede mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.
Reveal all hidden help entries to you=Afslør alle gemte hjælpeindtastninger for dig.
Show entry=Vis indtastning
Show category=Vis kategori
Show next entry=Vis næste indtastning
Show previous entry=Vis forrige indtastning
This category does not have any entries.=Denne kategori har ingen indtastninger.
This category has the following entries:=Denne kategori har følgende indtastninger:
This category is empty.=Denne kategori er tom.
This is the help.=Dette er hjælpen.
You haven't chosen a category yet. Please choose one in the category list first.=Du har endnu ikke vagt en kategori. Vælg venligst én i kategoriliste før.
You haven't chosen an entry yet. Please choose one in the entry list first.=Du har ikke valgt en indtastning endnu. Vælg venligst en fra indtastningslisten først.
Collection of help texts=Samling at hjælpetekster.
Notify me when new help is available=Giv mig besked når ny hjælp er tilgængelig.
Play notification sound when new help is available=Afspil lyd når ny hjælp er tilgængeig.
Show previous image=Vis forrige billede
Show previous gallery page=Vis forrige galleriside
Show next image=Vis næste billede
Show next gallery page=Vis næste galleriside

View File

@ -24,7 +24,7 @@ Help > (No Category)=Aide > (Aucune catégorie)
Hidden entries: @1=Pages cachées : @1
Nameless entry (@1)=Pages sans nom (@1)
New entries: @1=Nouvelles pages : @1
New help entry unlocked: @1 > @2=Nouvelles pages d'aide débloquées : @1 > @2
New help entry unlocked: @1 > @2=Nouvelles pages d'aide débloquées : @1
No categories have been registered, but they are required to provide help.=Aucune catégorie n'a été enregistrée, mais elles sont nécessaires pour fournir l'aide.
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.=Le Système de Documentation [doc] n'est fourni avec aucun contenu d'aide, il a besoin d'autres mods pour ajouter le contenu de l'aide. Vérifiez que de tels mods sont activés pour ce monde, et réessayez.
Number of entries: @1=Nombre de pages : @1

View File

@ -1,18 +0,0 @@
# textdomain:doc_identifier
Error: This node, item or object is undefined. This is always an error.=Fejl: Dette knudepunkt, genstand eller objekt er ikke defineret.
This can happen for the following reasons:=Dette kan ske af følgende grunde:
• The mod which is required for it is not enabled=• Det mod som er krævet er ikke aktiveret
• The author of the game or a mod has made a mistake=• Ophavsmanden til spillet eller moddet har lavet en fejltagelse
It appears to originate from the mod “@1”, which is enabled.=Det ser ud til at stamme fra moddet "@1" som er aktiveret.
It appears to originate from the mod “@1”, which is not enabled!=Det ser ud til at stamme fra moddet "01" som er deaktiveret!
Its identifier is “@1”.=Dets identificering er "@1".
Lookup Tool=Opslagsværktøj
No help entry for this block could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne blok.
No help entry for this item could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne genstand.
No help entry for this object could be found.=Der kunne ikke findes nogen hjælpeindtastning for stte objekt.
OK=OK
Punch any block, item or other thing about you wish to learn more about. This will open up the appropriate help entry. The tool comes in two modes which are changed by using. In liquid mode, this tool points to liquids as well while in solid mode this is not the case.=Slå en hvilkensomhelst blok, genstand eller andre ting som du ønsker at vide mere om. Dette vil åbne den relevante hjælpeindtastning. Værktøjet findes i to tilstande som skiftes ved brug. I flydende tilstand vil værktøjet også peje på væsker, mens dette ikke er tilfældet i fast tilstand.
This block cannot be identified because the world has not materialized at this point yet. Try again in a few seconds.=Denne blok kan ikke identificeres fordi verdenen ikke har materialiseret sig endnu. Forsøg igen om et par sekunder.
This is a player.=Dette er en spiller.
This useful little helper can be used to quickly learn more about about one's closer environment. It identifies and analyzes blocks, items and other things and it shows extensive information about the thing on which it is used.=Denne smarte lille hjælper kan bruges til hurtigt at lære mere om omgivelserne. Den identificerer og analyserer blokke, genstande og andre ting, og den viser udtømmende informationer om den ting den bliver brugt på.
Show help for pointed thing=Vis hjælp til tingen

View File

@ -1,143 +0,0 @@
# textdomain:doc_items
Using it as fuel turns it into: @1.=At bruge det som brændstof laver det om til: @1.
@1 seconds=@1 sekunder
# Item count times item name
@1×@2=@1x@2
# Itemname (25%)
@1 (@2%)=@1 (@2%)
# Itemname (<0.5%)
@1 (<0.5%)= @1 (<0.5%)
# Itemname (ca. 25%)
@1 (ca. @2%)=@1 (ca. @2%)
# List separator (e.g. “one, two, three”)
, = ,
# Final list separator (e.g. “One, two and three”)
and = and
1 second=1 sekund
A transparent block, basically empty space. It is usually left behind after digging something.=En gennemsigtig blok, egentlig bare tom luft. Det efterlades typisk efter at have gravet.
Air=Luft
Blocks=Blokke
Building another block at this block will place it inside and replace it.=At sætte en ny blok ved denne blok vil placere den indeni og erstatte den.
Building this block is completely silent.=Det er helt lydløst at bygge denne blok.
Collidable: @1=Kan kollidere: @1
Description: @1=Beskrivelse: @1
Falling blocks can go through this block; they destroy it when doing so.=Faldende blokke kan gå igennem denne blok; de ødelægger den idet i går igennem den.
Full punch interval: @1 s=Tid mellem hele slag: @1
Hand=Hånd
Hold it in your hand, then leftclick to eat it.=Hold det i din hånd, og venstre-klik for at spise det.
Hold it in your hand, then leftclick to eat it. But why would you want to do this?=Hold det i din hånd, og venstre-klik for at spise det. Men hvorfor i alverden ville du have lyst til dét?
Item reference of all wieldable tools and weapons=Genstandsreference til alt værktøj og alle våden man kan bære.
Item reference of blocks and other things which are capable of occupying space=Genstandsreference til blokke og andre ting som kan optage plads.
Item reference of items which are neither blocks, tools or weapons (esp. crafting items)=Genstandsreference til genstanse som hverken er blokke, værktøj eller våben (især håndværksmateriale)
Liquids can flow into this block and destroy it.=Væsker kan flyde ind i denne blok og ødelægge den.
Maximum stack size: @1=Største stakstørrelse: @1
Mining level: @1=Udvindingsevneevne: @1
Mining ratings:=Udvindelsesvurdering
• @1, rating @2: @3 s - @4 s=• @1, vurdering @2: @3 s -@4 s
• @1, rating @2: @3 s=• @1, vurdering @2: @3 s
Mining times:=Udvindingstider
Mining this block is completely silent.=Det er helt lydløst at udvinde denne blok.
Miscellaneous items=Diverse genstande
No=Nej
Pointable: No=Retningsbestemt: Nej
Pointable: Only by special items=Retningsbestemt: Kun af særlige genstande
Pointable: Yes=Retningsbestemt: Ja
Punches with this block don't work as usual; melee combat and mining are either not possible or work differently.=Slag med denne blok virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
Punches with this item don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette objekt virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
Punches with this tool don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette værktøj virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
Range: @1=Rækkevidde: @1
# Range: <Hand> (<Range>)
Range: @1 (@2)=Rækkevidde: @1 (@2)
Range: 4=Rækkevidde: 4
# Rating used for digging times
Rating @1=Vurdering: @1
# @1 is minimal rating, @2 is maximum rating
Rating @1-@2=Vurdering @1-@2
The fall damage on this block is increased by @1%.=Faldskade på denne blok er øget med @1%.
The fall damage on this block is reduced by @1%.=Faldskade på denne blok er reduceret med @1%.
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Denne blok lader lys sprede sig med et lille tab af styrke, og sollys kan endda gå igennem uden tab.
This block allows light to propagate with a small loss of brightness.=Denne blok tillader lys at sprede med et lille tab af styrke.
This block allows sunlight to propagate without loss in brightness.=Denne blok tillader sollys at sprede sig uden tab af styrke.
This block belongs to the @1 group.=Denne blok tilhører @1gruppen
This block belongs to these groups: @1.=Denne blok hører til følgende grupper: @1.
This block can be climbed.=Man kan klatre på denne blok.
This block can be destroyed by any mining tool immediately.=Denne blok kan ødelægges straks med ethvert udvindingsværktøj.
This block can be destroyed by any mining tool in half a second.=Denne blok kan ødelægges på et halvt sekund med ethvert udvindingsværktøj.
This block can be mined by any mining tool immediately.=Denne blok kan udvindes straks med ethvert udvindingsværktøj.
This block can be mined by any mining tool in half a second.=Denne blok kan udvindes på et halvt sekund med ethvert udvindingsværktøj.
This block can be mined by mining tools which match any of the following mining ratings and its toughness level.=Denne blok kan udvindes med ethvert udvindingsværktøj som svarer til en hvilkensomhelst af følgende udvindingsvurderinger og hårdhedsgrad.
This block can not be destroyed by ordinary mining tools.=Denne blok kan ikke ødelægges af normalt udvindingsværktøj.
This block can not be mined by ordinary mining tools.=Denne blok kan ikke udvindes med normalt udvindingsværktøj.
This block can serve as a smelting fuel with a burning time of @1.=Denne blok virker som brændstof til at smelte og har en brændetid på @1.
This block causes a damage of @1 hit point per second.=Denne blok giver @1 skade per sekund.
This block causes a damage of @1 hit points per second.=Denne blok giver @1 skade per sekund.
This block connects to blocks of the @1 group.=Denne blok forbindes til blokke i @1gruppen.
This block connects to blocks of the following groups: @1.=Denne blok forbindes til blokke i følgende grupper: @1.
This block connects to these blocks: @1.=Denne blok forbindes til disse blokke: @1.
This block connects to this block: @1.=Denne blok forbindes til denne blok: @1.
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukningsskade hvert 2. sekund.
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukneskade hvert 2. sekund.
This block is a light source with a light level of @1.=Denne blok er en lyskilde med lysniveau @1.
This block glows faintly with a light level of @1.=Denne blok gløder svagt med et lysniveau på @1.
This block is a building block for creating various buildings.=Denne blok er en byggesten til at bygge forskellige bygninger.
This block is a liquid with these properties:=Denne blok er en væske med følgende egenskaber:
This block is affected by gravity and can fall.=Denne blok påvirkes af tyngdekraften og kan falde ned.
This block is completely silent when mined or built.=Denne blok er helt lydløs når den udvindes eller bygges.
This block is completely silent when walked on, mined or built.=Denne blok er helt lydløs når den betrædes, udvindes eller bygges.
This block is destroyed when a falling block ends up inside it.=Denne blok ødelægges når en nedfaldende blok ender indeni den.
This block negates all fall damage.=Denne blok modvirker al faldskade.
This block points to liquids.=Denne blok orienteres mod væsker.
This block will drop as an item when a falling block ends up inside it.=Denne blok dropper som genstand når en faldende blok ender indeni den.
This block will drop as an item when it is not attached to a surrounding block.=Denne blok dropper som genstand når den ikke sidder fast på en tilstødende blok.
This block will drop as an item when no collidable block is below it.=Denne blok dropper som genstand når der ikke er en bæredygtig blok under den.
This block will drop the following items when mined: @1.=Denne blok dropper følgende genstande når den udvindes: @1.
This block will drop the following when mined: @1×@2.=Denne blok dropper følgende når den udvindes: @1x@2.
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
This block will make you bounce off with an elasticity of @1%.=Denne blok får dig til at hoppe af med en elasticitet på @1%.
This block will randomly drop one of the following when mined: @1.=Denne blok dropper en vilkårlig af følgende genstande når den udvindes: @1.
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Denne blok dropper et vilkårligt antal op til @1 af følgende mulige ting når den udvindes: @2.
This block won't drop anything when mined.=Denne blok dropper ikke noget når den udvindes.
This is a decorational block.=Dette er en pynteblok.
This is a melee weapon which deals damage by punching.=Dette er et nærkampsvåben som giver skade ved at slå.
Maximum damage per hit:=Højeste skade per slag:
This item belongs to the @1 group.=Denne genstand hører til @1gruppen.
This item belongs to these groups: @1.=Denne genstand hører til disse grupper: @1.
This item can serve as a smelting fuel with a burning time of @1.=Denne genstand virker som brændstof til at smelte og har en brændetid på @1.
This item is primarily used for crafting other items.=Denne genstand bruges mest til at lave andre genstande.
This item points to liquids.=Denne genstand orienterer sig mod væsker.
This tool belongs to the @1 group.=Dette værktøj hører til @1gruppen
This tool belongs to these groups: @1.=Dette værktøj hører til disse grupper:
This tool can serve as a smelting fuel with a burning time of @1.=Dette værktøj virker som brændstof til at smelte og har en brændetid på @1.
This tool is capable of mining.=Dette værktøj kan bruges til udvinding.
Maximum toughness levels:=Højeste hårdhedsgrad.
This tool points to liquids.=Dette værktøj orienterer sig mod væsker.
Tools and weapons=Værktøj og våben
Unknown Node=Ukendt knudepunkt
Usage help: @1=Hjælp til brug: @1
Walking on this block is completely silent.=Det er helt lydløst at gå på denne blok.
Whenever you are not wielding any item, you use the hand which acts as a tool with its own capabilities. When you are wielding an item which is not a mining tool or a weapon it will behave as if it would be the hand.=Når du ikke anvender en genstand, bruger du din hånd som fungerer som et værktøj med sine egne egenskaber. Når du anvender en genstand som ikke er et værktøj til udvinding eller våben virker det som om du bruger din hånd.
Yes=Ja
You can not jump while standing on this block.=Du kan ikke hoppe mens du står på dene blok.
any level=hvilketsomhelst level
level 0=level 0
level 0-@1=level 0-@1
unknown=ukendt
Unknown item (@1)=ukendt genstand (@1)
• @1: @2=
• @1: @2 HP=• @1: @2 HP
• @1: @2, @3=• @1: @2, @3
• Flowing range: @1=• Flydende rækkevidde: @1
• No flowing=• Ingen strøm
• Not renewable=• Kan ikke genopfriskes
• Renewable=• Kan genopfriskes
• Viscosity: @1=• Viskositet: @1
Itemstring: "@1"=Genstandsstreng: "@1"
Durability: @1 uses=Holdbarhed: @1 anvendelser
Durability: @1=Holdbarhed: @1
Mining durability:=Udvindingsholdbarhed:
• @1, level @2: @3 uses=• @1, level @2: @3 anvendelser
• @1, level @2: Unlimited=• @1, level @2: Uendelig
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Denne bloks rotation påvirkes af måden du placerer den på: Placér den på gulvet eller loftet for en lodret orientering; placér den på siden for en horisontal orientering. Hvis du sniger dig mens den placeres den vinkelret i stedet.
Toughness level: @1=Hårdhedsgrad: @1
This block is slippery.=Denne blok er glat.

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@ -2,7 +2,7 @@
Using it as fuel turns it into: @1.=L'utiliser comme combustible le transforme en : @1.
@1 seconds=@1 secondes
# Item count times item name
@1×@2=@1×@2
@1×@2=@1×@
# Itemname (25%)
@1 (@2%)=@1 (@2%)
# Itemname (<0.5%)
@ -96,11 +96,11 @@ This block will drop the following when mined: @1.=Ce bloc donnera les objets su
This block will drop the following when mined: @1.=Ce bloc donnera les objets suivant lorsque miné : @1.
This block will make you bounce off with an elasticity of @1%.=Ce bloc vous fera rebondir avec une élasticité de @1%.
This block will randomly drop one of the following when mined: @1.=Ce bloc laissera tomber de manière aléatoire un des éléments suivants lorsque miné : @1.
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Ce bloc laissera tomber de manière aléatoire jusqu'à @1 des éléments suivants lorque miné : @2.
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Ce bloc laissera tomber de manière aléatoire jusqu'à @1 des éléments suivants lorque miné :
This block won't drop anything when mined.=Ce bloc ne donnera rien lorsque miné.
This is a decorational block.=C'est un bloc de décoration.
This is a melee weapon which deals damage by punching.=C'est une arme de mêlée qui inflige des dégâts en frappant.
Maximum damage per hit:=Dégâts maximaux par frappe :
This is a melee weapon which deals damage by punching.=C'est une arme de mêlée qui inflige des dommages en frappant.
Maximum damage per hit:=Dommages maximaux par frappe :
This item belongs to the @1 group.=Cet objet appartient au groupe @1.
This item belongs to these groups: @1.=Cet objet appartient aux groupes suivants : @1
This item can serve as a smelting fuel with a burning time of @1.=Cet objet peut servir de combustible pendant @1.

