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1356 changed files with 1928 additions and 4270 deletions

1
.gitignore vendored
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@ -5,4 +5,3 @@
*.blend3 *.blend3
/.idea/ /.idea/
*.xcf *.xcf
.Rproj.user

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@ -174,7 +174,6 @@
* cora * cora
* Faerraven / Michieal * Faerraven / Michieal
* Nicu * Nicu
* Exhale
## Translations ## Translations
* Wuzzy * Wuzzy

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@ -50,7 +50,7 @@ For those running a GNU/linux distribution, you most likely have the 'optipng' c
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 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 optipng -o7 -zm1-9 -nc -clobber *.png
``` ```
This will further optimize all the textures in the directory. This will further optimize all the textures in the directory.

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@ -215,10 +215,6 @@ function mcl_autogroup.can_harvest(nodename, toolname, player)
return true return true
end end
if minetest.get_item_group(nodename, "dig_immediate_piston") >= 1 then
return true
end
-- Check if it can be dug by tool -- Check if it can be dug by tool
local tdef = minetest.registered_tools[toolname] local tdef = minetest.registered_tools[toolname]
if tdef and tdef._mcl_diggroups then if tdef and tdef._mcl_diggroups then

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@ -352,23 +352,6 @@ local function trace_explode(pos, strength, raydirs, radius, info, direct, sourc
end end
end 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 end
local airs, fires = {}, {} 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.

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@ -34,10 +34,8 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end end
end end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds -- 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 -- self - Object you want to store timer data on. E.g. mob or a minecart
-- dtime - The time since last run of on_step, should be passed in to function -- 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. -- 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. -- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
@ -45,14 +43,6 @@ 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 self or not threshold or not dtime then return end
if not timer_name or timer_name == "" 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 if not self._timers then
self._timers = {} self._timers = {}
end end

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@ -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) minetest.register_entity("mcl_boats:chest_boat", cboat)
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27) 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 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("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 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", "mcl_cherry_blossom:cherrywood" } 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 for b=1, #boat_ids do
local itemstring = "mcl_boats:"..boat_ids[b] local itemstring = "mcl_boats:"..boat_ids[b]

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@ -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

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@ -8,6 +8,3 @@ Jungle Boat=Barca de la selva
Oak Boat=Barca de roble 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. 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 Spruce Boat=Barca de abeto
Water vehicle=Vehículo acuático
Sneak to dismount=Agáchate para bajar
Obsidian Boat=Barca de obsidiana

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

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@ -11,13 +11,3 @@ Spruce Boat=
Water vehicle= Water vehicle=
Sneak to dismount= Sneak to dismount=
Obsidian Boat= 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=

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

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@ -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

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

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@ -621,17 +621,13 @@ minetest.register_entity(":__builtin:item", {
if speed ~= nil then self.random_velocity = speed end if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity() 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 if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity 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 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 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)) self.object:set_velocity(vector.new(x, y, z))
end end
self.random_velocity = 0 self.random_velocity = 0
@ -808,19 +804,11 @@ minetest.register_entity(":__builtin:item", {
if total_count > max_count then if total_count > max_count then
return false return false
end end
-- Merge the remote stack into this one -- 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 pos = object:get_pos()
local x_diff = (self_pos.x - pos.x) / 2 -- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
local z_diff = (self_pos.z - pos.z) / 2 -- self.object:move_to(pos)
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
self.age = 0 -- Handle as new entity self.age = 0 -- Handle as new entity
own_stack:set_count(total_count) own_stack:set_count(total_count)
@ -841,7 +829,6 @@ minetest.register_entity(":__builtin:item", {
self.object:set_acceleration(vector.zero()) self.object:set_acceleration(vector.zero())
return return
end end
self.age = self.age + dtime self.age = self.age + dtime
if self._collector_timer then if self._collector_timer then
self._collector_timer = self._collector_timer + dtime self._collector_timer = self._collector_timer + dtime
@ -871,9 +858,6 @@ minetest.register_entity(":__builtin:item", {
return return
end end
if self.is_clock then if self.is_clock then
self.object:set_properties({ self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) } textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
@ -923,13 +907,14 @@ minetest.register_entity(":__builtin:item", {
local is_on_floor = def and (def.walkable local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0) 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) local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item -- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity() 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 if self:try_merge_with(own_stack, object, obj) then
return return
end end

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@ -370,10 +370,13 @@ local function register_entity(entity_id, mesh, textures, drop, on_rightclick, o
end end
end end
end end
-- Make room in the minecart after the mob dies
elseif self._passenger then elseif self._passenger then
local passenger_pos = self._passenger.object:get_pos() if math.random(1,20) == 1 then
if not passenger_pos then local dead = self._passenger:check_for_death()
self._passenger = nil if dead == true then
self._passenger = nil
end
end end
end end

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@ -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.

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@ -78,10 +78,11 @@ function mob_class:get_staticdata()
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
self:remove_particlespawners(p:get_player_name()) self:remove_particlespawners(p:get_player_name())
end end
-- remove mob when out of range unless tamed -- remove mob when out of range unless tamed
if remove_far 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 and self.lifetimer <= 20 then
if spawn_logging 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") 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 +91,7 @@ function mob_class:get_staticdata()
return "remove"-- nil return "remove"-- nil
end end
self.remove_ok = true
self.attack = nil self.attack = nil
self.following = nil self.following = nil
self.state = "stand" self.state = "stand"
@ -111,21 +113,6 @@ function mob_class:get_staticdata()
return minetest.serialize(tmp) return minetest.serialize(tmp)
end 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) function mob_class:mob_activate(staticdata, def, dtime)
if not self.object:get_pos() or staticdata == "remove" then if not self.object:get_pos() or staticdata == "remove" then
mcl_burning.extinguish(self.object) mcl_burning.extinguish(self.object)
@ -148,20 +135,16 @@ function mob_class:mob_activate(staticdata, def, dtime)
end end
--If textures in definition change, reload textures --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 -- compatiblity with old simple mobs textures
if type(def.textures[1]) == "string" then if type(def.textures[1]) == "string" then
def.textures = {def.textures} def.textures = {def.textures}
end end
if not self.texture_selected then local c = 1
local c = 1 if #def.textures > c then c = #def.textures end
if #def.textures > c then c = #def.textures end
self.texture_selected = math.random(c)
end
self.base_texture = def.textures[self.texture_selected] self.base_texture = def.textures[math.random(c)]
self.base_mesh = def.mesh self.base_mesh = def.mesh
self.base_size = self.visual_size self.base_size = self.visual_size
self.base_colbox = self.collisionbox self.base_colbox = self.collisionbox
@ -316,33 +299,46 @@ end
-- execute current state (stand, walk, run, attacks) -- execute current state (stand, walk, run, attacks)
-- returns true if mob has died -- 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 --if self.can_open_doors then check_doors(self) end
-- knockback timer. set in on_punch if self.state == "stand" then
if self.pause_timer > 0 then self:do_states_stand()
self.pause_timer = self.pause_timer - dtime elseif self.state == PATHFINDING then
return
end
self:env_danger_movement_checks(player_in_active_range)
if self.state == PATHFINDING then
self:check_gowp(dtime) 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 elseif self.state == "attack" then
-- attack routines (explode, dogfight, shoot, dogshoot)
if self:do_states_attack(dtime) then if self:do_states_attack(dtime) then
return true return true
end end
else end
if mcl_util.check_dtime_timer(self, dtime, "onstep_dostates", 1) then end
if self.state == "stand" then
self:do_states_stand(player_in_active_range) local function update_timers (self, dtime)
elseif self.state == "walk" then -- knockback timer. set in on_punch
self:do_states_walk() if self.pause_timer > 0 then
elseif self.state == "runaway" then self.pause_timer = self.pause_timer - dtime
self:do_states_runaway() return true
end 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 end
self.timer = 0
end
-- never go over 100
if self.timer > 100 then
self.timer = 1
end end
end end
@ -370,8 +366,6 @@ function mob_class:outside_limits()
end end
end end
local function on_step_work (self, dtime) local function on_step_work (self, dtime)
local pos = self.object:get_pos() local pos = self.object:get_pos()
if not pos then return end if not pos then return end
@ -387,22 +381,30 @@ local function on_step_work (self, dtime)
end end
if self:falling(pos) then return end if self:falling(pos) then return end
if self:step_damage (dtime, pos) then return end
local player_in_active_range = self:player_in_active_range()
self:check_suspend(player_in_active_range)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
if self:env_damage (dtime, pos) then return end
if self.state == "die" then return end if self.state == "die" then return end
-- End: Death/damage processing -- 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:check_water_flow()
self:env_danger_movement_checks (dtime)
if not self._jumping_cliff then -- Follow code is heavy and probably shouldn't run when not in range, but we need to extract the cancel follow stuff
self._can_jump_cliff = self:can_jump_cliff() self:check_follow()
else
self._can_jump_cliff = false
end
self:flop() self:flop()
self:check_smooth_rotation(dtime) self:check_smooth_rotation(dtime)
@ -412,37 +414,46 @@ local function on_step_work (self, dtime)
self:check_head_swivel(dtime) 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 if self.jump_sound_cooloff > 0 then self.jump_sound_cooloff = self.jump_sound_cooloff - dtime end
self:do_jump() self:do_jump()
end
if mcl_util.check_dtime_timer(self, dtime, "onstep_occassional", 1) then self:check_runaway_from()