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@ -1,37 +0,0 @@
# textdomain: craftguide
Any shulker box=Hvilkensomhelst shulkerboks
Any wool=Hvilkensomhelst uld
Any wood planks=Hvilkensomhelst træplanker
Any wood=Hvilkensomhelst træ
Any sand=Hvilkensomhelst sand
Any normal sandstone=Hvilkensomhelst normal sandsten
Any red sandstone=Hvilkensomhelst rød sandsten
Any carpet=HVilketsomhelst tæppe
Any dye=Hvilkensomhelst farvestof
Any water bucket=Hvilkensomhelst vandpand
Any flower=Hvilkensomhelst blomst
Any mushroom=Hvilkensomhelst svamp
Any wooden slab=Hvilkensomhelst træplade
Any wooden stairs=Hvilkensomhelst trætrappe
Any coal=Hvilketsomhelst kul
Any kind of quartz block=Hvilkensomhelst quartzblok
Any kind of purpur block=Hvilkensomhelst pupurblok
Any stone bricks=Hvilkensomhelst mursten af sten
Any stick=Hvilkensomhelst pind
Any item belonging to the @1 group=Hvilkensomhelst genstant i @1gruppen
Any item belonging to the groups: @1=Hvilkensomhelst genstand som hører til grupperne: @1
Search=Søg
Reset=Nulstil
Previous page=Forrige side
Next page=Næste side
Usage @1 of @2=Brug @1 af @2
Recipe @1 of @2=Opskrift @1 af @2
Burning time: @1=Brændetid: @1
Cooking time: @1=Tilberedelsestid: @1
Recipe is too big to be displayed (@1×@2)=Formen er for stor til at blive vist (@1x@2)
Shapeless=Uformelig
Cooking=Madlavning
Increase window size=Øg vinduesstørrelsen
Decrease window size=Mindsk vinduesstørrelsen
No item to show=Ingen genstande at vise
Collect items to reveal more recipes=Saml genstande for at afsløre flere opskrifter

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@ -1,79 +0,0 @@
# textdomain: mcl_doc
Water can flow into this block and cause it to drop as an item.=Der kan flyde vandt i denne blok, hvilket får den til at droppe som en genstand.
This block can be turned into dirt with a hoe.=Denne blok kan omdannes til jord med en hakke.
This block can be turned into farmland with a hoe.=Denne blok kan omdannes til landbrugsjord med en hakke.
This block acts as a soil for all saplings.=Denne blok virker som jord for alle spirer.
This block acts as a soil for some saplings.=Denne blok virker som jord for nogle spirer.
Sugar canes will grow on this block.=Sukkerrør gror på denne blok.
Nether wart will grow on this block.=Nethervorder gror på denne blok.
This block quickly decays when there is no wood block of any species within a distance of @1. When decaying, it disappears and may drop one of its regular drops. The block does not decay when the block has been placed by a player.=Denne blok forgår hurtigt når der ikke er træblokke af nogen art af træblokke indenfor en afstand af @1. Når den forgår, forsvinder den, og dropper måske et af sine normale drops. Blokken forgår ikke når den er blevet placeret af en spiller.
This block quickly decays and disappears when there is no wood block of any species within a distance of @1. The block does not decay when the block has been placed by a player.=Denne blok forgår hurtigt og forsvinder når der ikke er nogen art af træblokke indenfor en afstand af @1. Blokken forgår ikke når den er blevet placeret af en spiller.
This plant can only grow on grass blocks and dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Denne plante kan kun gro på græsblokke eller jord. For at overleve, har den brug for direkte udsyn til himlen, eller et lysniveau på 8 eller derover.
This plant can grow on grass blocks, podzol, dirt and coarse dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Denne plante kan gro på græsblokke, podsol, jord eller grov jord. For at overleve, har den brug for direkte udsyn til himlen, eller et lysniveau på 8 eller derover.
This block is flammable.=Denne blok er brændfarlig.
This block destroys any item it touches.=Denne blok ødelægger enhver genstand den berør.
To eat it, wield it, then rightclick.=For at spise det skal du bære det og højre-klikke.
You can eat this even when your hunger bar is full.=Du kan spise dette selvom din sultbjælke er fuld.
You cannot eat this when your hunger bar is full.=Du kan ikke spise dette når din sultbjælke er fuld.
To drink it, wield it, then rightclick.=For at drikke det skal du bære det og højre-klikke.
You cannot drink this when your hunger bar is full.=Du kan ikke drikke dette når din sultbjælke er fuld.
To consume it, wield it, then rightclick.=For at indtage det skal du bære det og højre-klikke.
You cannot consume this when your hunger bar is full.=Du kan ikke indtage dette når din sultbjælke er fuld.
You have to wait for about 2 seconds before you can eat or drink again.=Du er nødt til at vente omkring 2 sekunder før du kan drikke eller spise igen.
Hunger points restored: @1=Sultpoint genvundet: @1
Saturation points restored: @1%.1f=Mæthedspoint genvundet: @1%.1f
This item can be repaired at an anvil with: @1.=Denne genstand kan repareres ved en ambolt med: @1.
This item can be repaired at an anvil with any wooden planks.=Denne genstand kan repareres ved en ambolt med hvilkensomhelst træplanke.
This item can be repaired at an anvil with any item in the “@1” group.=Denne genstand kan repareres ved en ambolt med hvilkensomhelst genstand i "@1"gruppen
This item cannot be renamed at an anvil.=Denne genstand kan ikke omdøbes ved en ambolt.
This block crushes any block it falls into.=Denn blok knuser enhver blok den falder ind i.
When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×22 hit points with B @= number of blocks fallen. The damage can never be more than 40 HP.=Denne blok falder dybere end 1 blok, og giver skade til enhver spiller den rammer. Skaden givet er Bx2-2 ned B @= antal faldne blokke.
Diamond Pickaxe=Minehakke i diamant
Iron Pickaxe=Jernhakke
Stone Pickaxe=Stenhakke
Golden Pickaxe=Guldhakke
Wooden Pickaxe=Træhakke
Diamond Axe=Diamantøkse
Iron Axe=Jernøkse
Stone Axe=Stenøkse
Golden Axe=Guldøkse
Wooden Axe=Træøkse
Diamond Shovel=Diamantskovl
Iron Shovel=Jernskovl
Stone Shovel=Stenskovl
Golden Shovel=Guldskovl
Wooden Shovel=Træskovl
This block can be mined by any tool instantly.=Denne blok kan udvindes momentant med ethvert værktøj.
This block can be mined by:=Denne blok kan udvindes med:
Hardness: ∞= Hårdhed:∞
Hardness: @1=Hårdhed @1
This block will not be destroyed by TNT explosions.=Denne blok ødelægges ikke af TNT-eksplosioner.
This block drops itself when mined by shears.=Denne blok dropper sig selv når den udvindes med sakse.
@1×@2=@1x@2
This blocks drops the following when mined by shears: @1=Denne blok dropper følgende når den udvindes med sakse: @1
, =,
• Shears=• Sakse
• Sword=• Sværd
• Hand=• Hånd
This is a melee weapon which deals damage by punching.=Dette er et nærkampsvåben som giver skade ved at slå.
Maximum damage: @1 HP=Højeste skade: @1
Full punch interval: @1 s=Helt interval mellem slag: @1 s
This tool is capable of mining.=Dette værktøj kan bruges til udvinding.
Mining speed: @1=Udvindingshastighed: @1
Painfully slow=Pinagtig langsom
Very slow=Meget langsom
Slow=Langsom
Fast=Hurtig
Very fast=Meget hurtig
Extremely fast=Ekstremt hurtig
Instantaneous=Momentan
@1 uses=@1 anvendelser
Unlimited uses=Uendelige anvendelser
Block breaking strength: @1=Blokkens brudstyrke: @1
Mining durability: @1=Udvindingsholdbarhed: @1
Armor points: @1=Rustningspoint: @1
Armor durability: @1=Rustningens holdbarhed: @1
It can be worn on the head.=Den kan bæres på hovedet.
It can be worn on the torso.=Den kan bæres på kroppen.
It can be worn on the legs.=De kan bæres på benene.
It can be worn on the feet.=De kan bæres på fødderne.

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@ -2,7 +2,6 @@
Water can flow into this block and cause it to drop as an item.=L'eau peut s'écouler dans ce bloc et provoquer sa chute en tant qu'élément.
This block can be turned into dirt with a hoe.=Ce bloc peut être transformé en terre avec une houe.
This block can be turned into farmland with a hoe.=Ce bloc peut être transformé en terres agricoles avec une houe.
This block can be turned into grass path with a shovel.=Ce bloc peut être transformé en chemin d'herbe avec une pelle.
This block acts as a soil for all saplings.=Ce bloc agit comme un sol pour tous les pousses arbres.
This block acts as a soil for some saplings.=Ce bloc agit comme un sol pour certains pousses arbres.
Sugar canes will grow on this block.=Les cannes à sucre pousseront sur ce bloc.
@ -29,38 +28,38 @@ This item can be repaired at an anvil with any item in the “@1” group.=Cet a
This item cannot be renamed at an anvil.=Cet objet ne peut pas être renommé sur une enclume.
This block crushes any block it falls into.=Ce bloc écrase tout bloc dans lequel il tombe.
When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×22 hit points with B @= number of blocks fallen. The damage can never be more than 40 HP.=Lorsque ce bloc tombe plus profondément que 1 bloc, il inflige des dégâts à tout joueur qu'il frappe. Les dégâts infligés sont B×22 points de vie avec B @= nombre de blocs tombés. Les dégâts ne peuvent jamais dépasser 40 PV.
Diamond Pickaxe=Pioche en diamant
Iron Pickaxe=Pioche en fer
Stone Pickaxe=Pioche en pierre
Golden Pickaxe=Pioche en or
Wooden Pickaxe=Pioche en bois
Diamond Axe=Hache en diamant
Iron Axe=Hache en fer
Stone Axe=Hache en pierre
Golden Axe=Hache en or
Wooden Axe=Hache en bois
Diamond Shovel=Pelle en diamant
Iron Shovel=Pelle en fer
Stone Shovel=Pelle en pierre
Golden Shovel=Pelle en or
Wooden Shovel=Pelle en bois
Diamond Pickaxe=Pioche en Diamant
Iron Pickaxe=Pioche en Fer
Stone Pickaxe=Pioche en Pierre
Golden Pickaxe=Pioche en Or
Wooden Pickaxe=Pioche en Bois
Diamond Axe=Hache en Diamant
Iron Axe=Hache en Fer
Stone Axe=Hache en Pierre
Golden Axe=Hache en Or
Wooden Axe=Hache en Bois
Diamond Shovel=Pelle en Diamant
Iron Shovel=Pelle en Fer
Stone Shovel=Pelle en Pierre
Golden Shovel=Pelle en Or
Wooden Shovel=Pelle de Bois
This block can be mined by any tool instantly.=Ce bloc peut être miné par n'importe quel outil instantanément.
This block can be mined by:=Ce bloc peut être miné par:
Hardness: ∞=Dureté : ∞
Hardness: @1=Dureté : @1
Hardness: ∞=Dureté: ∞
Hardness: @1=Dureté: @1
This block will not be destroyed by TNT explosions.=Ce bloc ne sera pas détruit par les explosions de TNT.
This block drops itself when mined by shears.=Ce bloc se laisse tomber lorsqu'il est exploité par cisaille.
@1×@2=@1×@2
This blocks drops the following when mined by shears: @1=Ce bloc laisse tomber les choses suivantes lorsqu'il est exploité par cisaille : @1
This blocks drops the following when mined by shears: @1=Ce bloc laisse tomber les choses suivantes lorsqu'il est exploité par cisaille:
, =,
• Shears=• Cisailles
• Sword=• Epées
• Hand=• Mains
This is a melee weapon which deals damage by punching.=Il s'agit d'une arme de mêlée qui inflige des dégâts en frappant.
Maximum damage: @1 HP=Dégâts maximum : @1 PV
Full punch interval: @1 s=Interval de coup : @1 s
Maximum damage: @1 HP=Dégâts maximum: @1
Full punch interval: @1 s=Interval de coup: @1 s
This tool is capable of mining.=Cet outil est capable d'exploiter.
Mining speed: @1=Vitesse de minage : @1
Mining speed: @1=Vitesse de minage: @1
Painfully slow=Péniblement lent
Very slow=Très lent
Slow=Lent
@ -70,10 +69,10 @@ Extremely fast=Extrêmenent rapide
Instantaneous=Instantané
@1 uses=@1 utilisations
Unlimited uses=Utilisations illimitées
Block breaking strength: @1=Résistance de rupture de bloc : @1
Mining durability: @1=Durabilité de minage : @1
Armor points: @1=Point d'armure : @1
Armor durability: @1=Durabilité de l'armure : @1
Block breaking strength: @1=Résistance de rupture de bloc: @1
Mining durability: @1=Durabilité de minage: @1
Armor points: @1=Point d'armure: @1
Armor durability: @1=Durabilité de l'armure: @1
It can be worn on the head.=Il peut être porté sur la tête.
It can be worn on the torso.=Il peut être porté au torse.
It can be worn on the legs.=Il peut être porté aux jambes.

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

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@ -18,7 +18,7 @@ Basic controls:=Contrôles de base:
• [I] for the inventory=• [I] pour l'inventaire
• First items in inventory appear in hotbar below=• Les premiers éléments de l'inventaire apparaissent dans la barre de raccourci ci-dessous
• Lowest row in inventory appears in hotbar below=• La ligne la plus basse de l'inventaire apparaît dans la barre d'outils ci-dessous
• [Esc] to close this window=• [Échap] pour fermer cette fenêtre
• [Esc] to close this window=• [Esc] pour fermer cette fenêtre
How to play:=Comment jouer:
• Punch a tree trunk until it breaks and collect wood=• Frappez un tronc d'arbre jusqu'à ce qu'il se brise et ramassez du bois
• Place the wood into the 2×2 grid (your “crafting grid”) in your inventory menu and craft 4 wood planks=• Placez le bois dans la grille 2×2 (votre "grille d'établi") dans votre menu d'inventaire et fabriquez 4 planches de bois
@ -39,75 +39,75 @@ Minetest is usually bundled with a simple default game, named “Minetest Game
Minetest as well as Minetest Game are both unfinished at the moment, so please forgive us when not everything works out perfectly.=Minetest ainsi que Minetest Game sont tous deux inachevés pour le moment, alors veuillez nous pardonner quand tout ne fonctionne pas parfaitement.
Sneaking=Se faufiler
Sneaking makes you walk slower and prevents you from falling off the edge of a block.=Se faufiler vous fait marcher plus lentement et vous empêche de tomber du bord d'un bloc.
To sneak, hold down the sneak key (default: [Shift]). When you release it, you stop sneaking. Careful: When you release the sneak key at a ledge, you might fall!=Pour vous faufiler, maintenez enfoncée la touche furtive (par défaut : [Shift]). Lorsque vous la relâchez, vous arrêtez de vous faufiler. Attention : lorsque vous relâchez la touche furtive sur un rebord, vous risquez de tomber !
• Sneak: [Shift]=• Se faufiler : [Shift]
To sneak, hold down the sneak key (default: [Shift]). When you release it, you stop sneaking. Careful: When you release the sneak key at a ledge, you might fall!=Pour vous faufiler, maintenez enfoncée la touche furtive (par défaut: [Shift]). Lorsque vous le relâchez, vous arrêtez de vous faufiler. Attention: lorsque vous relâchez la touche furtive sur un rebord, vous risquez de tomber!
• Sneak: [Shift]=• Se faufiler: [Shift]
Sneaking only works when you stand on solid ground, are not in a liquid and don't climb.=Se faufiler ne fonctionne que lorsque vous vous tenez sur un sol solide, pas dans un liquide et ne grimpez pas.
If you jump while holding the sneak key, you also jump slightly higher than usual.=Si vous sautez tout en maintenant la touche furtive, vous sautez également légèrement plus haut que d'habitude.
Sneaking might be disabled by mods. In this case, you still walk slower by sneaking, but you will no longer be stopped at ledges.=Le faufilement peut être désactivé par les mods. Dans ce cas, vous marchez toujours plus lentement en vous faufilant, mais vous ne serez plus arrêté aux rebords.
Controls=Les contrôles
These are the default controls:=Ce sont les contrôles par défaut :
Basic movement:=Mouvement de base :
• Moving the mouse around: Look around=• Déplacer la souris : regarder autour
• W: Move forwards=• W : Avancer
• A: Move to the left=• A : Déplacer vers la gauche
• D: Move to the right=• D : Déplacer vers la droite
• S: Move backwards=• S : Reculer
• E: Sprint=• E : Courir
While standing on solid ground:=En position debout sur un sol solide :
• Space: Jump=• Espace : Sauter
• Shift: Sneak=• Shift : Faufiler
These are the default controls:=Ce sont les contrôles par défaut:
Basic movement:=Mouvement de base:
• Moving the mouse around: Look around=• Déplacer la souris: regardez autour
• W: Move forwards=• W: Avancer
• A: Move to the left=• A: Déplacer vers la gauche
• D: Move to the right=• D: Déplacer vers la droite
• S: Move backwards=• S: Reculer
• E: Sprint=• E: Courrir
While standing on solid ground:=En position debout sur un sol solide:
• Space: Jump=• Espace: Sauter
• Shift: Sneak=• Shift: Faufiler
While on a ladder, swimming in a liquid or fly mode is active=Sur une échelle, nager dans un liquide ou le mode voler est actif
• Space: Move up=• Espace : Monter
• Shift: Move down=• Shift : Descendre
Extended movement (requires privileges):=Déplacement étendu (nécessite des privilèges) :
• J: Toggle fast mode, makes you run or fly fast (requires “fast” privilege)=• J : Basculer en mode rapide, vous permet de courir ou de voler rapidement (nécessite le privilège "fast")
• K: Toggle fly mode, makes you move freely in all directions (requires “fly” privilege)=• K : Basculer en mode vol, vous permet de vous déplacer librement dans toutes les directions (nécessite le privilège "fly")
• H: Toggle noclip mode, makes you go through walls in fly mode (requires “noclip” privilege)=• H : Bascule le mode noclip, vous fait passer à travers les murs en mode vol (nécessite le privilège "noclip")
• E: Move even faster when in fast mode=• E : Déplacez-vous encore plus rapidement en mode rapide
• E: Walk fast in fast mode=• E : Marchez vite en mode rapide
World interaction:=Interaction avec le monde :
• Left mouse button: Punch / mine blocks / take items=• Bouton gauche de la souris : Frapper / miner des blocs / prendre des objets
• Left mouse button: Punch / mine blocks=• Bouton gauche de la souris : Frapper / miner des blocs
• Right mouse button: Build or use pointed block=• Bouton droit de la souris : Créer ou utiliser un bloc pointu
• Shift+Right mouse button: Build=• Shift+Bouton droit de la souris : Construire
• Roll mouse wheel: Select next/previous item in hotbar=• Molette de la souris : Sélectionnez l'élément suivant / précédent dans la barre active
• Roll mouse wheel / B / N: Select next/previous item in hotbar=• Faites rouler la molette de la souris / B / N : Sélectionnez l'élément suivant / précédent dans la barre de raccourci
• 1-9: Select item in hotbar directly=• 1-9 : sélectionnez directement l'élément dans la barre de raccourci
• Q: Drop item stack=• Q : Déposer la pile d'objets
• Shift+Q: Drop 1 item=• Shift+Q : Déposer 1 élément
• I: Show/hide inventory menu=• I : Afficher/masquer le menu d'inventaire
• Space: Move up=• Espace: Monter
• Shift: Move down=• Shift: Descendre
Extended movement (requires privileges):=Déplacement étendu (nécessite des privilèges):
• J: Toggle fast mode, makes you run or fly fast (requires “fast” privilege)=• J: Basculer en mode rapide, vous permet de courir ou de voler rapidement (nécessite le privilège "fast")
• K: Toggle fly mode, makes you move freely in all directions (requires “fly” privilege)=• K: Basculer en mode vol, vous permet de vous déplacer librement dans toutes les directions (nécessite le privilège "fly")
• H: Toggle noclip mode, makes you go through walls in fly mode (requires “noclip” privilege)=• H: Bascule le mode noclip, vous fait passer à travers les murs en mode vol (nécessite le privilège "noclip")
• E: Move even faster when in fast mode=• E: Déplacez-vous encore plus rapidement en mode rapide
• E: Walk fast in fast mode=• E: Marchez vite en mode rapide
World interaction:=Interaction avec le monde:
• Left mouse button: Punch / mine blocks / take items=• Bouton gauche de la souris: Perforer / miner des blocs / prendre des objets
• Left mouse button: Punch / mine blocks=• Bouton gauche de la souris: Perforer / miner des blocs
• Right mouse button: Build or use pointed block=• Bouton droit de la souris: Créer ou utiliser un bloc pointu
• Shift+Right mouse button: Build=• Shift+Bouton droit de la souris: Construire
• Roll mouse wheel: Select next/previous item in hotbar=• Molette de la souris: Sélectionnez l'élément suivant / précédent dans la barre active
• Roll mouse wheel / B / N: Select next/previous item in hotbar=• Faites rouler la molette de la souris / B / N: Sélectionnez l'élément suivant / précédent dans la barre de raccourci
• 1-9: Select item in hotbar directly=• 1-9: sélectionnez directement l'élément dans la barre de raccourci
• Q: Drop item stack=• Q: Déposer la pile d'objets
• Shift+Q: Drop 1 item=• Shift+Q: Déposer 1 élément
• I: Show/hide inventory menu=• I: Afficher/masquer le menu d'inventaire
Inventory interaction:=Interaction d'inventaire:
See the entry “Basics > Inventory”.=Voir l'entrée «Bases> Inventaire».
Camera:=Caméra :
• Z: Zoom=• Z : Zoom
• F7: Toggle camera mode=• F7 : Bascule le mode caméra
• F8: Toggle cinematic mode=• F8 : Basculer le mode cinématique
Interface:=Interface :
• Esc: Open menu window (pauses in single-player mode) or close window=• Échap : Ouvrir la fenêtre du menu (fait une pause en mode solo) ou fermer la fenêtre
• F1: Show/hide HUD=• F1 : Afficher/masquer le HUD
• F2: Show/hide chat=• F2 : Afficher/masquer le chat
• F9: Toggle minimap=• F9 : Basculer la mini-carte
• Shift+F9: Toggle minimap rotation mode=• Shift+F9 : Bascule le mode de rotation de la mini-carte
• F10: Open/close console/chat log=• F10 : Ouvrir/fermer la console/journal de chat
• F12: Take a screenshot=• F12 : Prendre une capture d'écran
Server interaction:=Interaction avec le serveur :
• T: Open chat window (chat requires the “shout” privilege)=• T : Ouvrir la fenêtre de discussion (la discussion nécessite le privilège "shout")
• /: Start issuing a server command=• / : Lancer l'émission d'une commande serveur
Technical:=Technique :
• R: Toggle far view (disables all fog and allows viewing far away, can make game very slow)=• R : Basculer la vue éloignée (désactive tout le brouillard et permet une visualisation éloignée, peut rendre le jeu très lent)
• +: Increase minimal viewing distance=• + : Augmente la distance de vision minimale
• -: Decrease minimal viewing distance=• - : Diminue la distance de vision minimale
• F3: Enable/disable fog=• F3 : Activer/désactiver le brouillard
• F5: Enable/disable debug screen which also shows your coordinates=• F5 : Activer / désactiver l'écran de débogage qui affiche également vos coordonnées
• F6: Only useful for developers. Enables/disables profiler=• F6 : utile uniquement pour les développeurs. Active/désactive le profileur
• P: Only useful for developers. Writes current stack traces=• P : utile uniquement pour les développeurs. Écrit les traces de pile actuelles
Camera:=Caméra:
• Z: Zoom=• Z: Zoom
• F7: Toggle camera mode=• F7: Bascule le mode caméra
• F8: Toggle cinematic mode=• F8: Basculer le mode cinématique
Interface:=Interface:
• Esc: Open menu window (pauses in single-player mode) or close window=• Esc: Ouvrir la fenêtre du menu (fait une pause en mode solo) ou fermer la fenêtre
• F1: Show/hide HUD=• F1: Afficher/masquer le HUD
• F2: Show/hide chat=• F2: Afficher/masquer le chat
• F9: Toggle minimap=• F9: Basculer la mini-carte
• Shift+F9: Toggle minimap rotation mode=• Shift+F9: Bascule le mode de rotation de la mini-carte
• F10: Open/close console/chat log=• F10: Ouvrir/fermer la console/journal de chat
• F12: Take a screenshot=• F12: Prendre une capture d'écran
Server interaction:=Interaction avec le serveur:
• T: Open chat window (chat requires the “shout” privilege)=• T: Ouvrir la fenêtre de discussion (la discussion nécessite le privilège "shout")
• /: Start issuing a server command=• /: Lancer l'émission d'une commande serveur
Technical:=Technique:
• R: Toggle far view (disables all fog and allows viewing far away, can make game very slow)=• R: Basculer la vue éloignée (désactive tout le brouillard et permet une visualisation éloignée, peut rendre le jeu très lent)
• +: Increase minimal viewing distance=• +: Augmentez la distance de visionnement minimale
• -: Decrease minimal viewing distance=• -: Diminue la distance de visionnement minimale
• F3: Enable/disable fog=• F3: Activer/désactiver le brouillard
• F5: Enable/disable debug screen which also shows your coordinates=• F5: Activer / désactiver l'écran de débogage qui affiche également vos coordonnées
• F6: Only useful for developers. Enables/disables profiler=• F6: utile uniquement pour les développeurs. Active/désactive le profileur
• P: Only useful for developers. Writes current stack traces=• P: utile uniquement pour les développeurs. Écrit les traces de pile actuelles
Players=Joueurs
Players (actually: “player characters”) are the characters which users control.=Les joueurs (en fait : "personnages joueurs") sont les personnages que les utilisateurs contrôlent.
Players (actually: “player characters”) are the characters which users control.=Les joueurs (en fait: "personnages joueurs") sont les personnages que les utilisateurs contrôlent.
Players are living beings. They start with a number of health points (HP) and a number of breath points (BP).=Les joueurs sont des êtres vivants. Ils commencent par un certain nombre de points de vie (PV) et un certain nombre de points de respiration (BP).
Players are capable of walking, sneaking, jumping, climbing, swimming, diving, mining, building, fighting and using tools and blocks.=Les joueurs sont capables de marcher, se faufiler, sauter, grimper, nager, plonger, exploiter, construire, se battre et utiliser des outils et des blocs.
Players can take damage for a variety of reasons, here are some:=Les joueurs peuvent subir des dégâts pour diverses raisons, en voici quelques-unes:
• Taking fall damage=• Prendre des dégâts de chute
• Touching a block which causes direct damage=• Toucher un bloc qui cause des dégâts directs
• Touching a block which causes direct damage=• Toucher un bloc qui cause des dommages directs
• Drowning=• Noyade
• Being attacked by another player=• Être attaqué par un autre joueur
• Being attacked by a computer enemy=• Être attaqué par un ennemi informatique
@ -120,9 +120,9 @@ Items=Objects
Items are things you can carry along and store in inventories. They can be used for crafting, smelting, building, mining, and more. Types of items include blocks, tools, weapons and items only used for crafting.=Les objets sont des choses que vous pouvez emporter et stocker dans des inventaires. Ils peuvent être utilisés pour l'artisanat, la fusion, la construction, l'exploitation minière, etc. Les types d'objets comprennent des blocs, des outils, des armes et des objets uniquement utilisés pour l'artisanat.
An item stack is a collection of items of the same type which fits into a single item slot. Item stacks can be dropped on the ground. Items which drop into the same coordinates will form an item stack.=Une pile d'objets est une collection d'objets du même type qui tient dans un seul emplacement d'objet. Les piles d'objets peuvent être déposées au sol. Les objets qui tombent dans les mêmes coordonnées formeront une pile d'objets.
Items have several properties, including the following:=Les éléments ont plusieurs propriétés, notamment les suivantes:
• Maximum stack size: Number of items which fit on 1 item stack=• Taille maximale de la pile : Nombre d'articles pouvant tenir sur une pile d'articles
• Pointing range: How close things must be to be pointed while wielding this item=• Plage de pointage : A quelle distance les choses doivent être pointées lorsque vous maniez cet objet
• Group memberships: See “Basics > Groups”=• Appartenance à un groupe : Voir "Général> Groupes"
• Maximum stack size: Number of items which fit on 1 item stack=• Taille maximale de la pile: Nombre d'articles pouvant tenir sur une pile d'articles
• Pointing range: How close things must be to be pointed while wielding this item=• Plage de pointage: A quelle distance les choses doivent être pointées lorsque vous maniez cet objet
• Group memberships: See “Basics > Groups”=• Appartenance à un groupe: Voir "Général> Groupes"
• May be used for crafting or cooking=• Peut être utilisé pour l'artisanat ou la cuisine
Dropped item stacks will be collected automatically when you stand close to them.=Les piles d'objets déposés seront collectées automatiquement lorsque vous vous tenez près d'eux.
Tools=Outils
@ -131,45 +131,45 @@ When nothing is wielded, players use their hand which may act as tool and weapon
A common subset of tools is mining tools. These are important to break all kinds of blocks. Weapons are a kind of tool. There are of course many other possible tools. Special actions of tools are usually done by left-click or right-click.=Un sous-ensemble d'outils sont les outils de minage. Ceux-ci sont importants pour casser toutes sortes de blocs. Les armes sont une sorte d'outil. Il existe bien sûr de nombreux autres outils possibles. Les actions spéciales des outils sont généralement effectuées par un clic gauche ou un clic droit.
Mining tools are important to break all kinds of blocks. Weapons are another kind of tool. There are some other more specialized tools. Special actions of tools are usually done by right-click.=Les outils miniers sont importants pour briser toutes sortes de blocs. Les armes sont un autre type d'outil. Il existe d'autres outils plus spécialisés. Les actions spéciales des outils sont généralement effectuées par un clic droit.
When nothing is wielded, players use their hand which may act as tool and weapon. The hand is capable of punching and deals minimum damage.=Quand rien n'est manié, les joueurs utilisent leur main qui peut servir d'outil et d'arme. La main est capable de poinçonner et inflige un minimum de dégâts.
Many tools will wear off when using them and may eventually get destroyed. The damage is displayed in a damage bar below the tool icon. If no damage bar is shown, the tool is in mint condition. Tools may be repairable by crafting, see “Basics > Crafting”.=De nombreux outils s'usent lors de leur utilisation et peuvent éventuellement être détruits. Les dégâts sont affichés dans une barre de dégâts sous l'icône de l'outil. Si aucune barre de dégâts n'est affichée, l'outil est en parfait état. Les outils peuvent être réparables par artisanat, voir «Bases> Artisanat».
Many tools will wear off when using them and may eventually get destroyed. The damage is displayed in a damage bar below the tool icon. If no damage bar is shown, the tool is in mint condition. Tools may be repairable by crafting, see “Basics > Crafting”.=De nombreux outils s'usent lors de leur utilisation et peuvent éventuellement être détruits. Les dégâts sont affichés dans une barre de dégâts sous l'icône de l'outil. Si aucune barre de dommage n'est affichée, l'outil est en parfait état. Les outils peuvent être réparables par artisanat, voir «Bases> Artisanat».
Weapons=Armes
Some items are usable as a melee weapon when wielded. Weapons share most of the properties of tools.=Certains objets sont utilisables comme arme de mêlée lorsqu'ils sont utilisés. Les armes partagent la plupart des propriétés des outils.
Melee weapons deal damage by punching players and other animate objects. There are two ways to attack:=Les armes de mêlée infligent des dégâts en frappant les joueurs et d'autres objets animés. Il y a deux façons d'attaquer :
• Single punch: Left-click once to deal a single punch=• Coup unique : Cliquez une fois avec le bouton gauche pour donner un coup
• Quick punching: Hold down the left mouse button to deal quick repeated punches=• Coup rapide : Maintenez le bouton gauche de la souris enfoncé pour effectuer des coups répétés rapidement
There are two core attributes of melee weapons:=Il y a deux attributs principaux des armes de mêlée :
• Maximum damage: Damage which is dealt after a hit when the weapon was fully recovered=• Dégâts maximum : Dégâts qui sont infligés après un coup lorsque l'arme a complètement récupéré
• Full punch interval: Time it takes for fully recovering from a punch=• Intervalle de coup complet : temps nécessaire pour récupérer complètement d'un coup
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=Une arme n'inflige des dégâts complets que lorsqu'elle a complètement récupéré d'un coup précédent. Sinon, l'arme n'infligera que des dégâts réduits. Cela signifie que le coup rapide est très rapide, mais inflige également des dégâts plutôt faibles. Notez que l'intervalle de coup complet ne limite pas la vitesse à laquelle vous pouvez attaquer.
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=Il existe une règle qui rend parfois les attaques impossibles : les joueurs, les objets animés et les armes appartiennent à des groupes de dégâts. Une arme inflige uniquement des dégâts à ceux qui partagent au moins un groupe de dégâts avec elle. Donc, si vous utilisez la mauvaise arme, vous pourriez ne pas infliger de dégâts du tout.