self:monster_attack()
self:npc_attack()
if player_in_active_range then self:check_herd(dtime)
self:check_item_pickup()
self:set_armor_texture()
self:step_opinion_sound(dtime)
end
self:check_breeding()
end end
self:check_aggro(dtime) 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_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()
if player_in_active_range then
self:check_item_pickup()
self:set_armor_texture()
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
self:check_particlespawners(dtime)
if self:do_states(dtime) then return end
end
if mobs_debug then self:update_tag() end if mobs_debug then self:update_tag() 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 'custom_visual_size' will not reset visual_size from the base class on reload
'noyaw' If true this mob will not automatically change yaw '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. '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 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 if self.food >= feed_count then
self.food = 0 self.food = 0
self.horny = true self.horny = true
self.persistent = true
end end
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 enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan local atann = math.atan
local function atan(x) local function atan(x)
if not x or x ~= x then if not x or x ~= x then
@ -400,8 +398,7 @@ function mob_class:monster_attack()
end end
-- choose closest player to attack -- 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 self:line_of_sight( sp, p, 2) == true then
if dist < min_dist and not attacked_p and line_of_sight then
min_dist = dist min_dist = dist
min_player = player min_player = player
end end
@ -813,35 +810,12 @@ function mob_class:check_aggro(dtime)
self._check_aggro_timer = self._check_aggro_timer + dtime self._check_aggro_timer = self._check_aggro_timer + dtime
end 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) function mob_class:do_states_attack (dtime)
self.timer = self.timer + dtime local yaw = self.object:get_yaw() or 0
if self.timer > 100 then
self.timer = 1
end
local s = self.object:get_pos() local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos() or s 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 -- stop attacking if player invisible or out of range
if not self.attack if not self.attack
or not self.attack:get_pos() or not self.attack:get_pos()
@ -849,24 +823,19 @@ function mob_class:do_states_attack (dtime)
or self.attack:get_hp() <= 0 or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
clear_aggro(self) self.state = "stand"
return self:set_velocity( 0)
end self:set_animation( "stand")
local target_line_of_sight = self:line_of_sight(s, p, 2) self.attack = nil
if not target_line_of_sight then self._aggro = nil
if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost self.v_start = false
if time_since_seen > TIME_TO_FORGET_TARGET then self.timer = 0
self.target_time_lost = nil self.blinktimer = 0
clear_aggro(self) self.path.way = nil
return
end return
else
self.target_time_lost = os.time()
end
else
self.target_time_lost = nil
end end
-- calculate distance from mob and enemy -- calculate distance from mob and enemy
@ -874,27 +843,36 @@ function mob_class:do_states_attack (dtime)
if self.attack_type == "explode" then if self.attack_type == "explode" then
if target_line_of_sight then local vec = {
local vec = { x = p.x - s.x, z = p.z - s.z } x = p.x - s.x,
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate z = p.z - s.z
if p.x > s.x then yaw = yaw +math.pi end }
yaw = self:set_yaw( yaw, 0, dtime)
end 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 node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2) or (node_break_radius * 2)
-- start timer when in reach and line of sight -- 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.v_start = true
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
self:mob_sound("fuse", nil, false) self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight -- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset and self.v_start elseif self.allow_fuse_reset
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then 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.v_start = false
self.timer = 0 self.timer = 0
self.blinktimer = 0 self.blinktimer = 0
@ -903,10 +881,10 @@ function mob_class:do_states_attack (dtime)
end end
-- walk right up to player unless the timer is active -- 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 if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity(0) self:set_velocity( 0)
else else
self:set_velocity(self.run_velocity) self:set_velocity( self.run_velocity)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then
@ -916,20 +894,25 @@ function mob_class:do_states_attack (dtime)
end end
if self.v_start then if self.v_start then
self.timer = self.timer + dtime self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then if self.blinktimer > 0.2 then
self.blinktimer = 0 self.blinktimer = 0
if self.blinkstatus then if self.blinkstatus then
self:remove_texture_mod("^[brighten") self:remove_texture_mod("^[brighten")
else else
self:add_texture_mod("^[brighten") self:add_texture_mod("^[brighten")
end end
self.blinkstatus = not self.blinkstatus self.blinkstatus = not self.blinkstatus
end end
if self.timer > self.explosion_timer then if self.timer > self.explosion_timer then
local pos = self.object:get_pos() local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then if mobs_griefing and not minetest.is_protected(pos, "") then
@ -1043,45 +1026,54 @@ function mob_class:do_states_attack (dtime)
-- move towards enemy if beyond mob reach -- move towards enemy if beyond mob reach
if dist > self.reach then if dist > self.reach then
-- path finding by rnd -- 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) self:smart_mobs(s, p, dist, dtime)
end end
if self:is_at_cliff_or_danger() then if self:is_at_cliff_or_danger() then
self:set_velocity( 0) self:set_velocity( 0)
self:set_animation( "stand") self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
else else
if self.path.stuck then if self.path.stuck then
self:set_velocity(self.walk_velocity) self:set_velocity( self.walk_velocity)
else else
self:set_velocity(self.run_velocity) self:set_velocity( self.run_velocity)
end end
if self.animation and self.animation.run_start then if self.animation and self.animation.run_start then
self:set_animation("run") self:set_animation( "run")
else else
self:set_animation("walk") self:set_animation( "walk")
end end
end end
else -- rnd: if inside reach range else -- rnd: if inside reach range
self.path.stuck = false self.path.stuck = false
self.path.stuck_timer = 0 self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore self.path.following = false -- not stuck anymore
self:set_velocity( 0) self:set_velocity( 0)
local attack_frequency = self.attack_frequency or 1 if not self.custom_attack then
if self.timer > attack_frequency then if self.timer > 1 then
self.timer = 0
if not self.custom_attack then self.timer = 0
if self.double_melee_attack and math.random(1, 2) == 1 then
self:set_animation("punch2") if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
else else
self:set_animation("punch") self:set_animation( "punch")
end end
local p2 = p local p2 = p
@ -1091,6 +1083,8 @@ function mob_class:do_states_attack (dtime)
s2.y = s2.y + .5 s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack") self:mob_sound("attack")
-- punch player (or what player is attached to) -- punch player (or what player is attached to)
@ -1103,7 +1097,13 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage} damage_groups = {fleshy = self.damage}
}, nil) }, nil)
end 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) self.custom_attack(self, p)
end end
end end
@ -1129,7 +1129,7 @@ function mob_class:do_states_attack (dtime)
yaw = self:set_yaw( yaw, 0, 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 --strafe back and fourth
@ -1146,13 +1146,7 @@ function mob_class:do_states_attack (dtime)
if math.random(40) == 1 then if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1 self.strafe_direction = self.strafe_direction*-1
end end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
else else
self:set_velocity( 0) self:set_velocity( 0)
end end

View File

@ -4,8 +4,6 @@ local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood") local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5 local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128 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 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
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) function mob_class:add_texture_mod(mod)
local full_mod = "" local full_mod = ""
local already_added = false local already_added = false
@ -269,7 +254,7 @@ function mob_class:set_animation(anim, fixed_frame)
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 "" self._current_animation = self._current_animation or ""
@ -308,7 +293,7 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz) return -math.atan2(-dir.y, xz)
end 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 pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity) local stop_look_at_player_chance = math.random(833/self.curiosity)
@ -316,26 +301,20 @@ local function who_are_you_looking_at (self, dtime)
local stop_look_at_player = stop_look_at_player_chance == 1 local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack then if self.attack or self.following then
if not self.target_time_lost then self._locked_object = self.attack or self.following
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then elseif self._locked_object then
if stop_look_at_player then if stop_look_at_player then
--minetest.log("Stop look: ".. self.name) --minetest.log("Stop look: ".. self.name)
self._locked_object = nil self._locked_object = nil
end end
elseif not self._locked_object then 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) --minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates. -- 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 -- 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 if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance) local look_at_player_chance = math.random(chance)
@ -367,9 +346,9 @@ function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self, dtime) who_are_you_looking_at (self)
local final_rotation = vector.zero() local final_rotation = vector.new(0,0,0)
local oldp,oldr = self.object:get_bone_position(self.head_swivel) 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 if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
@ -381,11 +360,8 @@ function mob_class:check_head_swivel(dtime)
_locked_object_eye_height = self._locked_object:get_properties().eye_height _locked_object_eye_height = self._locked_object:get_properties().eye_height
end end
if _locked_object_eye_height then if _locked_object_eye_height then
local self_rot = self.object:get_rotation() local self_rot = self.object:get_rotation()
-- If a mob is attached, should we really be messing with what they are looking at? if self.object:get_attach() then
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation() self_rot = self.object:get_attach():get_rotation()
end end

View File

@ -154,7 +154,6 @@ function mcl_mobs.register_mob(name, def)
description = def.description, description = def.description,
type = def.type, type = def.type,
attack_type = def.attack_type, attack_type = def.attack_type,
attack_frequency = def.attack_frequency,
fly = def.fly or false, fly = def.fly or false,
fly_in = def.fly_in or {"air", "__airlike"}, fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "", owner = def.owner or "",
@ -217,7 +216,6 @@ function mcl_mobs.register_mob(name, def)
replace_with = def.replace_with, replace_with = def.replace_with,
replace_offset = def.replace_offset or 0, replace_offset = def.replace_offset or 0,
on_replace = def.on_replace, on_replace = def.on_replace,
replace_delay = def.replace_delay or 0,
timer = 0, timer = 0,
env_damage_timer = 0, env_damage_timer = 0,
tamed = false, tamed = false,
@ -558,7 +556,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH) nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end end
ent.nametag = nametag ent.nametag = nametag
ent:update_tag() update_tag(ent)
end end
-- if not in creative then take item -- 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.