Melee weapons deal damage by punching players and other animate objects. There are two ways to attack:=Les armes de mêlée infligent des dégâts en frappant les joueurs et d'autres objets animés. Il y a deux façons d'attaquer:
• Single punch: Left-click once to deal a single punch=• Coup de poing unique: Cliquez une fois avec le bouton gauche pour traiter un coup de poing
• Quick punching: Hold down the left mouse button to deal quick repeated punches=• Poinçonnage rapide: Maintenez le bouton gauche de la souris enfoncé pour effectuer des coups de poing répétés rapidement
There are two core attributes of melee weapons:=Il y a deux attributs principaux des armes de mêlée:
• Maximum damage: Damage which is dealt after a hit when the weapon was fully recovered=• Dégâts maximum: Dégâts qui sont infligés après un coup lorsque l'arme a été complètement récupérée
• Full punch interval: Time it takes for fully recovering from a punch=• Intervalle de poinçonnage complet: temps nécessaire pour récupérer complètement d'un poinçon
A weapon only deals full damage when it has fully recovered from a previous punch. Otherwise, the weapon will deal only reduced damage. This means, quick punching is very fast, but also deals rather low damage. Note the full punch interval does not limit how fast you can attack.=Une arme n'inflige des dégâts complets que lorsqu'elle a complètement récupéré d'un coup de poing précédent. Sinon, l'arme n'infligera que des dégâts réduits. Cela signifie que le poinçonnage rapide est très rapide, mais inflige également des dégâts plutôt faibles. Notez que l'intervalle de punch complet ne limite pas la vitesse à laquelle vous pouvez attaquer.
There is a rule which sometimes makes attacks impossible: Players, animate objects and weapons belong to damage groups. A weapon only deals damage to those who share at least one damage group with it. So if you're using the wrong weapon, you might not deal any damage at all.=Il existe une règle qui rend parfois les attaques impossibles: les joueurs, les objets animés et les armes appartiennent à des groupes de dégâts. Une arme inflige uniquement des dégâts à ceux qui partagent au moins un groupe de dégâts avec elle. Donc, si vous utilisez la mauvaise arme, vous pourriez ne pas infliger de dégâts du tout.
Pointing=Pointage
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, players, computer enemies and objects.="Pointage" signifie regarder quelque chose à portée avec le réticule. Le pointage est nécessaire pour l'interaction, comme l'extraction, la frappe, l'utilisation, etc.
“Pointing” means looking at something in range with the crosshair. Pointing is needed for interaction, like mining, punching, using, etc. Pointable things include blocks, players, computer enemies and objects.="Pointage" signifie regarder quelque chose à portée avec le réticule. Le pointage est nécessaire pour l'interaction, comme l'extraction, le poinçonnage, l'utilisation, etc.
To point something, it must be in the pointing range (also just called “range”) of your wielded item. There's a default range when you are not wielding anything. A pointed thing will be outlined or highlighted (depending on your settings). Pointing is not possible with the 3rd person front camera.=Pour pointer quelque chose, il doit se trouver dans la plage de pointage (également appelée simplement "plage") de votre objet brandi. Il y a une plage par défaut lorsque vous ne maniez rien. Une chose pointue sera soulignée ou mise en évidence (en fonction de vos paramètres). Le pointage n'est pas possible avec la caméra frontale à la 3ème personne.
A few things can not be pointed. Most blocks are pointable. A few blocks, like air, can never be pointed. Other blocks, like liquids can only be pointed by special items.=Certaines choses ne peuvent pas être signalées. La plupart des blocs sont pointables. Quelques blocs, comme l'air, ne peuvent jamais être pointés. D'autres blocs, comme les liquides, ne peuvent être pointés que par des objets spéciaux.
Camera=Caméra
There are 3 different views which determine the way you see the world. The modes are:=Il y a 3 vues différentes qui déterminent la façon dont vous voyez le monde. Les modes sont :
• 1: First-person view (default)=• 1 : Vue à la première personne (par défaut)
• 2: Third-person view from behind=• 2 : Vue à la troisième personne par derrière
• 3: Third-person view from the front=• 3 : Vue à la troisième personne de face
There are 3 different views which determine the way you see the world. The modes are:=Il y a 3 vues différentes qui déterminent la façon dont vous voyez le monde. Les modes sont:
• 1: First-person view (default)=• 1: Vue à la première personne (par défaut)
• 2: Third-person view from behind=• 2: Vue à la troisième personne par derrière
• 3: Third-person view from the front=• 3: Vue à la troisième personne de face
You can change the camera mode by pressing [F7].=Vous pouvez changer le mode de l'appareil photo en appuyant sur [F7].
You might be able to zoom with [Z] to zoom the view at the crosshair. This allows you to look further.=Vous pourrez peut-être zoomer avec [Z] pour zoomer la vue sur le réticule. Cela vous permet de regarder plus loin.
Zooming is a gameplay feature that might be enabled or disabled by the game. By default, zooming is enabled when in Creative Mode but disabled otherwise.=Le zoom est une fonctionnalité de gameplay qui peut être activée ou désactivée par le jeu. Par défaut, le zoom est activé en mode créatif mais désactivé dans le cas contraire.
There is also Cinematic Mode which can be toggled with [F8]. With Cinematic Mode enabled, the camera movements become more smooth. Some players don't like it, it is a matter of taste.=Il y a aussi le mode cinématique qui peut être basculé avec [F8]. Lorsque le mode cinématique est activé, les mouvements de la caméra deviennent plus fluides. Certains joueurs ne l'aiment pas, c'est une question de goût.
By holding down [Z], you can zoom the view at your crosshair. You need the “zoom” privilege to do this.=En maintenant [Z] enfoncé, vous pouvez agrandir la vue sur votre réticule. Vous avez besoin du privilège "zoom" pour ce faire.
• Switch camera mode: [F7]=• Changer le mode de l'appareil photo : [F7]
• Toggle Cinematic Mode: [F8]=• Basculer le mode cinématique : [F8]
• Zoom: [Z]=• Zoom : [Z]
• Switch camera mode: [F7]=• Changer le mode de l'appareil photo: [F7]
• Toggle Cinematic Mode: [F8]=• Basculer le mode cinématique: [F8]
• Zoom: [Z]=• Zoom: [Z]
Blocks=Blocs
The world of MineClone 2 is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Le monde de MineClone 2 est entièrement constitué de blocs (voxels, pour être précis). Les blocs peuvent être ajoutés ou supprimés avec les bons outils.
The world is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Le monde est entièrement fait de blocs (voxels, pour être précis). Les blocs peuvent être ajoutés ou supprimés avec les bons outils.
Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:=Les blocs peuvent avoir un large éventail de propriétés différentes qui déterminent les temps d'exploration, le comportement, l'apparence, la forme et bien plus encore. Leurs propriétés comprennent:
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=• Collidable : les blocs collidables ne peuvent pas être traversés; les joueurs peuvent marcher dessus. Les blocs non collidables peuvent passer librement
• Pointable: Pointable blocks show a wireframe or a halo box when pointed. But you will just point through non-pointable blocks. Liquids are usually non-pointable but they can be pointed at by some special tools=• Pointable : les blocs pointables affichent un filaire ou une boîte de halo lorsqu'ils sont pointés. Mais vous pointerez simplement à travers des blocs non pointables. Les liquides sont généralement non pointables mais ils peuvent être pointés par certains outils spéciaux
• Mining properties: By which tools it can be mined, how fast and how much it wears off tools=• Propriétés minières : par quels outils il peut être extrait, à quelle vitesse et combien il s'use
• Climbable: While you are at a climbable block, you won't fall and you can move up and down with the jump and sneak keys=• Grimpable : Pendant que vous êtes sur un bloc grimpable, vous ne tomberez pas et vous pouvez vous déplacer de haut en bas avec les touches de saut et de furtivité
• Drowning damage: See the entry “Basics > Player”=• Dégâts liés à la noyade : voir l'entrée "Bases> Joueur"
• Liquids: See the entry “Basics > Liquids”=• Liquides : voir l'entrée "Bases> Liquides"
• Group memberships: Group memberships are used to determine mining properties, crafting, interactions between blocks and more=• Appartenances aux groupes : les appartenances aux groupes sont utilisées pour déterminer les propriétés minières, l'artisanat, les interactions entre les blocs, etc.
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=• Collidable: les blocs collidables ne peuvent pas être traversés; les joueurs peuvent marcher dessus. Les blocs non collidables peuvent passer librement
• Pointable: Pointable blocks show a wireframe or a halo box when pointed. But you will just point through non-pointable blocks. Liquids are usually non-pointable but they can be pointed at by some special tools=• Pointable: les blocs pointables affichent un filaire ou une boîte de halo lorsqu'ils sont pointés. Mais vous pointerez simplement à travers des blocs non pointables. Les liquides sont généralement non pointables mais ils peuvent être pointés par certains outils spéciaux
• Mining properties: By which tools it can be mined, how fast and how much it wears off tools=• Propriétés minières: par quels outils il peut être extrait, à quelle vitesse et combien il s'use
• Climbable: While you are at a climbable block, you won't fall and you can move up and down with the jump and sneak keys=• Grimpable: Pendant que vous êtes sur un bloc grimpable, vous ne tomberez pas et vous pouvez vous déplacer de haut en bas avec les touches de saut et de furtivité
• Drowning damage: See the entry “Basics > Player”=• Dommages liés à la noyade: voir l'entrée "Bases> Joueur"
• Liquids: See the entry “Basics > Liquids”=• Liquides: voir l'entrée "Bases> Liquides"
• Group memberships: Group memberships are used to determine mining properties, crafting, interactions between blocks and more=• Appartenances aux groupes: les appartenances aux groupes sont utilisées pour déterminer les propriétés minières, l'artisanat, les interactions entre les blocs, etc.
Mining=Exploitation minière
Mining (or digging) is the process of breaking blocks to remove them. To mine a block, point it and hold down the left mouse button until it breaks.=L'exploitation minière (ou creuser) est le processus de rupture des blocs pour les retirer. Pour extraire un bloc, pointez-le et maintenez enfoncé le bouton gauche de la souris jusqu'à ce qu'il se casse.
Blocks require a mining tool to be mined. Different blocks are mined by different mining tools, and some blocks can not be mined by any tool. Blocks vary in hardness and tools vary in strength. Mining tools will wear off over time. The mining time and the tool wear depend on the block and the mining tool. The fastest way to find out how efficient your mining tools are is by just trying them out on various blocks. Any items you gather by mining will drop on the ground, ready to be collected.=Les blocs nécessitent un outil de minage pour être minés. Différents blocs sont extraits par différents outils d'exploration de données, et certains blocs ne peuvent être extraits par aucun outil. Les blocs varient en dureté et les outils varient en résistance. Les outils miniers s'useront avec le temps. Le temps d'extraction et l'usure de l'outil dépendent du bloc et de l'outil d'extraction. Le moyen le plus rapide de découvrir l'efficacité de vos outils d'exploration est simplement de les essayer sur différents blocs. Tous les objets que vous récupérez par extraction tomberont au sol, prêts à être récupérés.
@ -182,28 +182,28 @@ Building=Construire
Almost all blocks can be built (or placed). Building is very simple and has no delay.=Presque tous les blocs peuvent être construits (ou placés). La construction est très simple et n'a pas de retard.
To build your wielded block, point at a block in the world and right-click. If this is not possible because the pointed block has a special right-click action, hold down the sneak key before right-clicking.=Pour construire votre bloc brandi, pointez sur un bloc dans le monde et faites un clic droit. Si cela n'est pas possible car le bloc pointé a une action spéciale de clic droit, maintenez la touche furtive avant de cliquer avec le bouton droit.
Blocks can almost always be built at pointable blocks. One exception are blocks attached to the floor; these can only be built on the floor.=Les blocs peuvent presque toujours être construits sur des blocs pointables. Une exception est les blocs attachés au sol; ceux-ci ne peuvent être construits que sur le sol.
Normally, blocks are built in front of the pointed side of the pointed block. A few blocks are different: When you try to build at them, they are replaced.=Normalement, les blocs sont construits devant le côté pointu du bloc pointu. Quelques blocs sont différents : lorsque vous essayez de les construire, ils sont remplacés.
Normally, blocks are built in front of the pointed side of the pointed block. A few blocks are different: When you try to build at them, they are replaced.=Normalement, les blocs sont construits devant le côté pointu du bloc pointu. Quelques blocs sont différents: lorsque vous essayez de les construire, ils sont remplacés.
Liquids=Liquides
Liquids are special dynamic blocks. Liquids like to spread and flow to their surrounding blocks. Players can swim and drown in them.=Les liquides sont des blocs dynamiques spéciaux. Les liquides aiment se propager et s'écouler vers leurs blocs environnants. Les joueurs peuvent nager et se noyer en eux.
Liquids usually come in two forms: In source form (S) and in flowing form (F).=Les liquides se présentent généralement sous deux formes : sous forme source (S) et sous forme fluide (F).
Liquids usually come in two forms: In source form (S) and in flowing form (F).=Les liquides se présentent généralement sous deux formes: sous forme source (S) et sous forme fluide (F).
Liquid sources have the shape of a full cube. A liquid source will generate flowing liquids around it from time to time, and, if the liquid is renewable, it also generates liquid sources. A liquid source can sustain itself. As long it is left alone, a liquid source will normally keep its place and does not drain out.=Les sources liquides ont la forme d'un cube plein. Une source de liquide génère de temps à autre des liquides qui coulent autour d'elle et, si le liquide est renouvelable, elle génère également des sources de liquide. Une source liquide peut se maintenir. Tant qu'elle est laissée seule, une source liquide gardera normalement sa place et ne s'écoulera pas.
Flowing liquids take a sloped form. Flowing liquids spread around the world until they drain. A flowing liquid can not sustain itself and always comes from a liquid source, either directly or indirectly. Without a liquid source, a flowing liquid will eventually drain out and disappear.=Les liquides qui coulent prennent une forme inclinée. Les liquides qui coulent se répandent dans le monde jusqu'à ce qu'ils s'écoulent. Un liquide qui coule ne peut pas subvenir à ses besoins et provient toujours d'une source de liquide, directement ou indirectement. Sans source de liquide, un liquide qui s'écoule finira par s'écouler et disparaître.
All liquids share the following properties:=Tous les liquides partagent les propriétés suivantes:
• All properties of blocks (including drowning damage)=• Toutes les propriétés des blocs (y compris les dégâts de noyade)
• Renewability: Renewable liquids can create new sources=• Renouvelabilité : les liquides renouvelables peuvent créer de nouvelles sources
• Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will spread. Possible are ranges from 0 to 8. At 0, no flowing liquids will be created. Image 5 shows a liquid of flowing range 2=• Plage d'écoulement : le nombre de liquides qui s'écoulent au maximum par source de liquide détermine la distance de propagation du liquide. Les plages possibles sont comprises entre 0 et 8. À 0, aucun liquide ne sera créé. L'image 5 montre un liquide de gamme fluide 2
• Viscosity: How slow players move through it and how slow the liquid spreads=• Viscosité : la vitesse à laquelle les joueurs se déplacent et la vitesse de propagation du liquide
• Renewability: Renewable liquids can create new sources=• Renouvelabilité: les liquides renouvelables peuvent créer de nouvelles sources
• Flowing range: How many flowing liquids are created at maximum per liquid source, it determines how far the liquid will spread. Possible are ranges from 0 to 8. At 0, no flowing liquids will be created. Image 5 shows a liquid of flowing range 2=• Plage d'écoulement: le nombre de liquides qui s'écoulent au maximum par source de liquide détermine la distance de propagation du liquide. Les plages possibles sont comprises entre 0 et 8. À 0, aucun liquide ne sera créé. L'image 5 montre un liquide de gamme fluide 2
• Viscosity: How slow players move through it and how slow the liquid spreads=• Viscosité: la vitesse à laquelle les joueurs se déplacent et la vitesse de propagation du liquide
Renewable liquids create new liquid sources at open spaces (image 2). A new liquid source is created when:=Les liquides renouvelables créent de nouvelles sources de liquide dans les espaces ouverts (image 2). Une nouvelle source de liquide est créée lorsque:
• Two renewable liquid blocks of the same type touch each other diagonally=• Deux blocs liquides renouvelables du même type se touchent en diagonale
• These blocks are also on the same height=• Ces blocs sont également à la même hauteur
• One of the two “corners” is open space which allows liquids to flow in=• L'un des deux «coins» est un espace ouvert qui permet aux liquides de s'écouler
When those criteria are met, the open space is filled with a new liquid source of the same type (image 3).=Lorsque ces critères sont remplis, l'espace ouvert est rempli d'une nouvelle source de liquide du même type (image 3).
Swimming in a liquid is fairly straightforward: The usual direction keys for basic movement, the jump key for rising and the sneak key for sinking.=Nager dans un liquide est assez simple : les touches de direction habituelles pour les mouvements de base, la touche de saut pour la montée et la touche furtive pour le naufrage.
Swimming in a liquid is fairly straightforward: The usual direction keys for basic movement, the jump key for rising and the sneak key for sinking.=Nager dans un liquide est assez simple: les touches de direction habituelles pour les mouvements de base, la touche de saut pour la montée et la touche furtive pour le naufrage.