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@ -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! Only peaceful mobs allowed!=Seuls les mobs pacifiques sont autorisées!
Give names to mobs=Donne des noms aux mobs Give names to mobs=Donne des noms aux mobs
Set name at anvil=Définir le nom sur l'enclume 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 # textdomain: mcl_mobs
Peaceful mode active! No monsters will spawn.=Мирный режим включён! Чудовища не будут появляться. Peaceful mode active! No monsters will spawn.=Мирный режим включён! Монстры не будут появляться.
This allows you to place a single mob.=Позволяет вам породить одно существо. 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 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. 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 порождатель существ. You need the “maphack” privilege to change the mob spawner.=Вам нужно обладать привилегией “maphack”, чтобы изменить спаунер моба.
Name Tag=Именная бирка 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. 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! Only peaceful mobs allowed!=Разрешены только мирные мобы!
Give names to mobs=Даёт имена существам Give names to mobs=Даёт имена мобам
Set name at anvil=Задайте имя при помощи наковальни Set name at anvil=Задайте имя при помощи наковальни

View File

@ -4,12 +4,9 @@ local DEFAULT_FALL_SPEED = -9.81*1.5
local FLOP_HEIGHT = 6 local FLOP_HEIGHT = 6
local FLOP_HOR_SPEED = 1.5 local FLOP_HOR_SPEED = 1.5
local CHECK_HERD_FREQUENCY = 4
local PATHFINDING = "gowp"
local node_snow = "mcl_core:snow" local node_snow = "mcl_core:snow"
local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false local mobs_griefing = minetest.settings:get_bool("mobs_griefing") ~= false
local atann = math.atan local atann = math.atan
@ -205,8 +202,12 @@ function mob_class:can_jump_cliff()
end end
-- is mob facing a cliff or danger -- is mob facing a cliff or danger
function mob_class:is_at_cliff_or_danger() function mob_class:is_at_cliff_or_danger(can_jump_cliff)
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 can_jump_cliff == nil then
can_jump_cliff = self:can_jump_cliff()
end
if self.fear_height == 0 or can_jump_cliff or self._jumping_cliff or not self.object:get_luaentity() then -- 0 for no falling protection!
return false return false
end end
@ -218,9 +219,8 @@ function mob_class:is_at_cliff_or_danger()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
local free_fall, blocker = minetest.line_of_sight( local free_fall, blocker = minetest.line_of_sight(
vector.new(pos.x + dir_x, ypos, pos.z + dir_z), {x = pos.x + dir_x, y = ypos, z = 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 - self.fear_height, z = pos.z + dir_z})
if free_fall then if free_fall then
return true return true
else else
@ -241,16 +241,12 @@ end
-- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water -- copy the 'mob facing cliff_or_danger check' from above, and rework to avoid water
function mob_class:is_at_water_danger() function mob_class:is_at_water_danger(can_jump_cliff)
if self.water_damage == 0 and self.breath_max == -1 then if can_jump_cliff == nil then
--minetest.log("Do not need a water check for: " .. self.name) can_jump_cliff = self:can_jump_cliff()
return
end end
local in_water_danger = self:is_node_waterhazard(self.standing_in) or self:is_node_waterhazard(self.standing_on) if not self.object:get_luaentity() or can_jump_cliff or self._jumping_cliff then
if in_water_danger then return false end -- If you're in trouble, do not stop
if not self.object:get_luaentity() or self._jumping_cliff or self._can_jump_cliff then
return false return false
end end
local yaw = self.object:get_yaw() local yaw = self.object:get_yaw()
@ -265,57 +261,51 @@ function mob_class:is_at_water_danger()
local ypos = pos.y + self.collisionbox[2] -- just above floor local ypos = pos.y + self.collisionbox[2] -- just above floor
local los, blocker = minetest.line_of_sight( local free_fall, blocker = minetest.line_of_sight(
vector.new(pos.x + dir_x, ypos, pos.z + dir_z), {x = pos.x + dir_x, y = ypos, z = pos.z + dir_z},
vector.new(pos.x + dir_x, ypos - 3, pos.z + dir_z)) {x = pos.x + dir_x, y = ypos - 3, z = pos.z + dir_z})
if free_fall then
if not los then return true
else
local bnode = minetest.get_node(blocker) local bnode = minetest.get_node(blocker)
local waterdanger = self:is_node_waterhazard(bnode.name) local waterdanger = self:is_node_waterhazard(bnode.name)
if
if waterdanger and not in_water_danger then 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 return true
else
local def = minetest.registered_nodes[bnode.name]
if def and def.walkable then
return false
end
end end
end end
return false return false
end end
function mob_class:env_danger_movement_checks(player_in_active_range) function mob_class:env_danger_movement_checks(dtime)
local yaw = 0 local yaw = 0
if not player_in_active_range then return end local can_jump_cliff = self:can_jump_cliff()
if self.state ~= "attack" and self:is_at_water_danger(can_jump_cliff) then
if self.state == PATHFINDING if math.random(1, 10) <= 6 then
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
self:set_velocity(0) self:set_velocity(0)
self.state = "stand" self.state = "stand"
self:set_animation( "stand") self:set_animation( "stand")
yaw = yaw + math.random(-0.5, 0.5)
yaw = self:set_yaw( yaw, 8)
end end
end
if self:is_at_cliff_or_danger(can_jump_cliff) then
self:set_velocity(0)
self.state = "stand"
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0 local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8) yaw = self:set_yaw( yaw + 0.78, 8)
end--]] end
end end
-- jump if facing a solid node (not fences or gates) -- jump if facing a solid node (not fences or gates)
@ -355,11 +345,9 @@ function mob_class:do_jump()
jump_c_multiplier = v2/self.walk_velocity/2 jump_c_multiplier = v2/self.walk_velocity/2
end end
local yaw_dir = minetest.yaw_to_dir(self.object:get_yaw())
-- where is front -- where is front
local dir_x = -math.sin(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+yaw_dir.x 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+yaw_dir.z local dir_z = math.cos(yaw) * (self.collisionbox[4] + 0.5)*jump_c_multiplier+0.6
-- what is in front of mob? -- what is in front of mob?
nod = node_ok({ nod = node_ok({
@ -388,7 +376,7 @@ function mob_class:do_jump()
end end
local ndef = minetest.registered_nodes[nod.name] 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 if minetest.get_item_group(nod.name, "fence") == 0
and minetest.get_item_group(nod.name, "fence_gate") == 0 and minetest.get_item_group(nod.name, "fence_gate") == 0
@ -398,7 +386,7 @@ function mob_class:do_jump()
v.y = self.jump_height + 0.1 * 3 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)) v=vector.multiply(v, vector.new(2.8,1,2.8))
end end
@ -482,7 +470,6 @@ end
-- find and replace what mob is looking for (grass, wheat etc.) -- find and replace what mob is looking for (grass, wheat etc.)
function mob_class:replace_node(pos) function mob_class:replace_node(pos)
if not self.replace_rate if not self.replace_rate
or not self.replace_what or not self.replace_what
or self.child == true or self.child == true
@ -513,21 +500,18 @@ function mob_class:replace_node(pos)
local oldnode = {name = what, param2 = node.param2} local oldnode = {name = what, param2 = node.param2}
local newnode = {name = with, param2 = node.param2} local newnode = {name = with, param2 = node.param2}
local on_replace_return = false local on_replace_return
if self.on_replace then if self.on_replace then
on_replace_return = self.on_replace(self, pos, oldnode, newnode) on_replace_return = self.on_replace(self, pos, oldnode, newnode)
end end
if on_replace_return ~= false then if on_replace_return ~= false then
if mobs_griefing then if mobs_griefing then
minetest.after(self.replace_delay, function() minetest.set_node(pos, newnode)
if self and self.object and self.object:get_velocity() and self.health > 0 then
minetest.set_node(pos, newnode)
end
end)
end end
end end
end end
end end
@ -637,7 +621,7 @@ function mob_class:check_runaway_from()
end end
-- follow player if owner or holding item -- follow player if owner or holding item, if fish outta water then flop
function mob_class:check_follow() function mob_class:check_follow()
-- find player to follow -- 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
@ -738,7 +722,7 @@ function mob_class:flop()
return return
elseif self.state == "flop" then elseif self.state == "flop" then
self.state = "stand" self.state = "stand"
self.object:set_acceleration(vector.zero()) self.object:set_acceleration({x = 0, y = 0, z = 0})
self:set_velocity(0) self:set_velocity(0)
end end
end end
@ -770,7 +754,7 @@ function mob_class:check_herd(dtime)
if self.move_in_group == false then return end if self.move_in_group == false then return end
check_herd_timer = check_herd_timer + dtime 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 check_herd_timer = 0
for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do for _,o in pairs(minetest.get_objects_inside_radius(pos,self.view_range)) do
local l = o:get_luaentity() local l = o:get_luaentity()
@ -901,7 +885,7 @@ function mob_class:do_states_walk()
end end
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 local yaw = self.object:get_yaw() or 0
if math.random(1, 4) == 1 then if math.random(1, 4) == 1 then
@ -945,16 +929,14 @@ function mob_class:do_states_stand(player_in_active_range)
if self.order == "stand" or self.order == "sleep" or self.order == "work" then if self.order == "stand" or self.order == "sleep" or self.order == "work" then
else else
if player_in_active_range then if self.walk_chance ~= 0
if self.walk_chance ~= 0 and self.facing_fence ~= true
and self.facing_fence ~= true and math.random(1, 100) <= self.walk_chance
and math.random(1, 100) <= self.walk_chance and self:is_at_cliff_or_danger() == false then
and self:is_at_cliff_or_danger() == false then
self:set_velocity(self.walk_velocity) self:set_velocity(self.walk_velocity)
self.state = "walk" self.state = "walk"
self:set_animation( "walk") self:set_animation( "walk")
end
end end
end end
end end

View File

@ -184,7 +184,7 @@ function mob_class:collision()
end end
function mob_class:check_death_and_slow_mob() function mob_class:check_death_and_slow_mob()
local d = 0.7 local d = 0.85
local dying = self:check_dying() local dying = self:check_dying()
if dying then d = 0.92 end if dying then d = 0.92 end
@ -198,8 +198,6 @@ end
-- move mob in facing direction -- move mob in facing direction
function mob_class:set_velocity(v) function mob_class:set_velocity(v)
if not v then return end
local c_x, c_y = 0, 0 local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction -- 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 -- halt mob if it has been ordered to stay
if self.order == "stand" or self.order == "sit" then if self.order == "stand" or self.order == "sit" then
self.acc = vector.zero() self.acc=vector.new(0,0,0)
return return
end end
local yaw = (self.object:get_yaw() or 0) + self.rotate local yaw = (self.object:get_yaw() or 0) + self.rotate
local vv = self.object:get_velocity() local vv = self.object:get_velocity()
if vv then
if vv and yaw then self.acc={
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4) x = ((math.sin(yaw) * -v) + c_x)*.27,
y = 0,
z = ((math.cos(yaw) * v) + c_y)*.27,
}
end end
end end
@ -327,9 +328,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
end end
if math.deg(yaw) > 360 then if math.deg(yaw) > 360 then
yaw=math.rad(math.deg(yaw)%360) yaw=yaw%360
elseif math.deg(yaw) < 0 then elseif math.deg(yaw) < 0 then
yaw=math.rad(((360*5)-math.deg(yaw))%360) yaw=((360*5)-yaw)%360
end end
--calculate the shortest way to turn to find our target --calculate the shortest way to turn to find our target
@ -353,7 +354,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
ddtime = dtime ddtime = dtime
end 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))) self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if self.acc then if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime)) self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
@ -820,19 +821,11 @@ function mob_class:do_env_damage()
return self:check_for_death("unknown", {type = "unknown"}) return self:check_for_death("unknown", {type = "unknown"})
end end
function mob_class:step_damage (dtime, pos) function mob_class:env_damage (dtime, pos)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
-- environmental damage timer (every 1 second) -- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime self.env_damage_timer = self.env_damage_timer + dtime
if self.env_damage_timer > 1 then if self.env_damage_timer > 1 then
self.env_damage_timer = 0 self.env_damage_timer = 0
@ -911,36 +904,47 @@ function mob_class:falling(pos)
-- floating in water (or falling) -- floating in water (or falling)
local v = self.object:get_velocity() local v = self.object:get_velocity()
if v then if v then
local new_acceleration
if v.y > 0 then if v.y > 0 then
-- apply gravity when moving up -- 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 elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed -- 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 else
-- stop accelerating once max fall speed hit -- stop accelerating once max fall speed hit
new_acceleration =vector.zero() self.object:set_acceleration({x = 0, y = 0, z = 0})
end end
self.object:set_acceleration(new_acceleration)
end end
local acc = self.object:get_acceleration() local acc = self.object:get_acceleration()
local registered_node = minetest.registered_nodes[node_ok(pos).name] if minetest.registered_nodes[node_ok(pos).name].groups.lava then
if registered_node.groups.lava then
if acc and self.floats_on_lava == 1 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
end end
-- in water then float up -- 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 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 end
else else
-- fall damage onto solid ground -- fall damage onto solid ground
@ -1027,6 +1031,9 @@ function mob_class:check_suspend(player_in_active_range)
self.object:set_acceleration(vector.zero()) self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero()) self.object:set_velocity(vector.zero())
end end
if acc.y == 0 and node_under == "air" then
self:falling(pos)
end
end end
return true return true
end end

View File

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

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@ -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 * Cave Spider
* Enderman * Enderman
* Zombie Villager * Zombie Villager
* Zombie Piglin * Zombie Pigman
* Wither Skeleton * Wither Skeleton
* Magma Cube * Magma Cube
* Blaze * Blaze

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

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+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/skeleton_wither.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 .. "/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 .. "/slime+magma_cube.lua") -- Wuzzy
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture) dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)
dofile(path .. "/vex.lua") -- KrupnoPavel dofile(path .. "/vex.lua") -- KrupnoPavel
@ -152,7 +153,7 @@ dofile(path .. "/dolphin.lua")
dofile(path .. "/glow_squid.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 .. "/hoglin+zoglin.lua")
dofile(path .. "/strider.lua") dofile(path .. "/strider.lua")

View File

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

View File

@ -1,6 +1,5 @@
# textdomain: mobs_mc # textdomain: mobs_mc
Agent=Agent Agent=Agent
Axolotl=Axolotl
Bat=Chauve-souris Bat=Chauve-souris
Blaze=Blaze Blaze=Blaze
Chicken=Poulet Chicken=Poulet
@ -49,7 +48,7 @@ Wither=Wither
Wolf=Loup Wolf=Loup
Husk=Zombie Momifié Husk=Zombie Momifié
Zombie=Zombie Zombie=Zombie
Zombie Piglin=Zombie Cochon Zombie Pigman=Zombie Cochon
Farmer=Fermier Farmer=Fermier
Fisherman=Pêcheur Fisherman=Pêcheur
Fletcher=Archer Fletcher=Archer
@ -68,6 +67,3 @@ Salmon=Saumon
Dolphin=Dauphin Dolphin=Dauphin
Pillager=Pilleur Pillager=Pilleur
Tropical fish=Poisson tropical Tropical fish=Poisson tropical
Hoglin=Hoglin
Strider=Arpenteur
Glow Squid=Poulpe Brillant

View File

@ -49,7 +49,7 @@ Wither=ウィザー
Wolf=オオカミ Wolf=オオカミ
Husk=ハスク Husk=ハスク
Zombie=ゾンビ 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 Farmer=農民
Fisherman=漁師 Fisherman=漁師
Fletcher=矢師 Fletcher=矢師

View File

@ -49,12 +49,7 @@ Wither=
Wolf= Wolf=
Husk= Husk=
Zombie= Zombie=
Piglin= Zombie Pigman=
Baby Piglin=
Zombie Piglin=
Baby Zombie Piglin=
Sword Piglin=
Piglin Brute=
Farmer= Farmer=
Fisherman= Fisherman=
Fletcher= Fletcher=
@ -73,6 +68,3 @@ Salmon=
Dolphin= Dolphin=
Pillager= Pillager=
Tropical fish= Tropical fish=
Hoglin=
Strider=
Glow Squid=

View File

@ -82,7 +82,7 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end end