The physics for swimming and diving in a liquid are:=La physique pour nager et plonger dans un liquide est:
• The higher the viscosity, the slower you move=• Plus la viscosité est élevée, plus vous vous déplacez lentement
• If you rest, you'll slowly sink=• Si vous vous reposez, vous coulerez lentement
• There is no fall damage for falling into a liquid as such=• Il n'y a aucun dégât de chute pour tomber dans un liquide en tant que tel
• If you fall into a liquid, you will be slowed down on impact (but don't stop instantly). Your impact depth is determined by your speed and the liquid viscosity. For a safe high drop into a liquid, make sure there is enough liquid above the ground, otherwise you might hit the ground and take fall damage=• Si vous tombez dans un liquide, vous serez ralenti à l'impact (mais ne vous arrêtez pas instantanément). Votre profondeur d'impact est déterminée par votre vitesse et la viscosité du liquide. Pour une chute élevée et sûre dans un liquide, assurez-vous qu'il y a suffisamment de liquide au-dessus du sol, sinon vous pourriez toucher le sol et subir des dégâts de chute
• There is no fall damage for falling into a liquid as such=• Il n'y a aucun dommage de chute pour tomber dans un liquide en tant que tel
• If you fall into a liquid, you will be slowed down on impact (but don't stop instantly). Your impact depth is determined by your speed and the liquid viscosity. For a safe high drop into a liquid, make sure there is enough liquid above the ground, otherwise you might hit the ground and take fall damage=• Si vous tombez dans un liquide, vous serez ralenti à l'impact (mais ne vous arrêtez pas instantanément). Votre profondeur d'impact est déterminée par votre vitesse et la viscosité du liquide. Pour une chute élevée et sûre dans un liquide, assurez-vous qu'il y a suffisamment de liquide au-dessus du sol, sinon vous pourriez toucher le sol et subir des dommages de chute
Liquids are often not pointable. But some special items are able to point all liquids.=Les liquides sont souvent inutiles. Mais certains objets spéciaux sont capables de pointer tous les liquides.
Crafting=Artisanat
Crafting is the task of combining several items to form a new item.=L'artisanat consiste à combiner plusieurs éléments pour former un nouvel élément.
@ -212,10 +212,10 @@ To complete the craft, take the result item from the output slot, which will con
A description on how to craft an item is called a “crafting recipe”. You need this knowledge to craft. There are multiple ways to learn crafting recipes. One way is by using a crafting guide, which contains a list of available crafting recipes. Some games provide crafting guides. There are also some mods which you can download online for installing a crafting guide. Another way is by reading the online manual of the game (if one is available).=Une description sur la façon de fabriquer un objet est appelée "recette d'artisanat". Vous avez besoin de ces connaissances pour créer. Il existe plusieurs façons d'apprendre des recettes d'artisanat. Une façon consiste à utiliser un guide d'artisanat, qui contient une liste des recettes d'artisanat disponibles. Certains jeux proposent des guides d'artisanat. Il existe également des mods que vous pouvez télécharger en ligne pour installer un guide d'artisanat. Une autre façon consiste à lire le manuel en ligne du jeu (s'il en existe un).
Crafting recipes consist of at least one input item and exactly one stack of output items. When performing a single craft, it will consume exactly one item from each stack of the crafting grid, unless the crafting recipe defines replacements.=Les recettes d'artisanat consistent en au moins un élément d'entrée et exactement une pile d'éléments de sortie. Lors de l'exécution d'un seul métier, il consommera exactement un objet de chaque pile de la grille de fabrication, à moins que la recette de fabrication ne définisse des remplacements.
There are multiple types of crafting recipes:=Il existe plusieurs types de recettes d'artisanat:
• Shaped (image 2): Items need to be placed in a particular shape=• En forme (image 2) : Les articles doivent être placés dans une forme particulière
• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)=• Sans forme (images 3 et 4) : Les éléments doivent être placés quelque part dans l'entrée (les deux images montrent la même recette)
• Cooking: Explained in “Basics > Cooking”=• Cuisine : expliquée dans "Bases> Cuisine"
• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by 5%=• Réparation (image 5) : Placez deux outils endommagés dans la grille d'artisanat n'importe où pour obtenir un outil qui est réparé de 5%
• Shaped (image 2): Items need to be placed in a particular shape=• En forme (image 2): Les articles doivent être placés dans une forme particulière
• Shapeless (images 3 and 4): Items need to be placed somewhere in input (both images show the same recipe)=• Sans forme (images 3 et 4): Les éléments doivent être placés quelque part dans l'entrée (les deux images montrent la même recette)
• Cooking: Explained in “Basics > Cooking”=• Cuisine: expliquée dans "Bases> Cuisine"
• Repairing (image 5): Place two damaged tools into the crafting grid anywhere to get a tool which is repaired by 5%=• Réparation (image 5): Placez deux outils endommagés dans la grille d'artisanat n'importe où pour obtenir un outil qui est réparé de 5%
In some crafting recipes, some input items do not need to be a concrete item, instead they need to be a member of a group (see “Basics > Groups”). These recipes offer a bit more freedom in the input items. Images 6-8 show the same group-based recipe. Here, 8 items of the “stone” group are required, which is true for all of the shown items.=Dans certaines recettes d'artisanat, certains éléments d'entrée n'ont pas besoin d'être un élément concret, ils doivent plutôt être membres d'un groupe (voir "Bases> Groupes"). Ces recettes offrent un peu plus de liberté dans les éléments d'entrée. Les images 6-8 montrent la même recette de groupe. Ici, 8 éléments du groupe "pierre" sont requis, ce qui est vrai pour tous les éléments affichés.
Rarely, crafting recipes have replacements. This means, whenever you perform a craft, some items in the crafting grid will not be consumed, but instead will be replaced by another item.=Rarement, les recettes d'artisanat ont des remplacements. Cela signifie que chaque fois que vous effectuez un métier, certains objets de la grille de fabrication ne seront pas consommés, mais seront remplacés à la place par un autre objet.
Cooking=Cuisine
@ -225,9 +225,9 @@ Each cookable item requires time to be cooked. This time is specific to the item
Hotbar=Hotbar
At the bottom of the screen you see some squares. This is called the “hotbar”. The hotbar allows you to quickly access the first items from your player inventory.=Au bas de l'écran, vous voyez des carrés. C'est ce qu'on appelle la "hotbar". La barre d'accès vous permet d'accéder rapidement aux premiers éléments de votre inventaire de joueur.
You can change the selected item with the mouse wheel or the keyboard.=Vous pouvez modifier l'élément sélectionné avec la molette de la souris ou le clavier.
• Select previous item in hotbar: [Mouse wheel up] or [B]=• Sélectionnez l'élément précédent dans la hotbar : [Molette de la souris vers le haut] ou [B]
• Select next item in hotbar: [Mouse wheel down] or [N]=• Sélectionnez l'élément suivant dans la hotbar : [Molette de la souris vers le bas] ou [N]
• Select item in hotbar directly: [1]-[9]=• Sélectionnez l'élément dans la hotbar directement : [1]-[9]
• Select previous item in hotbar: [Mouse wheel up] or [B]=• Sélectionnez l'élément précédent dans la hotbar: [Molette de la souris vers le haut] ou [B]
• Select next item in hotbar: [Mouse wheel down] or [N]=• Sélectionnez l'élément suivant dans la hotbar: [Molette de la souris vers le bas] ou [N]
• Select item in hotbar directly: [1]-[9]=• Sélectionnez l'élément dans la hotbar directement: [1]-[9]
The selected item is also your wielded item.=L'élément sélectionné est également votre élément brandi.
Minimap=Mini-carte
If you have a map item in any of your hotbar slots, you can use the minimap.=Si vous avez un élément de carte dans l'un de vos emplacements de hotbar vous pouvez utiliser la minicarte.
@ -237,173 +237,173 @@ Surface mode (image 1) is a top-down view of the world, roughly resembling the c
Radar mode (image 2) is more complicated. It displays the “denseness” of the area around you and changes with your height. Roughly, the more green an area is, the less “dense” it is. Black areas have many blocks. Use the radar to find caverns, hidden areas, walls and more. The rectangular shapes in image 2 clearly expose the position of a dungeon.=Le mode radar (image 2) est plus compliqué. Il affiche la «densité» de la zone autour de vous et change avec votre taille. En gros, plus une zone est verte, moins elle est «dense». Les zones noires ont de nombreux blocs. Utilisez le radar pour trouver des cavernes, des zones cachées, des murs et plus encore. Les formes rectangulaires de l'image 2 révèlent clairement la position d'un donjon.
There are also two different rotation modes. In “square mode”, the rotation of the minimap is fixed. If you press [Shift]+[F9] to switch to “circle mode”, the minimap will instead rotate with your looking direction, so “up” is always your looking direction.=Il existe également deux modes de rotation différents. En "mode carré", la rotation de la minicarte est fixe. Si vous appuyez sur [Shift] + [F9] pour passer en "mode cercle", la minicarte tournera à la place avec votre direction de recherche, donc "haut" est toujours votre direction de recherche.
In some games, the minimap may be disabled.=Dans certains jeux, la minicarte peut être désactivée.
• Toggle minimap mode: [F9]=• Basculer le mode mini-carte : [F9]
• Toggle minimap rotation mode: [Shift]+[F9]=• Basculer le mode de rotation de la mini-carte : [Shift]+[F9]
• Toggle minimap mode: [F9]=• Basculer le mode mini-carte: [F9]
• Toggle minimap rotation mode: [Shift]+[F9]=• Basculer le mode de rotation de la mini-carte: [Shift]+[F9]
Inventory=Inventaire
Inventories are used to store item stacks. There are other uses, such as crafting. An inventory consists of a rectangular grid of item slots. Each item slot can either be empty or hold one item stack. Item stacks can be moved freely between most slots.=Les stocks sont utilisés pour stocker des piles d'articles. Il existe d'autres utilisations, telles que l'artisanat. Un inventaire se compose d'une grille rectangulaire d'emplacements d'objets. Chaque emplacement d'objet peut être vide ou contenir une pile d'objets. Les piles d'objets peuvent être déplacées librement entre la plupart des emplacements.
You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la touche d'inventaire (par défaut : [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar.
You have your own inventory which is called your “player inventory”, you can open it with the inventory key (default: [I]). The first inventory slots are also used as slots in your hotbar.=Vous avez votre propre inventaire qui s'appelle votre "inventaire de joueur", vous pouvez l'ouvrir avec la touche d'inventaire (par défaut: [I]). Les premiers emplacements d'inventaire sont également utilisés comme emplacements dans votre hotbar.
Blocks can also have their own inventory, e.g. chests and furnaces.=Les blocs peuvent également avoir leur propre inventaire, par exemple coffres et fours.
Inventory controls:=Contrôles d'inventaire:
Taking: You can take items from an occupied slot if the cursor holds nothing.=Prendre : vous pouvez prendre des objets dans un emplacement occupé si le curseur ne contient rien.
• Left click: take entire item stack=• Clic gauche : Prendre toute la pile d'objets
• Right click: take half from the item stack (rounded up)=• Clic droit : Prendre la moitié de la pile d'objets (arrondi vers le haut)
• Middle click: take 10 items from the item stack=• Clic du milieu : Prenez 10 objets de la pile d'objets
• Mouse wheel down: take 1 item from the item stack=• Molette de la souris vers le bas : Prenez 1 objet de la pile d'objets
Putting: You can put items onto a slot if the cursor holds 1 or more items and the slot is either empty or contains an item stack of the same item type.=Placer : Vous pouvez placer des objets dans un emplacement si le curseur contient un ou plusieurs objets et que l'emplacement est vide ou contient une pile d'objets du même type d'objet.
• Left click: put entire item stack=• Clic gauche : Mettre toute la pile d'objets
• Right click: put 1 item of the item stack=• Clic droit : Mettre 1 élément de la pile d'objets
• Right click or mouse wheel up: put 1 item of the item stack=• Clic droit ou roulette de la souris vers le haut : Placez 1 article dans la pile d'objets
• Middle click: put 10 items of the item stack=• Clic du milieu : Mettez 10 objets dans la pile d'objets
Exchanging: You can exchange items if the cursor holds 1 or more items and the destination slot is occupied by a different item type.=Échange : vous pouvez échanger des objets si le curseur contient un ou plusieurs objets et que l'emplacement de destination est occupé par un type d'objet différent.
• Click: exchange item stacks=• Cliquez : Echangez les piles d'articles
Throwing away: If you hold an item stack and click with it somewhere outside the menu, the item stack gets thrown away into the environment.=Jeter : Si vous maintenez une pile d'objets et cliquez avec elle quelque part en dehors du menu, la pile d'objets est jetée dans l'environnement.
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=Transfert rapide : vous pouvez rapidement transférer une pile d'objets vers / depuis l'inventaire du joueur vers / depuis l'emplacement d'inventaire d'un autre objet comme un four, un coffre ou tout autre élément avec un emplacement d'inventaire lorsque l'inventaire de cet article est accessible. L'inventaire cible est généralement l'inventaire le plus pertinent dans ce contexte.
• Sneak+Left click: Automatically transfer item stack=• Faufiler+clic gauche : transférer automatiquement la pile d'objets
Taking: You can take items from an occupied slot if the cursor holds nothing.=Prendre: vous pouvez prendre des objets dans un emplacement occupé si le curseur ne contient rien.
• Left click: take entire item stack=• Clic gauche: Prendre toute la pile d'objets
• Right click: take half from the item stack (rounded up)=• Clic droit: Prendre la moitié de la pile d'objets (arrondi vers le haut)
• Middle click: take 10 items from the item stack=• Clic du milieu: Prenez 10 objets de la pile d'objets
• Mouse wheel down: take 1 item from the item stack=• Molette de la souris vers le bas: Prenez 1 objet de la pile d'objets
Putting: You can put items onto a slot if the cursor holds 1 or more items and the slot is either empty or contains an item stack of the same item type.=Placer: Vous pouvez placer des objets dans un emplacement si le curseur contient un ou plusieurs objets et que l'emplacement est vide ou contient une pile d'objets du même type d'objet.
• Left click: put entire item stack=• Clic gauche: Mettre toute la pile d'objets
• Right click: put 1 item of the item stack=• Clic droit: Mettre 1 élément de la pile d'objets
• Right click or mouse wheel up: put 1 item of the item stack=• Clic droit ou roulette de la souris vers le haut: Placez 1 article dans la pile d'objets
• Middle click: put 10 items of the item stack=• Clic du milieu: Mettez 10 objets dans la pile d'objets
Exchanging: You can exchange items if the cursor holds 1 or more items and the destination slot is occupied by a different item type.=Échange: vous pouvez échanger des objets si le curseur contient un ou plusieurs objets et que l'emplacement de destination est occupé par un type d'objet différent.
• Click: exchange item stacks=• Cliquez: Echangez les piles d'articles
Throwing away: If you hold an item stack and click with it somewhere outside the menu, the item stack gets thrown away into the environment.=Jeter: Si vous maintenez une pile d'objets et cliquez avec elle quelque part en dehors du menu, la pile d'objets est jetée dans l'environnement.
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=Transfert rapide: vous pouvez rapidement transférer une pile d'objets vers / depuis l'inventaire du joueur vers / depuis l'emplacement d'inventaire d'un autre objet comme un four, un coffre ou tout autre élément avec un emplacement d'inventaire lorsque l'inventaire de cet article est accessible. L'inventaire cible est généralement l'inventaire le plus pertinent dans ce contexte.
• Sneak+Left click: Automatically transfer item stack=• Faufiler+clic gauche: transférer automatiquement la pile d'objets
Online help=Aide en ligne
You may want to check out these online resources related to MineClone 2.=Vous voudrez peut-être consulter ces ressources en ligne liées à MineClone 2.
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Téléchargement de MineClone 2 et discussion sur le forum : <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Téléchargement de MineClone 2 et discussion sur le forum: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of MineClone 2 and can discuss it.=Vous trouverez ici la version la plus récente de MineClone 2 et pouvez en discuter.
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=Suivi des bogues : <https://github.com/Wuzzy2/MineClone2-Bugs>
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=Suivi des bogues: <https://github.com/Wuzzy2/MineClone2-Bugs>
Report bugs here.=Signalez les bugs ici.
Minetest links:=Liens Minetest:
You may want to check out these online resources related to Minetest:=Vous voudrez peut-être consulter ces ressources en ligne liées à Minetest:
Official homepage of Minetest: <https://minetest.net/>=Page d'accueil officielle de Minetest : <https://minetest.net/>
Official homepage of Minetest: <https://minetest.net/>=Page d'accueil officielle de Minetest: <https://minetest.net/>
The main place to find the most recent version of Minetest, the engine used by MineClone 2.=L'endroit principal pour trouver la version la plus récente de Minetest, le moteur utilisé par MineClone 2.
The main place to find the most recent version of Minetest.=L'endroit principal pour trouver la version la plus récente de Minetest.