-- if driver present allow control of horse -- 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) mcl_mobs.drive(self, "walk", "stand", false, dtime)
@ -149,14 +149,18 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return return
end end
-- Should make pig go faster when right clicked with carrot on a stick. -- Mount or detach player
-- FIXME: needs work on the going faster part. local name = clicker:get_player_name()
--[[if self.driver and clicker == self.driver and self.driver:get_wielded_item():get_name() == "mcl_mobitems:carrot_on_a_stick" then if self.driver and clicker == self.driver then
if not self.v3 then -- Detach if already attached
self.v3 = 0 mcl_mobs.detach(clicker, {x=1, y=0, z=0})
self.max_speed_forward = 100 return
self.accel = 10
end 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 if not minetest.is_creative_enabled(clicker:get_player_name()) then
local inv = self.driver:get_inventory() local inv = self.driver:get_inventory()
@ -173,19 +177,6 @@ mcl_mobs.register_mob("mobs_mc:pig", {
end end
inv:set_stack("main",self.driver:get_wield_index(), wielditem) inv:set_stack("main",self.driver:get_wield_index(), wielditem)
end 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 return
-- Capture pig -- Capture pig
@ -204,18 +195,6 @@ mcl_mobs.register_mob("mobs_mc:pig", {
return false return false
end end
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( mcl_mobs:spawn_specific(

View File

@ -25,10 +25,7 @@ function mobs_mc.player_wears_gold(player)
for i=1, 6 do for i=1, 6 do
local stack = player:get_inventory():get_stack("armor", i) local stack = player:get_inventory():get_stack("armor", i)
local item = stack:get_name() local item = stack:get_name()
if string.find(item, "mcl_armor:chestplate_gold") 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
or string.find(item, "mcl_armor:leggings_gold")
or string.find(item, "mcl_armor:helmet_gold")
or string.find(item, "mcl_armor:boots_gold") then
return true return true
end end
end end
@ -38,11 +35,9 @@ end
--################### piglin --################### piglin
--################### --###################
local piglin = { local piglin = {
description = S("Piglin"),
type = "monster", type = "monster",
passive = false, passive = false,
spawn_class = "hostile", spawn_class = "hostile",
group_attack = {"mobs_mc:piglin", "mobs_mc:sword_piglin", "mobs_mc:piglin_brute"},
hp_min = 16, hp_min = 16,
hp_max = 16, hp_max = 16,
xp_min = 9, xp_min = 9,
@ -183,7 +178,6 @@ mcl_mobs.register_mob("mobs_mc:piglin", piglin)
local sword_piglin = table.copy(piglin) local sword_piglin = table.copy(piglin)
sword_piglin.description = S("Sword Piglin")
sword_piglin.mesh = "extra_mobs_sword_piglin.b3d" sword_piglin.mesh = "extra_mobs_sword_piglin.b3d"
sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"} sword_piglin.textures = {"extra_mobs_piglin.png", "default_tool_goldsword.png"}
sword_piglin.on_spawn = function(self) sword_piglin.on_spawn = function(self)
@ -212,127 +206,43 @@ sword_piglin.animation = {
punch_start = 189, punch_start = 189,
punch_end = 198, punch_end = 198,
} }
mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin) mcl_mobs.register_mob("mobs_mc:sword_piglin", sword_piglin)
local zombified_piglin = table.copy(piglin)
-- Zombified Piglin -- zombified_piglin.fire_resistant = 1
zombified_piglin.do_custom = function()
return
local zombified_piglin = { end
description = S("Zombie Piglin"), zombified_piglin.on_spawn = function()
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked return
type = "animal", end
passive = false, zombified_piglin.on_rightclick = function()
spawn_class = "passive", return
hp_min = 20, end
hp_max = 20, zombified_piglin.lava_damage = 0
xp_min = 6, zombified_piglin.fire_damage = 0
xp_max = 6, zombified_piglin.attack_animals = true
armor = {undead = 90, fleshy = 90}, zombified_piglin.mesh = "extra_mobs_sword_piglin.b3d"
attack_type = "dogfight", zombified_piglin.textures = {"extra_mobs_zombified_piglin.png", "default_tool_goldsword.png", "extra_mobs_trans.png"}
group_attack = {"mobs_mc:zombified_piglin", "mobs_mc:baby_zombified_piglin"}, zombified_piglin.attack_type = "dogfight"
damage = 9, zombified_piglin.animation = {
reach = 2, stand_speed = 30,
head_swivel = "head.control", walk_speed = 30,
bone_eye_height = 2.4, punch_speed = 45,
head_eye_height = 1.4, run_speed = 30,
curiosity = 15, stand_start = 0,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.94, 0.3}, -- same stand_end = 79,
visual = "mesh", walk_start = 168,
mesh = "mobs_mc_zombie_pigman.b3d", walk_end = 187,
textures = { { run_start = 440,
"blank.png", --baby run_end = 459,
"default_tool_goldsword.png", --sword punch_start = 189,
"mobs_mc_zombie_pigman.png", --pigman punch_end = 198,
} },
visual_size = {x=3, y=3},
sounds = {
random = "mobs_mc_zombiepig_random",
war_cry = "mobs_mc_zombiepig_war_cry",
death = "mobs_mc_zombiepig_death",
damage = "mobs_mc_zombiepig_hurt",
distance = 16,
},
jump = true,
makes_footstep_sound = true,
walk_velocity = .8,
run_velocity = 2.6,
pathfinding = 1,
drops = {
{name = "mcl_mobitems:rotten_flesh",
chance = 1,
min = 1,
max = 1,
looting = "common"},
{name = "mcl_core:gold_nugget",
chance = 1,
min = 0,
max = 1,
looting = "common"},
{name = "mcl_core:gold_ingot",
chance = 40, -- 2.5%
min = 1,
max = 1,
looting = "rare"},
{name = "mcl_tools:sword_gold",
chance = 100 / 8.5,
min = 1,
max = 1,
looting = "rare"},
},
animation = {
stand_speed = 25,
walk_speed = 25,
run_speed = 50,
stand_start = 40,
stand_end = 80,
walk_start = 0,
walk_end = 40,
run_start = 0,
run_end = 40,
punch_start = 90,
punch_end = 130,
},
lava_damage = 0,
fire_damage = 0,
fear_height = 4,
view_range = 16,
harmed_by_heal = true,
fire_damage_resistant = true,
} }
mcl_mobs.register_mob("mobs_mc:zombified_piglin", zombified_piglin) 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) local piglin_brute = table.copy(piglin)
piglin_brute.description = S("Piglin Brute")
piglin_brute.xp_min = 20 piglin_brute.xp_min = 20
piglin_brute.xp_max = 20 piglin_brute.xp_max = 20
piglin_brute.hp_min = 50 piglin_brute.hp_min = 50
@ -369,17 +279,11 @@ piglin_brute.animation = {
punch_end = 198, punch_end = 198,
} }
piglin_brute.can_despawn = false piglin_brute.can_despawn = false
piglin_brute.group_attack = { "mobs_mc:piglin", "mobs_mc:piglin_brute" }
piglin_brute.drops = {
{name = "mcl_tools:axe_gold",
chance = 8.5,
min = 1,
max = 1,},
}
mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute) mcl_mobs.register_mob("mobs_mc:piglin_brute", piglin_brute)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
-- Regular spawning in the Nether -- Regular spawning in the Nether
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:piglin", "mobs_mc:piglin",
@ -396,15 +300,15 @@ minetest.LIGHT_MAX+1,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:sword_piglin", "mobs_mc:sword_piglin",
"nether", "nether",
"ground", "ground",
{ {
"Nether", "Nether",
"CrimsonForest" "CrimsonForest"
}, },
0, 0,
minetest.LIGHT_MAX+1, minetest.LIGHT_MAX+1,
30, 30,
@ -412,45 +316,7 @@ minetest.LIGHT_MAX+1,
3, 3,
mcl_vars.mg_lava_nether_max, mcl_vars.mg_lava_nether_max,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
-- spawn eggs
mcl_mobs:spawn_specific(
"mobs_mc:zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
6000,
3,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- Baby zombie is 20 times less likely than regular zombies
mcl_mobs:spawn_specific(
"mobs_mc:baby_zombified_piglin",
"nether",
"ground",
{
"Nether",
"CrimsonForest",
},
0,
minetest.LIGHT_MAX+1,
30,
100000,
4,
mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
mcl_mobs:non_spawn_specific("mobs_mc:piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:sword_piglin","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)
mcl_mobs:non_spawn_specific("mobs_mc:zombified_piglin","overworld",0,minetest.LIGHT_MAX+1)
mcl_mobs.register_egg("mobs_mc:piglin", S("Piglin"), "#7b4a17","#d5c381", 0) mcl_mobs.register_egg("mobs_mc:piglin", 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:piglin_brute", S("Piglin Brute"), "#562b0c","#ddc89d", 0)
mcl_mobs.register_egg("mobs_mc:zombified_piglin", S("Zombie Piglin"), "#ea9393", "#4c7129", 0) mcl_mobs:non_spawn_specific("mobs_mc:piglin_brute","overworld",0,7)

View File

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

View File

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

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@ -21,6 +21,7 @@ local skeleton = {
xp_min = 6, xp_min = 6,
xp_max = 6, xp_max = 6,
breath_max = -1, breath_max = -1,
wears_armor = 1,
armor = {undead = 100, fleshy = 100}, armor = {undead = 100, fleshy = 100},
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
pathfinding = 1, pathfinding = 1,
@ -105,7 +106,8 @@ local skeleton = {
if self.attack then if self.attack then
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos()))) self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
end 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) mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end end
end, end,

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@ -18,6 +18,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
xp_min = 6, xp_min = 6,
xp_max = 6, xp_max = 6,
breath_max = -1, breath_max = -1,
wears_armor = 1,
armor = {undead = 100, fleshy = 100}, armor = {undead = 100, fleshy = 100},
pathfinding = 1, pathfinding = 1,
group_attack = true, group_attack = true,

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

View File

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

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

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

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

View File

@ -0,0 +1,157 @@
--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,
wears_armor = 1,
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.

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@ -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.

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@ -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)

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@ -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

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@ -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

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@ -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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# 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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# 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. 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 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 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 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. 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. Sugar canes will grow on this block.=Les cannes à sucre pousseront sur ce bloc.

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

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@ -435,7 +435,7 @@ Note that “transparency” here only means that the block is able to carry bri
Coordinates=Coordonnées 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. 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) Like this: (5, 45, -12)=Comme ceci : (5, 45, -12)
This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes”: Y is for the height. X and Z are for the horizontal position.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées “axes” : Y est pour la hauteur. X et Z sont pour la position horizontale. This refers to the position where X@=5, Y@=45 and Z@=-12. The 3 letters are called “axes” : Y is for the height. X and Z are for the horizontal position.=Cela fait référence à la position où X@=5, Y@=45 et Z@=-12. Les 3 lettres sont appelées "axes" : Y est pour la hauteur. X et Z sont pour la position horizontale.
The values for X, Y and Z work like this:=Les valeurs pour X, Y et Z fonctionnent comme ceci: 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 up, Y increases=• Si vous montez, Y augmente
• If you go down, Y decreases=• Si vous descendez, Y diminue • If you go down, Y decreases=• Si vous descendez, Y diminue

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@ -1,24 +1,25 @@
# textdomain:awards # textdomain:awards
@1/@2 chat messages=@1/@2 сообщений чата @1/@2 chat messages=@1/@2 сообщений чата
@1/@2 crafted=@1/@2 создано @1/@2 crafted=@1/@2 скрафчено
@1/@2 deaths=@1/@2 смертей @1/@2 deaths=@1/@2 смертей
@1/@2 dug=@1/@2 выкопано @1/@2 dug=@1/@2 выкопано
@1/@2 game joins=@1/@2 присоединений к игре @1/@2 game joins=@1/@2 присоединений к игре
@1/@2 placed=@1/@2 размещено @1/@2 placed=@1/@2 помещено
@1 (got)=@1 (получено) @1 (got)=@1 (получено)
@1: @2=@1: @2 @1: @1=@1: @1
@1s awards:=Награды @1: @1s awards:=Награды @1:
(Secret Award)=(Тайная награда) (Secret Award)=(Секретная награда)
<achievement ID>=<идентификатор достижения> <achievement ID>=<идентификатор достижения>
<name>=<имя> <name>=<имя>
Advancement Made!=Получено достижение! A Cat in a Pop-Tart?!=Кот в печеньке?!
Advancement Made:=Получено достижение: Achievement gotten!=Получено достижение!
Advancement: @1=Достижение: @1 Achievement gotten:=Получено достижение:
Achievement gotten: @1=Получено достижение: @1
Achievement not found.=Достижение не найдено. Achievement not found.=Достижение не найдено.
All your awards and statistics have been cleared. You can now start again.=Ваши награды удалены вместе со всей статистикой. Теперь можно начать всё сначала. All your awards and statistics have been cleared. You can now start again.=Ваши награды удалены вместе со всей статистикой. Теперь можно начать всё сначала.
Awards=Награды Awards=Награды
Craft: @1×@2=Создано: @1×@2 Craft: @1×@2=Скрафчено: @1×@2
Craft: @1=Создано: @1 Craft: @1=Скрафчено: @1
Die @1 times.=Умер(ла) @1 раз(а). Die @1 times.=Умер(ла) @1 раз(а).
Die.=Умер(ла). Die.=Умер(ла).
Get the achievements statistics for the given player or yourself=Получение статистики достижений для заданного игрока или для себя Get the achievements statistics for the given player or yourself=Получение статистики достижений для заданного игрока или для себя
@ -27,44 +28,35 @@ Join the game.=Присоединился(ась) к игре.
List awards in chat (deprecated)=Вывести список наград в чат (устарело). List awards in chat (deprecated)=Вывести список наград в чат (устарело).
Place a block: @1=Разметил(а) блок: @1 Place a block: @1=Разметил(а) блок: @1
Place blocks: @1×@2=Разместил(а) блоки: @1×@2 Place blocks: @1×@2=Разместил(а) блоки: @1×@2
Secret Advancement Made!=Тайное достижение получено! Secret Achievement gotten!=Секретное достижение получено!
Secret Advancement Made:=Тайное достижение получено: Secret Achievement gotten:=Секретное достижение получено:
Secret Advancement Made: @1=Тайное достижение получено: @1 Secret Achievement gotten: @1=Секретное достижение получено: @1
Show details of an achievement=Показать подробности достижения Show details of an achievement=Показать подробности достижения
Show, clear, disable or enable your advancements.=Отобразить, очистить, запретить или разрешить ваши достижения Show, clear, disable or enable your achievements=Отобразить, очистить, запретить или разрешить ваши достижения
Make this advancement to find out what it is.=Получите это достижение, чтобы узнать, что это. Get this achievement to find out what it is.=Получите это достижение, чтобы узнать, что это.
Write @1 chat messages.=Написано @1 сообщений(е,я) в беседе. Write @1 chat messages.=Написано @1 сообщений(е,я) в чате.
Write something in chat.=Написал(а) что-то в беседе. Write something in chat.=Написал(а) что-то в чате.
You have disabled your advancements.=Вы запретили ваши достижения. You have disabled your achievements.=Вы запретили ваши достижения.
You have enabled your advancements.=Вы разрешили ваши достижения. You have enabled your achievements.=Вы разрешили ваши достижения.
You have not gotten any awards.=Вы пока не получали наград. You have not gotten any awards.=Вы пока не получали наград.
You've disabled awards. Type /awards enable to reenable.=Вы запретили награды. Выполните /awards enable, чтобы разрешить их обратно. You've disabled awards. Type /awards enable to reenable.=Вы запретили награды. Выполните /awards enable, чтобы разрешить их обратно.
[c|clear|disable|enable]=[c|clear — очистить|disable — запретить|enable — разрешить] [c|clear|disable|enable]=[c|clear - очистить|disable - запретить|enable - разрешить]
OK=Ладно OK=О'кей
Error: No awards available.=Ошибка: награды недоступны Error: No awards available.=Ошибка: Награды недоступны
Eat: @1×@2=Съедено: @1×@2 Eat: @1×@2=Съедено: @1×@2
Eat: @1=Съедено: @1 Eat: @1=Съедено: @1
@1/@2 eaten=@1/@2 съедено @1/@2 eaten=@1/@2 съедено
Place @1 block(s).=Разместил(а) @1 блок(а,ов). Place @1 block(s).=Поместил(а) @1 блок(а,ов).
Dig @1 block(s).=Выкопал(а) @1 блок(а,ов). Dig @1 block(s).=Выкопал(а) @1 блок(а,ов).
Eat @1 item(s).=Съел(а) @1 предмет(а,ов). Eat @1 item(s).=Съел(а) @1 предмет(а,ов).
Craft @1 item(s).=Сделал(а) @1 предмет(а,ов). Craft @1 item(s).=Скрафтил(а) @1 предмет(а,ов).
Can give advancements to any player=Может выдавать достижения любому игроку Can give achievements to any player=Может выдавать достижения любому игроку
(grant <player> (<advancement> | all)) | list=(grant <игрок> (<достижение> | all всем)) | список (grant <player> (<achievement> | all)) | list=(grant <игрок> (<достижение> | all - всем)) | список
Give advancement to player or list all advancements=Выдать достижение игроку или отобразить все достижения Give achievement to player or list all achievements=Выдать достижение игроку или отобразить все достижения
@1 (@2)=@1 (@2) @1 (@2)=@1 (@2)
Invalid syntax.=Неверное составление. Invalid syntax.=Неверный синтаксис.
Invalid action.=Непредусмотренное действие. Invalid action.=Непредусмотренное действие.
Player is not online.=Игрок не подключён. Player is not online.=Игрок не подключён.
Done.=Готово. Done.=Сделано.
Advancement “@1” does not exist.=Достижения «@1» не существует. Achievement “@1” does not exist.=Достижения “@1” не существует.
@1 has made the advancement @2=@1 получил(а) достижение @2 @1 has made the achievement @2=@1 получил(а) достижение @2
Mine a block: @1=Добыл(а) блок: @1
Mine blocks: @1×@2=Добыл(а) блоки: @1×@2
Awards are disabled, enable them first by using /awards enable!=Награды отключены, сначала включите их с помощью /awards enable!