Community wiki: <https://wiki.minetest.net/>=Wiki de la communauté : <https://wiki.minetest.net/>
Community wiki: <https://wiki.minetest.net/>=Wiki de la communauté: <https://wiki.minetest.net/>
A community-based documentation website for Minetest. Anyone with an account can edit it! It also features a documentation of Minetest Game.=Un site Web de documentation communautaire pour Minetest. N'importe qui avec un compte peut le modifier! C'est aussi une documentation pour Minetest.
Minetest forums: <https://forums.minetest.net/>=Forums de minetest : <https://forums.minetest.net/>
Minetest forums: <https://forums.minetest.net/>=Forums de minetest: <https://forums.minetest.net/>
A web-based discussion platform where you can discuss everything related to Minetest. This is also a place where player-made mods and games are published and discussed. The discussions are mainly in English, but there is also space for discussion in other languages.=Une plate-forme de discussion en ligne où vous pouvez discuter de tout ce qui concerne Minetest. C'est également un endroit où les mods et les jeux créés par les joueurs sont publiés et discutés. Les discussions se déroulent principalement en anglais, mais il existe également un espace de discussion dans d'autres langues.
Chat: <irc://irc.freenode.net#minetest>=Chat : <irc://irc.freenode.net#minetest>
Chat: <irc://irc.freenode.net#minetest>=Chat: <irc://irc.freenode.net#minetest>
A generic Internet Relay Chat channel for everything related to Minetest where people can meet to discuss in real-time. If you do not understand IRC, see the Community Wiki for help.=Un canal de discussion générique pour tout ce qui concerne le Minetest où les gens peuvent se rencontrer pour discuter en temps réel. Si vous ne comprenez pas IRC, consultez le wiki de la communauté pour obtenir de l'aide.
Groups=Groupes
Items, players and objects (animate and inanimate) can be members of any number of groups. Groups serve multiple purposes:=Les objets, les joueurs et les objets (animés et inanimés) peuvent être membres de plusieurs de groupes. Les groupes ont plusieurs objectifs:
• Crafting recipes: Slots in a crafting recipe may not require a specific item, but instead an item which is a member of a particular group, or multiple groups=• Recettes d'artisanat : Les emplacements d'une recette d'artisanat peuvent ne pas nécessiter un élément spécifique, mais plutôt un élément qui est membre d'un groupe particulier ou de plusieurs groupes.
• Digging times: Diggable blocks belong to groups which are used to determine digging times. Mining tools are capable of digging blocks belonging to certain groups=• Temps de creusement : Les blocs pouvant être creusés appartiennent à des groupes qui sont utilisés pour déterminer les temps de creusement. Les outils miniers sont capables de creuser des blocs appartenant à certains groupes
• Block behavior: Blocks may show a special behaviour and interact with other blocks when they belong to a particular group=• Comportement des blocs : Les blocs peuvent présenter un comportement spécial et interagir avec d'autres blocs lorsqu'ils appartiennent à un groupe particulier
• Damage and armor: Objects and players have armor groups, weapons have damage groups. These groups determine damage. See also: “Basics > Weapons”=• Dégâts et armures : Les objets et les joueurs ont des groupes d'armures, les armes ont des groupes de dégâts. Ces groupes déterminent les dégâts. Voir aussi : "Bases> Armes"
• Crafting recipes: Slots in a crafting recipe may not require a specific item, but instead an item which is a member of a particular group, or multiple groups=• Recettes d'artisanat: Les emplacements d'une recette d'artisanat peuvent ne pas nécessiter un élément spécifique, mais plutôt un élément qui est membre d'un groupe particulier ou de plusieurs groupes.
• Digging times: Diggable blocks belong to groups which are used to determine digging times. Mining tools are capable of digging blocks belonging to certain groups=• Temps de creusement: Les blocs pouvant être creusés appartiennent à des groupes qui sont utilisés pour déterminer les temps de creusement. Les outils miniers sont capables de creuser des blocs appartenant à certains groupes
• Block behavior: Blocks may show a special behaviour and interact with other blocks when they belong to a particular group=• Comportement des blocs: Les blocs peuvent présenter un comportement spécial et interagir avec d'autres blocs lorsqu'ils appartiennent à un groupe particulier
• Damage and armor: Objects and players have armor groups, weapons have damage groups. These groups determine damage. See also: “Basics > Weapons”=• Dommages et armures: Les objets et les joueurs ont des groupes d'armures, les armes ont des groupes de dégâts. Ces groupes déterminent les dommages. Voir aussi: "Bases> Armes"
• Other uses=• Autres utilisations
In the item help, many important groups are usually mentioned and explained.=Dans l'aide aux objets, de nombreux groupes importants sont généralement mentionnés et expliqués.
Glossary=Glossaire
This is a list of commonly used terms:=Voici une liste de termes couramment utilisés:
Controls:=Les contrôles:
• Wielding: Holding an item in hand=• Maniement : Tenir un objet en main
• Pointing: Looking with the crosshair at something in range=• Pointage : Regarder avec le réticule quelque chose à portée
• Dropping: Throwing an item or item stack to the ground=• Lâcher : Jeter un objet ou une pile d'objets au sol
• Punching: Attacking with left-click, is also used on blocks=• Frapper : Attaque avec clic gauche, est également utilisé sur les blocs
• Sneaking: Walking slowly while (usually) avoiding to fall over edges=• Se faufiler : Marcher lentement tout en évitant (généralement) de tomber sur les bords
• Climbing: Moving up or down a climbable block=• Escalade : Monter ou descendre un bloc grimpable
• Wielding: Holding an item in hand=• Maniement: Tenir un objet en main
• Pointing: Looking with the crosshair at something in range=• Pointage: Regarder avec le réticule quelque chose à portée
• Dropping: Throwing an item or item stack to the ground=• Lâcher: Jeter un objet ou une pile d'objets au sol
• Punching: Attacking with left-click, is also used on blocks=• Frapper: Attaque avec clic gauche, est également utilisé sur les blocs
• Sneaking: Walking slowly while (usually) avoiding to fall over edges=• Se faufiler: Marcher lentement tout en évitant (généralement) de tomber sur les bords
• Climbing: Moving up or down a climbable block=• Escalade: Monter ou descendre un bloc grimpable
Blocks:=Blocs:
• Block: Cubes that the worlds are made of=• Bloc : Cubes dont les mondes sont faits
• Mining/digging: Using a mining tool to break a block=• Exploration/minage : Utilisation d'un outil d'exploration pour casser un bloc
• Building/placing: Putting a block somewhere=• Construction/Placement : Placer un bloc quelque part
• Drop: Items you get after mining a block=• Drop : Les objets que vous obtenez après avoir extrait un bloc
• Using a block: Right-clicking a block to access its special function=• Utilisation d'un bloc : Clic droit sur un bloc pour accéder à sa fonction spéciale
• Block: Cubes that the worlds are made of=• Bloc: Cubes dont les mondes sont faits
• Mining/digging: Using a mining tool to break a block=• Exploration/minage: Utilisation d'un outil d'exploration pour casser un bloc
• Building/placing: Putting a block somewhere=• Construction/Placement: Placer un bloc quelque part
• Drop: Items you get after mining a block=• Drop: Les objets que vous obtenez après avoir extrait un bloc
• Using a block: Right-clicking a block to access its special function=• Utilisation d'un bloc: Clic droit sur un bloc pour accéder à sa fonction spéciale
Items:=Objects:
• Item: A single thing that players can possess=• Objet : Une seule chose que les joueurs peuvent posséder
• Item stack: A collection of items of the same kind=• Pile d'objets : Une collection d'objets du même type
• Maximum stack size: Maximum amount of items in an item stack=• Taille maximale de la pile : Quantité maximale d'éléments dans une pile d'éléments
• Slot / inventory slot: Can hold one item stack=• Emplacement/Emplacement d'inventaire : Peut contenir une pile d'objets
• Inventory: Provides several inventory slots for storage=• Inventaire : Fournit plusieurs emplacements d'inventaire pour le stockage
• Player inventory: The main inventory of a player=• Inventaire des joueurs : L'inventaire principal d'un joueur
• Tool: An item which you can use to do special things with when wielding=• Outil : Un élément que vous pouvez utiliser pour faire des choses spéciales avec lors du soudage
• Range: How far away things can be to be pointed by an item=• Plage : A quelle distance les objets peuvent être pointés par un élément
• Mining tool: A tool which allows to break blocks=• Outil minier : Un outil qui permet de casser des blocs
• Craftitem: An item which is (primarily or only) used for crafting=• Composant : Un objet qui est (principalement ou uniquement) utilisé pour l'artisanat
• Item: A single thing that players can possess=• Objet: Une seule chose que les joueurs peuvent posséder
• Item stack: A collection of items of the same kind=• Pile d'objets: Une collection d'objets du même type
• Maximum stack size: Maximum amount of items in an item stack=• Taille maximale de la pile: Quantité maximale d'éléments dans une pile d'éléments
• Slot / inventory slot: Can hold one item stack=• Emplacement/Emplacement d'inventaire: Peut contenir une pile d'objets
• Inventory: Provides several inventory slots for storage=• Inventaire: Fournit plusieurs emplacements d'inventaire pour le stockage
• Player inventory: The main inventory of a player=• Inventaire des joueurs: L'inventaire principal d'un joueur
• Tool: An item which you can use to do special things with when wielding=• Outil: Un élément que vous pouvez utiliser pour faire des choses spéciales avec lors du soudage
• Range: How far away things can be to be pointed by an item=• Plage: A quelle distance les objets peuvent être pointés par un élément
• Mining tool: A tool which allows to break blocks=• Outil minier: Un outil qui permet de casser des blocs
• Craftitem: An item which is (primarily or only) used for crafting=• Composant: Un objet qui est (principalement ou uniquement) utilisé pour l'artisanat
Gameplay:=Gameplay:
• “heart”: A single health symbol, indicates 2 HP=• "cœur" : Un seul symbole de santé, indique 2 PV
• “bubble”: A single breath symbol, indicates 1 BP=• "bulle" : Un symbole de respiration unique, indique 1 BP
• HP: Hit point (equals half 1 “heart”)=• PV : point de vie (équivaut à un demi-«cœur»)
• BP: Breath point, indicates breath when diving=• BP : Point de respiration, indique la respiration lors de la plongée
• Mob: Computer-controlled enemy=• Mob : Ennemi contrôlé par ordinateur
• Crafting: Combining multiple items to create new ones=• Artisanat : Combiner plusieurs objets pour en créer de nouveaux
• Crafting guide: A helper which shows available crafting recipes=• Guide d'artisanat : Un assistant qui montre les recettes d'artisanat disponibles
• Spawning: Appearing in the world=• Reproduction : Apparaissant dans le monde
• Respawning: Appearing again in the world after death=• Réapparition : Réapparaître dans le monde après la mort
• Group: Puts similar things together, often affects gameplay=• Groupe : Rassemble des choses similaires, affecte souvent le gameplay
• noclip: Allows to fly through walls=• noclip : Permet de voler à travers les murs
• “heart”: A single health symbol, indicates 2 HP=• "coeur": Un seul symbole de santé, indique 2 PV
• “bubble”: A single breath symbol, indicates 1 BP=• "bulle": Un symbole de respiration unique, indique 1 BP
• HP: Hit point (equals half 1 “heart”)=• VP: point de vie (équivaut à un demi-«coeur»)
• BP: Breath point, indicates breath when diving=• BP: Point de respiration, indique la respiration lors de la plongée
• Mob: Computer-controlled enemy=• Mob: Ennemi contrôlé par ordinateur
• Crafting: Combining multiple items to create new ones=• Artisanat: Combiner plusieurs objets pour en créer de nouveaux
• Crafting guide: A helper which shows available crafting recipes=• Guide d'artisanat: Un assistant qui montre les recettes d'artisanat disponibles
• Spawning: Appearing in the world=• Reproduction: Apparaissant dans le monde
• Respawning: Appearing again in the world after death=• Réapparition: Réapparaître dans le monde après la mort
• Group: Puts similar things together, often affects gameplay=• Groupe: Rassemble des choses similaires, affecte souvent le gameplay
• noclip: Allows to fly through walls=• noclip: Permet de voler à travers les murs
Interface=Interface
• Hotbar: Inventory slots at the bottom=• Hotbar : Emplacements d'inventaire en bas
• Statbar: Indicator made out of half-symbols, used for health and breath=• Statbar : Indicateur composé de demi-symboles, utilisé pour la santé et la respiration
• Minimap: The map or radar at the top right=• Mini-carte : La carte ou le radar en haut à droite
• Crosshair: Seen in the middle, used to point at things=• Réticule : Vu au milieu, utilisé pour pointer les choses
• Hotbar: Inventory slots at the bottom=• Hotbar: Emplacements d'inventaire en bas
• Statbar: Indicator made out of half-symbols, used for health and breath=• Statbar: Indicateur composé de demi-symboles, utilisé pour la santé et la respiration
• Minimap: The map or radar at the top right=• Mini-carte: La carte ou le radar en haut à droite
• Crosshair: Seen in the middle, used to point at things=• Réticule: Vu au milieu, utilisé pour pointer les choses
Online multiplayer:=Multijoueur en ligne:
• PvP: Player vs Player. If active, players can deal damage to each other=• PvP : Joueur contre Joueur. S'ils sont actifs, les joueurs peuvent s'infliger mutuellement des dégâts
• Griefing: Destroying the buildings of other players against their will=• Deuil : Détruire les bâtiments des autres joueurs contre leur gré
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=• Protection : Mécanisme pour posséder des zones du monde, qui permet uniquement aux propriétaires de modifier les blocs à l'intérieur
• PvP: Player vs Player. If active, players can deal damage to each other=• PvP: Joueur contre Joueur. S'ils sont actifs, les joueurs peuvent s'infliger mutuellement des dégâts
• Griefing: Destroying the buildings of other players against their will=• Deuil: Détruire les bâtiments des autres joueurs contre leur gré
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=• Protection: Mécanisme pour posséder des zones du monde, qui permet uniquement aux propriétaires de modifier les blocs à l'intérieur
Technical terms:=Termes techniques:
• Minetest: This game engine=• Minetest : Ce moteur de jeu
• MineClone 2: What you play right now=• MineClone 2 : Ce à quoi vous jouez en ce moment
• Minetest Game: A game for Minetest by the Minetest developers=• Minetest Game : Un jeu pour Minetest par les développeurs de Minetest
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=• Jeu : Une expérience de jeu complète à utiliser dans Minetest; comme un jeu ou un bac à sable ou similaire
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=• Mod : un sous-système unique qui ajoute ou modifie des fonctionnalités; est le bloc de construction de base des jeux et peut être utilisé pour les améliorer ou les modifier davantage
• Privilege: Allows a player to do something=• Privilège : Permet à un joueur de faire quelque chose
• Node: Other word for “block”=• Noeud : Autre mot pour "bloc"
• Minetest: This game engine=• Minetest: Ce moteur de jeu
• MineClone 2: What you play right now=• MineClone 2: Ce que vous jouez en ce moment
• Minetest Game: A game for Minetest by the Minetest developers=• Minetest Game: Un jeu pour Minetest par les développeurs de Minetest
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=• Jeu: Une expérience de jeu complète à utiliser dans Minetest; comme un jeu ou un bac à sable ou similaire
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=• Mod: un sous-système unique qui ajoute ou modifie des fonctionnalités; est le bloc de construction de base des jeux et peut être utilisé pour les améliorer ou les modifier davantage
• Privilege: Allows a player to do something=• Privilège: Permet à un joueur de faire quelque chose
• Node: Other word for “block”=• Noeud: Autre mot pour "bloc"
Settings=Réglages
There is a large variety of settings to configure Minetest. Pretty much every aspect can be changed that way.=Il existe une grande variété de paramètres pour configurer Minetest. Presque tous les aspects peuvent être modifiés de cette façon.
These are a few of the most important gameplay settings:=Voici quelques-uns des paramètres de jeu les plus importants :
• Damage enabled (enable_damage): Enables the health and breath attributes for all players. If disabled, players are immortal=• Dégât activé (enable_damage) : Active les attributs de santé et de souffle pour tous les joueurs. Si désactivé, les joueurs sont immortels
• Creative Mode (creative_mode): Enables sandbox-style gameplay focusing on creativity rather than a challenging gameplay. The meaning depends on the game; usual changes are: Reduced dig times, easy access to almost all items, tools never wear off, etc.=• Mode créatif (creative_mode) : permet un gameplay de style sandbox en se concentrant sur la créativité plutôt que sur un gameplay difficile. Le sens dépend du jeu ; les changements habituels sont : temps de fouille réduits, accès facile à presque tous les articles, les outils ne s'usent jamais, etc.