Goal Completed:=Цель выполнена:
Goal Completed!=Цель выполнена!
Goal Completed: @1=Цель выполнена: @1
Challenge Completed:=Задача выполнена:
Challenge Completed!=Задача выполнена!
Challenge Completed: @1=Задача выполнена: @1

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@ -198,7 +198,7 @@ awards.register_achievement("mcl:skysTheLimit", {
-- Smelting achivements: These are awarded when picking up an item from a furnace -- Smelting achivements: These are awarded when picking up an item from a furnace
-- output. They are given in mcl_furnaces. -- output. They are given in mcl_furnaces.
awards.register_achievement("mcl:acquireIron", { awards.register_achievement("mcl:acquireIron", {
title = S("Acquire Hardware"), title = S("Aquire Hardware"),
description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."), description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."),
icon = "default_steel_ingot.png", icon = "default_steel_ingot.png",
type = "Advancement", type = "Advancement",
@ -518,7 +518,7 @@ awards.register_achievement("mcl:stoneAge", {
awards.register_achievement("mcl:hotStuff", { awards.register_achievement("mcl:hotStuff", {
title = S("Hot Stuff"), title = S("Hot Stuff"),
description = S("Put lava in a bucket."), description = S("Put lava in a bucket."),
icon = "mcl_buckets_lava_bucket.png", icon = "bucket_lava.png",
type = "Advancement", type = "Advancement",
group = "Overworld", group = "Overworld",
}) })

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

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

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

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

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

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@ -1,9 +1,9 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Acquire Hardware=Куй Железо Aquire Hardware=Куй Железо
Bake Bread=Хлеб всему голова Bake Bread=Хлеб всему голова
Benchmarking=Верстак Benchmarking=Верстак
Cow Tipper=Кожа да кости Cow Tipper=Кожа да кости
Craft a bookshelf.=Создание книжной полки. Craft a bookshelf.=Создание книжной полки
Craft a cake using wheat, sugar, milk and an egg.=Создание торта из пшеницы, сахара, молока и яйца. Craft a cake using wheat, sugar, milk and an egg.=Создание торта из пшеницы, сахара, молока и яйца.
Craft a crafting table from 4 wooden planks.=Создание верстака из 4 досок. Craft a crafting table from 4 wooden planks.=Создание верстака из 4 досок.
Craft a stone pickaxe using sticks and cobblestone.=Создание каменного топора из палок и булыжников. Craft a stone pickaxe using sticks and cobblestone.=Создание каменного топора из палок и булыжников.
@ -15,12 +15,12 @@ Eat a cooked porkchop.=Употребление в пищу приготовле
Eat a cooked rabbit.=Употребление в пищу приготовленного кролика. Eat a cooked rabbit.=Употребление в пищу приготовленного кролика.
Get really desperate and eat rotten flesh.=Отчаянное и необдуманное употребление в пищу гнилого мяса Get really desperate and eat rotten flesh.=Отчаянное и необдуманное употребление в пищу гнилого мяса
Getting Wood=Рубка Леса Getting Wood=Рубка Леса
Getting an Upgrade=Обновка Getting an Upgrade=Модернизация
Hit a skeleton, wither skeleton or stray by bow and arrow from a distance of at least 20 meters.=Попадание по скелету, скелету-иссушителю либо уклонение от стрелы на расстоянии не менее 20 метров. Hit a skeleton, wither skeleton or stray by bow and arrow from a distance of at least 20 meters.=Удар по скелету, скелету-иссушителю либо уклонение от стрелы на расстоянии не менее 20 метров.
Hot Topic=Печник жжёт Hot Topic=Автор Жжёт
Into Fire=В огне Into Fire=В Огне
We Need to Go Deeper=В глубь Into the Nether=В Аду
Iron Belly=Железный живот Iron Belly=Железный Живот
Librarian=Библиотекарь Librarian=Библиотекарь
Mine emerald ore.=Добыча изумрудной руды. Mine emerald ore.=Добыча изумрудной руды.
On A Rail=На Рельсах On A Rail=На Рельсах
@ -30,84 +30,20 @@ Pick up a wood item from the ground.@nHint: Punch a tree trunk until it pops out
Pick up leather from the floor.@nHint: Cows and some other animals have a chance to drop leather, when killed.=Поднятие кожи с пола.@nПодсказка: Коровы и некоторые другие животные могут оставлять кожу, если их убивать. Pick up leather from the floor.@nHint: Cows and some other animals have a chance to drop leather, when killed.=Поднятие кожи с пола.@nПодсказка: Коровы и некоторые другие животные могут оставлять кожу, если их убивать.
Place a dispenser.=Установка диспенсера. Place a dispenser.=Установка диспенсера.
Place a flower pot.=Установка цветочного горшка. Place a flower pot.=Установка цветочного горшка.
Pork Chop=Свиная отбивная Pork Chop=Свиная Отбивная
Pot Planter=Сажатель горшков Pot Planter=Сажатель Горшков
Rabbit Season=Заячья пора Rabbit Season=Кроличий Сезон
Sniper Duel=Лучный бой Sniper Duel=Снайперская Дуэль
Take a cooked fish from a furnace.@nHint: Use a fishing rod to catch a fish and cook it in a furnace.=Приготовление рыбы в печи.@nПодсказка: Ловите рыбу удочкой и готовьте её в печи. Take a cooked fish from a furnace.@nHint: Use a fishing rod to catch a fish and cook it in a furnace.=Приготовление рыбы в печи.@nПодсказка: Ловите рыбу удочкой и готовьте её в печи.
Take an iron ingot from a furnace's output slot.@nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace.=Получение слитка железа из печи.@nПодсказка: чтобы переплавить железную руду, нужно положить её в печь и туда же поместить топливо (уголь или другое). Take an iron ingot from a furnace's output slot.@nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace.=Получение слитка железа из печи.@nПодсказка: чтобы переплавить железную руду, нужно положить её в печь и туда же поместить топливо (уголь или другое).
The Haggler=Торговец The Haggler=Хагглер
The Lie=Тортик The Lie=Тортик
Time to Farm!=Время земледелия! Time to Farm!=Время фермерства!
Time to Mine!=Время добывать! Time to Mine!=Время добывать!
Time to Strike!=Время сражаться! Time to Strike!=Время сражаться!
Travel by minecart for at least 1000 meters from your starting point in a single ride.=Поездка на вагонетке минимум на 1000 метров от стартовой точки за один раз. Travel by minecart for at least 1000 meters from your starting point in a single ride.=Поездка на вагонетке минимум на 1000 метров от стартовой точки за один раз.
Use 8 cobblestones to craft a furnace.=Создание печи из 8 булыжников. Use 8 cobblestones to craft a furnace.=Создание печи из 8 булыжников.
Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Создание деревянной мотыги из досок и палок на верстаке. Use a crafting table to craft a wooden hoe from wooden planks and sticks.=Создание деревянной мотыги из досок и палок на верстаке.
Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Создание деревянной кирки из досок и палок на верстаке. Use a crafting table to craft a wooden pickaxe from wooden planks and sticks.=Создание деревянной кирки из досок и палок на верстаке.
Use obsidian and a fire starter to construct a Nether portal.=Создание при помощи обсидиана и огнива. Use obsidian and a fire starter to construct a Nether portal.=Создание Адского портала при помощи обсидиана и огнива.
Use wheat to craft a bread.=Использование пшеницы для приготовления хлеба. Use wheat to craft a bread.=Использование пшеницы для приготовления хлеба.
Who is Cutting Onions?=
Pick up a crying obsidian from the floor.=
Hidden in the Depths=
Pick up an Ancient Debris from the floor.=
The Nether=Преисподняя
Bring summer clothes.@nHint: Enter the Nether.=Возьмите с собой летнюю одежду.@nПодсказка: войдите в преисподнюю.
Isn't It Iron Pick=
Craft a iron pickaxe using sticks and iron.=
Postmortal=
Use a Totem of Undying to cheat death.=
Sweet Dreams=
Sleep in a bed to change your respawn point.=
Not Quite "Nine" Lives=
Charge a Respawn Anchor to the maximum.=
What A Deal!=Вот так сделка!
Successfully trade with a Villager.=Успешная торговля с жителем.