• PvP (enable_pvp): Short for “Player vs Player”. If enabled, players can deal damage to each other=• PvP (enable_pvp) : Abréviation de «Player vs Player». Si activé, les joueurs peuvent s'infliger mutuellement des dégâts
These are a few of the most important gameplay settings:=Voici quelques-uns des paramètres de jeu les plus importants:
• Damage enabled (enable_damage): Enables the health and breath attributes for all players. If disabled, players are immortal=• Dommage activé (enable_damage): Active les attributs de santé et de souffle pour tous les joueurs. Si désactivé, les joueurs sont immortels
• Creative Mode (creative_mode): Enables sandbox-style gameplay focusing on creativity rather than a challenging gameplay. The meaning depends on the game; usual changes are: Reduced dig times, easy access to almost all items, tools never wear off, etc.=• Mode créatif (creative_mode): permet un gameplay de style sandbox en se concentrant sur la créativité plutôt que sur un gameplay difficile. Le sens dépend du jeu; les changements habituels sont: temps de fouille réduits, accès facile à presque tous les articles, les outils ne s'usent jamais, etc.
• PvP (enable_pvp): Short for “Player vs Player”. If enabled, players can deal damage to each other=• PvP (enable_pvp): Abréviation de «Player vs Player». Si activé, les joueurs peuvent s'infliger mutuellement des dégâts
For a full list of all available settings, use the “All Settings” dialog in the main menu.=Pour une liste complète de tous les paramètres disponibles, utilisez la boîte de dialogue "Tous les Paramètres" dans le menu principal.
Movement modes=Modes de mouvement
You can enable some special movement modes that change how you move.=Vous pouvez activer certains modes de déplacement spéciaux qui modifient votre façon de vous déplacer.
Pitch movement mode:=Mode de mouvement de tangage :
• Description: If this mode is activated, the movement keys will move you relative to your current view pitch (vertical look angle) when you're in a liquid or in fly mode.=• Description : Si ce mode est activé, les touches de déplacement vous déplaceront par rapport à votre hauteur de vue actuelle (angle de vue vertical) lorsque vous êtes en mode liquide ou en mode vol.
• Default key: [L]=• Touche par défaut : [L]
Pitch movement mode:=Mode de mouvement de tangage:
• Description: If this mode is activated, the movement keys will move you relative to your current view pitch (vertical look angle) when you're in a liquid or in fly mode.=• Description: Si ce mode est activé, les touches de déplacement vous déplaceront par rapport à votre hauteur de vue actuelle (angle de vue vertical) lorsque vous êtes en mode liquide ou en mode vol.
• Default key: [L]=• Touche par défaut: [L]
• No privilege required=• Aucun privilège requis
Fast mode:=Mode Rapide:
• Description: Allows you to move much faster. Hold down the the “Use” key [E] to move faster. In the client configuration, you can further customize fast mode.=• Description: vous permet de vous déplacer beaucoup plus rapidement. Maintenez la touche "Utiliser" [E] enfoncée pour vous déplacer plus rapidement. Dans la configuration du client, vous pouvez personnaliser davantage le mode rapide.
• Default key: [J]=• Touche par défaut : [J]
• Required privilege: fast=• Privilège requis : fast
• Default key: [J]=• Touche par défaut: [J]
• Required privilege: fast=• Privilège requis: fast
Fly mode:=Mode Vol:
• Description: Gravity doesn't affect you and you can move freely in all directions. Use the jump key to rise and the sneak key to sink.=• Description: La gravité ne vous affecte pas et vous pouvez vous déplacer librement dans toutes les directions. Utilisez la touche de saut pour monter et la touche de sneak pour descendre.
• Default key: [K]=• Touche par défaut : [K]
• Required privilege: fly=• Privilège requis : fly
• Default key: [K]=• Touche par défaut: [K]
• Required privilege: fly=• Privilège requis: fly
Noclip mode:=Mode Noclip:
• Description: Allows you to move through walls. Only works when fly mode is enabled, too.=• Description: vous permet de vous déplacer à travers les murs. Fonctionne uniquement lorsque le mode avion est également activé.
• Default key: [H]=• Touche par défaut : [H]
• Required privilege: noclip=• Privilège requis : noclip
• Default key: [H]=• Touche par défaut: [H]
• Required privilege: noclip=• Privilège requis: noclip
Console=Console
With [F10] you can open and close the console. The main use of the console is to show the chat log and enter chat messages or server commands.=Avec [F10], vous pouvez ouvrir et fermer la console. L'utilisation principale de la console est d'afficher le journal de discussion et d'entrer des messages de discussion ou des commandes de serveur.
Using the chat or server command key also opens the console, but it is smaller and will be closed after you sent a message.=L'utilisation de la touche de commande chat ou serveur ouvre également la console, mais elle est plus petite et sera fermée après l'envoi d'un message.
Use the chat to communicate with other players. This requires you to have the “shout” privilege.=Utilisez le chat pour communiquer avec d'autres joueurs. Cela vous oblige à avoir le privilège "shout".
Just type in the message and hit [Enter]. Public chat messages can not begin with “/”.=Tapez simplement le message et appuyez sur [Entrée]. Les messages de discussion publique ne peuvent pas commencer par "/".
You can send private messages: Say “/msg <player> <message>” in chat to send “<message>” which can only be seen by <player>.=Vous pouvez envoyer des messages privés : Dites "/msg <joueur> <message>" dans le chat pour envoyer "<message>" qui ne peut être vu que par <joueur>.
You can send private messages: Say “/msg <player> <message>” in chat to send “<message>” which can only be seen by <player>.=Vous pouvez envoyer des messages privés: Dites "/msg <joueur> <message>" dans le chat pour envoyer "<message>" qui ne peut être vu que par <joueur>.
There are some special controls for the console:=Il existe des commandes spéciales pour la console:
• [F10] Open/close console=• [F10] : Ouvrir/fermer la console
• [Enter]: Send message or command=• [Entrée] : Envoyer un message ou une commande
• [Tab]: Try to auto-complete a partially-entered player name=• [Tab] : Essayez de compléter automatiquement un nom de joueur partiellement entré
• [Ctrl]+[Left]: Move cursor to the beginning of the previous word=• [Ctrl]+[Gauche] : Déplacer le curseur au début du mot précédent
• [Ctrl]+[Right]: Move cursor to the beginning of the next word=• [Ctrl]+[Droite] : Déplacez le curseur au début du mot suivant
• [Ctrl]+[Backspace]: Delete previous word=• [Ctrl]+[Retour arrière] : Supprimer le mot précédent
• [Ctrl]+[Delete]: Delete next word=• [Ctrl]+[Supprimer] : Supprimer le mot suivant
• [Ctrl]+[U]: Delete all text before the cursor=• [Ctrl]+[U] : Supprimer tout le texte avant le curseur
• [Ctrl]+[K]: Delete all text after the cursor=• [Ctrl]+[K] : Supprimer tout le texte après le curseur
• [Page up]: Scroll up=• [Page précédente] : Faites défiler vers le haut
• [Page down]: Scroll down=• [Page suivante] : Faites défiler vers le bas
• [F10] Open/close console=• [F10]: Ouvrir/fermer la console
• [Enter]: Send message or command=• [Entrée]: Envoyer un message ou une commande
• [Tab]: Try to auto-complete a partially-entered player name=• [Tab]: Essayez de compléter automatiquement un nom de joueur partiellement entré
• [Ctrl]+[Left]: Move cursor to the beginning of the previous word=• [Ctrl]+[Gauche]: Déplacer le curseur au début du mot précédent
• [Ctrl]+[Right]: Move cursor to the beginning of the next word=• [Ctrl]+[Droite]: Déplacez le curseur au début du mot suivant
• [Ctrl]+[Backspace]: Delete previous word=• [Ctrl]+[Retour arrière]: Supprimer le mot précédent
• [Ctrl]+[Delete]: Delete next word=• [Ctrl]+[Supprimer]: Supprimer le mot suivant
• [Ctrl]+[U]: Delete all text before the cursor=• [Ctrl]+[U]: Supprimer tout le texte avant le curseur
• [Ctrl]+[K]: Delete all text after the cursor=• [Ctrl]+[K]: Supprimer tout le texte après le curseur
• [Page up]: Scroll up=• [Page précédente]: Faites défiler vers le haut
• [Page down]: Scroll down=• [Page suivante]: Faites défiler vers le bas
There is also an input history. Minetest saves your previous console inputs which you can quickly access later:=Il existe également un historique des entrées. Minetest enregistre vos entrées de console précédentes auxquelles vous pouvez accéder rapidement plus tard:
• [Up]: Go to previous entry in history=• [Haut] : Aller à l'entrée précédente de l'historique
• [Down]: Go to next entry in history=• [Bas] : Passer à la prochaine entrée de l'historique
• [Up]: Go to previous entry in history=• [Haut]: Aller à l'entrée précédente de l'historique
• [Down]: Go to next entry in history=• [Bas]: Passer à la prochaine entrée de l'historique
Server commands=Commandes serveur
Server commands (also called “chat commands”) are little helpers for advanced users. You don't need to use these commands when playing. But they might come in handy to perform some more technical tasks. Server commands work both in multi-player and single-player mode.=Les commandes serveur (également appelées "commandes de chat") sont de petites aides pour les utilisateurs avancés. Vous n'avez pas besoin d'utiliser ces commandes lors du jeu. Mais elles pourraient être utiles pour effectuer des tâches plus techniques. Les commandes du serveur fonctionnent à la fois en mode multi-joueurs et solo.
Server commands can be entered by players using the chat to perform a special server action. There are a few commands which can be issued by everyone, but some commands only work if you have certain privileges granted on the server. There is a small set of basic commands which are always available, other commands can be added by mods.=Les commandes du serveur peuvent être saisies par les joueurs utilisant le chat pour effectuer une action spéciale du serveur. Il y a quelques commandes qui peuvent être émises par tout le monde, mais certaines commandes ne fonctionnent que si vous avez certains privilèges accordés sur le serveur. Il y a un petit ensemble de commandes de base qui sont toujours disponibles, d'autres commandes peuvent être ajoutées par des mods.
To issue a command, simply type it like a chat message or press Minetest's command key (default: [/]). All commands have to begin with “/”, for example “/mods”. The Minetest command key does the same as the chat key, except that the slash is already entered.=Pour lancer une commande, tapez-la simplement comme un message de discussion ou appuyez sur la touche de commande de Minetest (par défaut : [/]). Toutes les commandes doivent commencer par "/", par exemple "/mods". La touche de commande Minetest fait la même chose que la touche de conversation, sauf que la barre oblique est déjà entrée.
Commands may or may not give a response in the chat log, but errors will generally be shown in the chat. Try it for yourselves: Close this window and type in the “/mods” command. This will give you the list of available mods on this server.=Les commandes peuvent ou non donner une réponse dans le journal de discussion, mais les erreurs seront généralement affichées dans la discussion. Essayez-le par vous-même : Fermez cette fenêtre et tapez la commande "/mods". Cela vous donnera la liste des mods disponibles sur ce serveur.
“/help all” is a very important command: You get a list of all available commands on the server, a short explanation and the allowed parameters. This command is also important because the available commands often differ per server.="/Help all" est une commande très importante : vous obtenez une liste de toutes les commandes disponibles sur le serveur, une brève explication et les paramètres autorisés. Cette commande est également importante car les commandes disponibles diffèrent souvent selon le serveur.
To issue a command, simply type it like a chat message or press Minetest's command key (default: [/]). All commands have to begin with “/”, for example “/mods”. The Minetest command key does the same as the chat key, except that the slash is already entered.=Pour lancer une commande, tapez-la simplement comme un message de discussion ou appuyez sur la touche de commande de Minetest (par défaut: [/]). Toutes les commandes doivent commencer par "/", par exemple "/mods". La touche de commande Minetest fait la même chose que la touche de conversation, sauf que la barre oblique est déjà entrée.
Commands may or may not give a response in the chat log, but errors will generally be shown in the chat. Try it for yourselves: Close this window and type in the “/mods” command. This will give you the list of available mods on this server.=Les commandes peuvent ou non donner une réponse dans le journal de discussion, mais les erreurs seront généralement affichées dans la discussion. Essayez-le par vous-même: Fermez cette fenêtre et tapez la commande "/mods". Cela vous donnera la liste des mods disponibles sur ce serveur.
“/help all” is a very important command: You get a list of all available commands on the server, a short explanation and the allowed parameters. This command is also important because the available commands often differ per server.="/Help all" est une commande très importante: vous obtenez une liste de toutes les commandes disponibles sur le serveur, une brève explication et les paramètres autorisés. Cette commande est également importante car les commandes disponibles diffèrent souvent selon le serveur.
Commands are followed by zero or more parameters.=Les commandes sont suivies de zéro ou plusieurs paramètres.
In the command reference, you see some placeholders which you need to replace with an actual value. Here's an explanation:=Dans la référence de commande, vous voyez des espaces réservés que vous devez remplacer par une valeur réelle. Voici une explication:
• Text in greater-than and lower-than signs (e.g. “<param>”): Placeholder for a parameter=• Texte en signes supérieur à et inférieur à (par exemple «<param>») : Espace réservé pour un paramètre
• Text in greater-than and lower-than signs (e.g. “<param>”): Placeholder for a parameter=• Texte en signes supérieur à et inférieur à (par exemple «<param>»): Espace réservé pour un paramètre
• Anything in square brackets (e.g. “[text]”) is optional and can be omitted=• Tout ce qui est entre crochets (par exemple «[texte]») est facultatif et peut être omis
• Pipe or slash (e.g. “text1 | text2 | text3”): Alternation. One of multiple texts must be used (e.g. “text2”)=• Tuyau ou barre oblique (par exemple, «texte1 | texte2 | texte3») : Alternance. L'un des multiples textes doit être utilisé (par exemple, "texte2")
• Parenthesis: (e.g. “(word1 word2) | word3”): Groups multiple words together, used for alternations=• Parenthèses : (par exemple «(mot1 mot2) | mot3») : Regroupe plusieurs mots, utilisés pour les alternances
• Pipe or slash (e.g. “text1 | text2 | text3”): Alternation. One of multiple texts must be used (e.g. “text2”)=• Tuyau ou barre oblique (par exemple, «texte1 | texte2 | texte3»): Alternance. L'un des multiples textes doit être utilisé (par exemple, "texte2")
• Parenthesis: (e.g. “(word1 word2) | word3”): Groups multiple words together, used for alternations=• Parenthèses: (par exemple «(mot1 mot2) | mot3»): Regroupe plusieurs mots, utilisés pour les alternances
• Everything else is to be read as literal text=• Tout le reste doit être lu comme un texte littéral
Here are some examples to illustrate the command syntax:=Voici quelques exemples pour illustrer la syntaxe de commande:
• /mods: No parameters. Just enter “/mods”=• /mods : aucun paramètre. Entrez simplement "/mods"
• /mods: No parameters. Just enter “/mods”=• /mods: aucun paramètre. Entrez simplement "/mods"
• /me <action>: 1 parameter. You have to enter “/me ” followed by any text, e.g. “/me orders pizza”=• /me <action>: 1 paramètre. Vous devez saisir "/me" suivi de tout texte, par ex. "/me order pizza"
• /give <name> <ItemString>: Two parameters. Example: “/give Player default:apple”=• /give <nom> <ItemString> : Deux paramètres. Exemple : "/give Player default:apple"
• /help [all|privs|<cmd>]: Valid inputs are “/help”, “/help all”, “/help privs”, or “/help ” followed by a command name, like “/help time”=• /help [all | privs | <cmd>] : Les entrées valides sont "/help", "/help all", "/help privs" ou "/help" suivi d'un nom de commande, comme "/help time"
• /spawnentity <EntityName> [<X>,<Y>,<Z>]: Valid inputs include “/spawnentity boats:boat” and “/spawnentity boats:boat 0,0,0”=• /spawnentity <EntityName> [<X>,<Y>,<Z>] : Les entrées valides sont “/spawnentity boats:boat” et “/spawnentity boats:boat 0,0,0”
• /give <name> <ItemString>: Two parameters. Example: “/give Player default:apple”=• /give <nom> <ItemString>: Deux paramètres. Exemple: "/give Player default:apple"
• /help [all|privs|<cmd>]: Valid inputs are “/help”, “/help all”, “/help privs”, or “/help ” followed by a command name, like “/help time”=• /help [all | privs | <cmd>]: Les entrées valides sont "/help", "/help all", "/help privs" ou "/help" suivi d'un nom de commande, comme "/help time"
• /spawnentity <EntityName> [<X>,<Y>,<Z>]: Valid inputs include “/spawnentity boats:boat” and “/spawnentity boats:boat 0,0,0”=• /spawnentity <EntityName> [<X>,<Y>,<Z>]: Les entrées valides sont “/spawnentity boats:boat” et “/spawnentity boats:boat 0,0,0”
Some final remarks:=Quelques remarques finales:
• For /give and /giveme, you need an itemstring. This is an internally used unique item identifier which you may find in the item help if you have the “give” or “debug” privilege=• Pour /give et /giveme, vous avez besoin d'une chaîne d'objet. Il s'agit d'un identifiant d'élément unique utilisé en interne que vous pouvez trouver dans l'aide de l'élément si vous disposez du privilège "give" ou "debug".
• For /spawnentity you need an entity name, which is another identifier=• Pour /spawnentity, vous avez besoin d'un nom d'entité, qui est un autre identifiant
@ -413,36 +413,36 @@ On a multiplayer server with the default configuration, new players start with t
There is a small set of core privileges which you'll find on every server, other privileges might be added by mods.=Il existe un petit ensemble de privilèges de base que vous trouverez sur chaque serveur, d'autres privilèges peuvent être ajoutés par les mods.
To view your own privileges, issue the server command “/privs”.=Pour afficher vos propres privilèges, exécutez la commande serveur "/privs".
Here are a few basic privilege-related commands:=Voici quelques commandes de base liées aux privilèges:
• /privs: Lists your privileges=• /privs : Répertorie vos privilèges
• /privs <player>: Lists the privileges of <player>=• /privs <joueur> : Répertorie les privilèges de <joueur>
• /help privs: Shows a list and description about all privileges=• /help privs : Affiche une liste et une description de tous les privilèges
• /privs: Lists your privileges=• /privs: Répertorie vos privilèges
• /privs <player>: Lists the privileges of <player>=• /privs <joueur>: Répertorie les privilèges de <joueur>
• /help privs: Shows a list and description about all privileges=• /help privs: Affiche une liste et une description de tous les privilèges
Players with the “privs” privilege can modify privileges at will:=Les joueurs avec le privilège "privs" peuvent modifier les privilèges à volonté:
• /grant <player> <privilege>: Grant <privilege> to <player>=• /grant <joueur> <privilege> : Accordez <privilege> à <joueur>
• /revoke <player> <privilege>: Revoke <privilege> from <player>=• /revoke <joueur> <privilege> : Révoquer <privilege> de <joueur>
• /grant <player> <privilege>: Grant <privilege> to <player>=• /grant <joueur> <privilege>: Accordez <privilege> à <joueur>
• /revoke <player> <privilege>: Revoke <privilege> from <player>=• /revoke <joueur> <privilege>: Révoquer <privilege> de <joueur>
In single-player mode, you can use “/grantme all” to unlock all abilities.=En mode solo, vous pouvez utiliser "/grantme all" pour débloquer toutes les capacités.
Light=Lumière
As the world is entirely block-based, so is the light in the world. Each block has its own brightness. The brightness of a block is expressed in a “light level” which ranges from 0 (total darkness) to 15 (as bright as the sun).=Comme le monde est entièrement basé sur des blocs, la lumière du monde l'est également. Chaque bloc a sa propre luminosité. La luminosité d'un bloc s'exprime dans un "niveau de lumière" qui varie de 0 (obscurité totale) à 15 (aussi lumineux que le soleil).
There are two types of light: Sunlight and artificial light.=Il existe deux types de lumière : La lumière du soleil et la lumière artificielle.
There are two types of light: Sunlight and artificial light.=Il existe deux types de lumière: La lumière du soleil et la lumière artificielle.
Artificial light is emitted by luminous blocks. Artificial light has a light level from 1-14.=La lumière artificielle est émise par des blocs lumineux. La lumière artificielle a un niveau de lumière de 1 à 14.
Sunlight is the brightest light and always goes perfectly straight down from the sky at each time of the day. At night, the sunlight will become moonlight instead, which still provides a small amount of light. The light level of sunlight is 15.=La lumière du soleil est la lumière la plus brillante et descend toujours parfaitement directement du ciel à chaque heure de la journée. La nuit, la lumière du soleil deviendra le clair de lune à la place, qui fournit toujours une petite quantité de lumière. Le niveau de lumière solaire est de 15.
Blocks have 3 levels of transparency:=Les blocs ont 3 niveaux de transparence:
• Transparent: Sunlight goes through limitless, artificial light goes through with losses=• Transparent : La lumière du soleil passe sans limite, la lumière artificielle passe avec des pertes
• Semi-transparent: Sunlight and artificial light go through with losses=• Semi-transparent : La lumière du soleil et la lumière artificielle subissent des pertes
• Opaque: No light passes through=• Opaque : Aucune lumière ne passe
• Transparent: Sunlight goes through limitless, artificial light goes through with losses=• Transparent: La lumière du soleil passe sans limite, la lumière artificielle passe avec des pertes
• Semi-transparent: Sunlight and artificial light go through with losses=• Semi-transparent: La lumière du soleil et la lumière artificielle subissent des pertes
• Opaque: No light passes through=• Opaque: Aucune lumière ne passe
Artificial light will lose one level of brightness for each transparent or semi-transparent block it passes through, until only darkness remains (image 1).=La lumière artificielle perdra un niveau de luminosité pour chaque bloc transparent ou semi-transparent qu'elle traverse, jusqu'à ce qu'il ne reste que l'obscurité (image 1).
Sunlight will preserve its brightness as long it only passes fully transparent blocks. When it passes through a semi-transparent block, it turns to artificial light. Image 2 shows the difference.=La lumière du soleil conservera sa luminosité tant qu'elle ne passera que par des blocs entièrement transparents. Lorsqu'il passe à travers un bloc semi-transparent, il se transforme en lumière artificielle. L'image 2 montre la différence.
Note that “transparency” here only means that the block is able to carry brightness from its neighboring blocks. It is possible for a block to be transparent to light but you can't see trough the other side.=Notez que la "transparence" ici signifie uniquement que le bloc est capable de transporter la luminosité de ses blocs voisins. Il est possible qu'un bloc soit transparent à la lumière mais vous ne pouvez pas voir à travers l'autre côté.
Coordinates=Coordonnées
The world is a large cube. And because of this, a position in the world can be easily expressed with Cartesian coordinates. That is, for each position in the world, there are 3 values X, Y and Z.=Le monde est un grand cube. Et pour cette raison, une position dans le monde peut être facilement exprimée avec des coordonnées cartésiennes. Autrement dit, pour chaque position dans le monde, il existe 3 valeurs X, Y et Z.
Like this: (5, 45, -12)=Comme ceci : (5, 45, -12)
This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées “axes” : Y est pour la hauteur. X et Z sont pour la position horizontale.
Like this: (5, 45, -12)=Comme ceci: (5, 45, -12)
This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées "axes": Y est pour la hauteur. X et Z sont pour la position horizontale.
The values for X, Y and Z work like this:=Les valeurs pour X, Y et Z fonctionnent comme ceci:
• If you go up, Y increases=• Si vous montez, Y augmente
• If you go down, Y decreases=• Si vous descendez, Y diminue
• If you follow the sun, X increases=• Si vous suivez le soleil, X augmente
• If you go to the reverse direction, X decreases=• Si vous allez dans le sens inverse, X diminue
• Follow the sun, then go right: Z increases=• Suivez le soleil, puis allez à droite : Z augmente
• Follow the sun, then go left: Z decreases=• Suivez le soleil, puis allez à gauche : Z diminue
• Follow the sun, then go right: Z increases=• Suivez le soleil, puis allez à droite: Z augmente
• Follow the sun, then go left: Z decreases=• Suivez le soleil, puis allez à gauche: Z diminue
• The side length of a full cube is 1=• La longueur latérale d'un cube complet est de 1
You can view your current position in the debug screen (open with [F5]).=Vous pouvez afficher votre position actuelle dans l'écran de débogage (ouvrir avec [F5]).
@ -458,7 +458,7 @@ Enabling Creative Mode in MineClone 2 applies the following changes:=L'activatio
• Tools don't wear off=• Les outils ne s'usent pas
• You can eat food whenever you want=• Vous pouvez manger de la nourriture quand vous le souhaitez
• You can always use the minimap (including radar mode)=• Vous pouvez toujours utiliser la minicarte (y compris le mode radar)
Damage is not affected by Creative Mode, it needs to be disabled separately.=Les dégâts ne sont pas affectés par le mode créatif, ils doivent être désactivés séparément.
Damage is not affected by Creative Mode, it needs to be disabled separately.=Les dommages ne sont pas affectés par le mode créatif, ils doivent être désactivés séparément.
Mobs=Mobs
Mobs are the living beings in the world. This includes animals and monsters.=Les mobs sont les êtres vivants du monde. Cela inclut les animaux et les monstres.
Mobs appear randomly throughout the world. This is called “spawning”. Each mob kind appears on particular block types at a given light level. The height also plays a role. Peaceful mobs tend to spawn at daylight while hostile ones prefer darkness. Most mobs can spawn on any solid block but some mobs only spawn on particular blocks (like grass blocks).=Les mobs apparaissent de manière aléatoire à travers le monde. C'est ce qu'on appelle l'"apparition". Chaque type de mob apparaît sur des types de blocs particuliers à un niveau de lumière donné. La hauteur joue également un rôle. Les mobs pacifiques ont tendance à apparaître à la lumière du jour tandis que les hostiles préfèrent l'obscurité. La plupart des mobs peuvent apparaître sur n'importe quel bloc solide, mais certains n'apparaissent que sur des blocs particuliers (comme les blocs d'herbe).
@ -469,12 +469,12 @@ Animals are peaceful beings which roam the world aimlessly. You can feed, tame a
Feeding:=Alimentation:
Each animal has its own taste for food and doesn't just accept any food. To feed, hold an item in your hand and rightclick the animal.=Chaque animal a son propre goût pour la nourriture et n'accepte pas n'importe quelle nourriture. Pour vous nourrir, tenez un objet dans votre main et faites un clic droit sur l'animal.
Animals are attraced to the food they like and follow you as long you hold the food item in hand.=Les animaux sont attirés par la nourriture qu'ils aiment et vous suivent aussi longtemps que vous tenez l'aliment en main.
Feeding an animal has three uses: Taming, healing and breeding.=Nourrir un animal a trois usages : Apprivoiser, guérir et se reproduire.
Feeding an animal has three uses: Taming, healing and breeding.=Nourrir un animal a trois usages: Apprivoiser, guérir et se reproduire.
Feeding heals animals instantly, depending on the quality of the food item.=Nourrir les animaux guérit instantanément, selon la qualité de l'aliment.
Taming:=Apprivoisement:
A few animals can be tamed. You can generally do more things with tamed animals and use other items on them. For example, tame horses can be saddled and tame wolves fight on your side.=Quelques animaux peuvent être apprivoisés. Vous pouvez généralement faire plus de choses avec des animaux apprivoisés et utiliser d'autres objets dessus. Par exemple, les chevaux apprivoisés peuvent être sellés et les loups apprivoisés se battent à vos côtés.
Breeding:=Reproduction:
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=Lorsque vous avez nourri un animal à sa santé maximale, puis le nourrir à nouveau, vous activerez le "Mode Amour" et de nombreux cœurs apparaissent autour de l'animal.
When you have fed an animal up to its maximum health, then feed it again, you will activate “Love Mode” and many hearts appear around the animal.=Lorsque vous avez nourri un animal à sa santé maximale, puis le nourrir à nouveau, vous activerez le "Mode Amour" et de nombreux coeurs apparaissent autour de l'animal.
Two animals of the same species will start to breed if they are in Love Mode and close to each other. Soon a baby animal will pop up.=Deux animaux de la même espèce commenceront à se reproduire s'ils sont en mode Amour et proches l'un de l'autre. Bientôt, un bébé animal apparaîtra.
Baby animals:=Bébés animaux:
Baby animals are just like their adult couterparts, but they can't be tamed or bred and don't drop anything when they die. They grow to adults after a short time. When fed, they grow to adults faster.=Les bébés animaux sont comme leurs homologues adultes, mais ils ne peuvent pas être apprivoisés ou élevés et ne laissent rien tomber lorsqu'ils meurent. Ils deviennent adultes après peu de temps. Une fois nourris, ils deviennent plus vite adultes.
@ -490,7 +490,7 @@ Core hunger rules:=Règles fondamentales de la faim:
• At 0 hunger points, you lose 1 HP every 4 seconds (down to 1 HP)=• À 0 point de faim, vous perdez 1 PV toutes les 4 secondes (jusqu'à 1 PV)
• Poisonous food decreases your health=• La nourriture toxique diminue votre santé
Details:=Détails:
You have 0-20 hunger points, indicated by 20 drumstick half-icons above the hotbar. You also have an invisible attribute: Saturation.=Vous avez 0-20 points de faim, indiqués par 20 demi-icônes de pilon de Poulet au-dessus de la hotbar. Vous avez également un attribut invisible : La saturation.
You have 0-20 hunger points, indicated by 20 drumstick half-icons above the hotbar. You also have an invisible attribute: Saturation.=Vous avez 0-20 points de faim, indiqués par 20 demi-icônes de pilon de Poulet au-dessus de la hotbar. Vous avez également un attribut invisible: La saturation.
Hunger points reflect how full you are while saturation points reflect how long it takes until you're hungry again.=Les points de faim reflètent à quel point vous êtes plein tandis que les points de saturation reflètent le temps qu'il vous faut avant d'avoir à nouveau faim.
Each food item increases both your hunger level as well your saturation.=Chaque aliment augmente à la fois votre niveau de faim et votre saturation.
Food with a high saturation boost has the advantage that it will take longer until you get hungry again.=Les aliments avec une augmentation de saturation élevée ont l'avantage de prendre plus de temps jusqu'à ce que vous ayez de nouveau faim.

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@ -3,46 +3,46 @@ Head armor=Armure de tête
Torso armor=Armure de torse
Legs armor=Armure de jambes
Feet armor=Armure de pieds
Armor points: @1=Points d'armure : @1
Armor durability: @1=Durabilité d'armure : @1
Protection: @1%=Protection : @1%
Hunger points: +@1=Points de faim : +@1
Saturation points: +@1=Points de saturation : +@1
Armor points: @1=Points d'armure: @1
Armor durability: @1=Durabilité d'armure: @1
Protection: @1%=Protection: @1%
Hunger points: +@1=Points de faim: +@1
Saturation points: +@1=Points de saturation: +@1
Deals damage when falling=Inflige des dégâts en tombant
Grows on grass blocks or dirt=Pousse sur des blocs d'herbe ou de terre
Grows on grass blocks, podzol, dirt or coarse dirt=Pousse sur les blocs de gazon, le podzol, la terre ou la terre grossière
Flammable=Inflammable
Zombie view range: -50%=Distance de vue de Zombie : -50%
Skeleton view range: -50%=Distance de vue de Squelette : -50%
Creeper view range: -50%=Distance de vue de Creeper : -50%
Damage: @1=Dégâts : @1
Damage (@1): @2=Dégâts (@1) : @2
Healing: @1=Guérison : @1
Healing (@1): @2=Guérison (@1) : @2
Full punch interval: @1s=Intervalle de coup : @1s
Contact damage: @1 per second=Dégâts de contact : @1 par seconde
Contact healing: @1 per second=Guérison de contact : @1 par seconde
Drowning damage: @1=Dégâts de noyade : @1
Zombie view range: -50%=Distance de vue de Zombie: -50%
Skeleton view range: -50%=Distance de vue de Squelette: -50%
Creeper view range: -50%=Distance de vue de Creeper: -50%
Damage: @1=Dégâts: @1
Damage (@1): @2=Dégâts (@1): @2
Healing: @1=Guérison: @1
Healing (@1): @2=Guérison (@1): @2
Full punch interval: @1s=Intervalle de coup: @1s
Contact damage: @1 per second=Dégâts de contact: @1 par seconde
Contact healing: @1 per second=Guérison de contact: @1 par seconde
Drowning damage: @1=Dégâts de noyade: @1
Bouncy (@1%)=Rebondissant (@1%)
Luminance: @1=Luminance : @1
Luminance: @1=Luminance: @1
Slippery=Glissant
Climbable=Grimpable
Climbable (only downwards)=Grimpable (uniquement vers le bas)
No jumping=Ne pas sauter
No swimming upwards=Ne pas nager vers le haut
No rising=Pas de montée
Fall damage: @1%=Dégâts de chute : @1%
Fall damage: +@1%=Dégâts de chute : +@1%
Fall damage: @1%=Dégâts de chute: @1%
Fall damage: +@1%=Dégâts de chute: +@1%
No fall damage=Pas de dégâts de chute
Mining speed: @1=Vitesse de minage : @1
Mining speed: @1=Vitesse de minage: @1
Very fast=Très rapide
Extremely fast=Extremement rapide
Fast=Rapide
Slow=Lent
Very slow=Très lent
Painfully slow=Péniblement lent
Mining durability: @1=Durabilité de minage : @1
Block breaking strength: @1=Résistance à la rupture : @1
Mining durability: @1=Durabilité de minage: @1
Block breaking strength: @1=Résistance à la rupture: @1
@1 uses=@1 utilisations
Unlimited uses=Utilisations illimitées
Durability: @1=Durabilité : @1
Durability: @1=Durabilité

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