Withering Heights=
Summon the wither from the dead.=
The Cutest Predator=
Catch an Axolotl with a bucket!=
Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode, Take Me Home=
Use a compass on a Lodestone.=
Serious Dedication=
Use a Netherite Ingot to upgrade a hoe, and then completely reevaluate your life choices.=
Local Brewery=
Brew a Potion.@nHint: Take a potion or glass bottle out of the brewing stand.=
Enchanter=
Enchant an item using an Enchantment Table.=
Bring Home the Beacon=
Use a beacon.=
Beaconator=
Use a fully powered beacon.=
The Next Generation=
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=
The End... Again...=
Respawn the Ender Dragon.=
Sky's the Limit=
Find the elytra and prepare to fly above and beyond!=
Free the End=
Kill the ender dragon. Good Luck!=
Bee Our Guest=
Use a campfire to collect a bottle of honey from a beehive without aggrivating the bees inside.=
Total Beelocation=
Move a bee nest, with 3 bees inside, using a silk touch enchanted tool.=
Wax On=
Apply honeycomb to a copper block to protect it from the elements.=
Wax Off=
Scrape wax off of a copper block.=
The End?=
Or the beginning?@nHint: Enter an end portal.=
Stone Age=
Mine a stone with new pickaxe.=
Ice Bucket Challenge=
Obtain an obsidian block.=
Hot Stuff=
Put lava in a bucket.=
Hero of the Village=
Successfully defend a village from a raid=
Voluntary Exile=
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
Tactical Fishing=
Catch a fish... without a fishing rod!=

View File

@ -1,5 +1,5 @@
# textdomain:mcl_achievements # textdomain:mcl_achievements
Acquire Hardware= Aquire Hardware=
Bake Bread= Bake Bread=
Benchmarking= Benchmarking=
Cow Tipper= Cow Tipper=
@ -66,7 +66,7 @@ Successfully trade with a Villager.=
Withering Heights= Withering Heights=
Summon the wither from the dead.= Summon the wither from the dead.=
The Cutest Predator= The Cutest Predator=
Catch an Axolotl with a bucket!= Catch an Axolotl with a bucket!
Fishy Business= Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.= Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode, Take Me Home= Country Lode, Take Me Home=
@ -85,7 +85,7 @@ The Next Generation=
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.= Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=
The End... Again...= The End... Again...=
Respawn the Ender Dragon.= Respawn the Ender Dragon.=
Sky's the Limit= Sky's The Limit=
Find the elytra and prepare to fly above and beyond!= Find the elytra and prepare to fly above and beyond!=
Free the End= Free the End=
Kill the ender dragon. Good Luck!= Kill the ender dragon. Good Luck!=
@ -97,17 +97,3 @@ Wax On=
Apply honeycomb to a copper block to protect it from the elements.= Apply honeycomb to a copper block to protect it from the elements.=
Wax Off= Wax Off=
Scrape wax off of a copper block.= Scrape wax off of a copper block.=
The End?=
Or the beginning?@nHint: Enter an end portal.=
Stone Age=
Mine a stone with new pickaxe.=
Ice Bucket Challenge=
Obtain an obsidian block.=
Hot Stuff=
Put lava in a bucket.=
Hero of the Village=
Successfully defend a village from a raid=
Voluntary Exile=
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
Tactical Fishing=
Catch a fish... without a fishing rod!=

View File

@ -175,7 +175,6 @@ return {
"cora", "cora",
"Faerraven / Michieal", "Faerraven / Michieal",
"Nicu", "Nicu",
"Exhale",
}}, }},
{S("Translations"), 0x00FF60, { {S("Translations"), 0x00FF60, {
"Wuzzy", "Wuzzy",

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,21 +1,21 @@
# textdomain: mcl_inventory # textdomain: mcl_inventory
Recipe book=Книга рецептов Recipe book=Книга рецептов
Help=Справка Help=Помощь
Select player skin=Выбор внешности Select player skin=Выбор скина
Achievements=Достижения Achievements=Достижения
Building Blocks=Строительные блоки Building Blocks=Строительные блоки
Decoration Blocks=Отделочные блоки Decoration Blocks=Декоративные блоки
Redstone=Красный камень Redstone=Редстоун (красный камень)
Transportation=Транспорт Transportation=Транспорт
Brewing=Зелья Brewing=Зелья
Miscellaneous=Прочее Miscellaneous=Прочее
Search Items=Поиск предметов Search Items=Искать предметы
Foodstuffs=Продовольствие Foodstuffs=Продовольствие
Tools=Инструменты Tools=Инструменты
Combat=Битва Combat=Битва
Mobs=Сущности Mobs=Мобы
Materials=Материалы Materials=Материалы
Survival Inventory=Инвентарь выживания Survival Inventory=Инвентарь выживания
Crafting=Создание Crafting=Крафтинг (изготовление)
Inventory=Инвентарь Inventory=Инвентарь
@1/@2=@1/@2 @1/@2=@1/@2

View File

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

View File

@ -1,2 +0,0 @@
# textdomain: mcl_ver_info
Sorry, but your version of Minetest doesn't support the latest API. Please upgrade your minetest.=Désolé, mais votre version de Minetest ne supporte la dernière API. Veuillez mettre à jour minetest.

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@ -178,9 +178,7 @@ local dispenserdef = {
local pos = obj:get_pos() local pos = obj:get_pos()
local used, texture = false local used, texture = false
if entname == "mobs_mc:sheep" then if entname == "mobs_mc:sheep" then
if entity.drops[2] then minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3))
minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3))
end
if not entity.color then if not entity.color then
entity.color = "unicolor_white" entity.color = "unicolor_white"
end end

View File

@ -1,5 +1,5 @@
# textdomain: mcl_dispensers # textdomain: mcl_dispensers
Dispenser=Distributeur Dispenser=Dispenser
A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Un distributeur est un bloc qui agit comme un composant redstone qui, lorsqu'il est alimenté avec une puissance redstone, distribue un article. Il a un conteneur avec 9 emplacements d'inventaire. A dispenser is a block which acts as a redstone component which, when powered with redstone power, dispenses an item. It has a container with 9 inventory slots.=Un distributeur est un bloc qui agit comme un composant redstone qui, lorsqu'il est alimenté avec une puissance redstone, distribue un article. Il a un conteneur avec 9 emplacements d'inventaire.
Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Placez le distributeur dans l'une des 6 directions possibles. Le "trou" est l'endroit où les articles sortiront du distributeur. Utilisez le distributeur pour accéder à son inventaire. Insérez les articles que vous souhaitez distribuer. Fournissez au distributeur de l'énergie de redstone une fois pour distribuer un objet aléatoire. Place the dispenser in one of 6 possible directions. The “hole” is where items will fly out of the dispenser. Use the dispenser to access its inventory. Insert the items you wish to dispense. Supply the dispenser with redstone energy once to dispense a random item.=Placez le distributeur dans l'une des 6 directions possibles. Le "trou" est l'endroit où les articles sortiront du distributeur. Utilisez le distributeur pour accéder à son inventaire. Insérez les articles que vous souhaitez distribuer. Fournissez au distributeur de l'énergie de redstone une fois pour distribuer un objet aléatoire.
The dispenser will do different things, depending on the dispensed item:=Le distributeur fera différentes choses, selon l'article distribué: The dispenser will do different things, depending on the dispensed item:=Le distributeur fera différentes choses, selon l'article distribué:

View File

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

View File

@ -177,7 +177,7 @@ end
function mesecon.effector_get_rules(node) function mesecon.effector_get_rules(node)
local effector = mesecon.get_effector(node.name) local effector = mesecon.get_effector(node.name)
if effector and effector.rules then if effector then
local rules = effector.rules local rules = effector.rules
if type(rules) == "function" then if type(rules) == "function" then
return rules(node) return rules(node)
@ -521,7 +521,6 @@ end
-- outputnode (receptor or conductor) at position `output` and has an output in direction `rule` -- outputnode (receptor or conductor) at position `output` and has an output in direction `rule`
function mesecon.rules_link_rule_all(output, rule) function mesecon.rules_link_rule_all(output, rule)
local input = vector.add(output, rule) local input = vector.add(output, rule)
if not input then return {} end
local inputnode = get_node_force(input) local inputnode = get_node_force(input)
local inputrules = mesecon.get_any_inputrules(inputnode) local inputrules = mesecon.get_any_inputrules(inputnode)
if not inputrules then if not inputrules then

View File

@ -92,7 +92,6 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
groups_off.dig_by_water=1 groups_off.dig_by_water=1
groups_off.destroy_by_lava_flow=1 groups_off.destroy_by_lava_flow=1
groups_off.dig_by_piston=1 groups_off.dig_by_piston=1
groups_off.dig_immediate_piston=1
groups_off.button=1 -- button (off) groups_off.button=1 -- button (off)
local groups_on = table.copy(groups_off) local groups_on = table.copy(groups_off)
@ -104,14 +103,6 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
end end
button_sounds["mesecons_button:button_"..basename.."_off"] = button_sound button_sounds["mesecons_button:button_"..basename.."_off"] = button_sound
if not longdesc then
if groups_off.material_wood ~= 0 then
longdesc = S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.")
else
longdesc = S("A button is a redstone compent which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.", button_timer)
end
end
if push_by_arrow then if push_by_arrow then
groups_off.button_push_by_arrow = 1 groups_off.button_push_by_arrow = 1
groups_on.button_push_by_arrow = 1 groups_on.button_push_by_arrow = 1
@ -260,7 +251,7 @@ for w=1, #woods do
{material_wood=1,handy=1,axey=1}, {material_wood=1,handy=1,axey=1},
1.5, 1.5,
true, true,
nil, S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows."),
"mesecons_button_push_wood") "mesecons_button_push_wood")
minetest.register_craft({ minetest.register_craft({

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