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207 Commits

Author SHA1 Message Date
ancientmarinerdev f335171965 Merge pull request 'Danish translations fix (Work by kbundg)' (#3823) from danish_translations_conflict into master
Reviewed-on: MineClone2/MineClone2#3823
2023-06-27 21:17:48 +00:00
ancientmarinerdev 8530f4d863 Remove file without translations in so it reverts to English 2023-06-27 21:09:03 +00:00
Kristian d4e348a4bd TOM bøger 2023-06-27 21:09:03 +00:00
Kristian 590cbc0c3c Banners done 2023-06-27 21:09:03 +00:00
Kristian 6d767b7d11 Indtil banner 2023-06-27 21:09:03 +00:00
Kristian 7ba0773769 Skift til items. TOM ambolt. 2023-06-27 21:09:03 +00:00
Kristian 0f82364b3e TOM docs_items 2023-06-27 21:09:03 +00:00
Kristian 49a899170f TOM doc/doc 2023-06-27 21:09:03 +00:00
Kristian b8887b079a TOM doc/doc 2023-06-27 21:09:03 +00:00
Kristian 9c77cbc011 TOM Mobs 2023-06-27 21:09:03 +00:00
Kristian cc21b74125 Three fully translated 2023-06-27 21:09:03 +00:00
ancientmarinerdev 5c69daf5ba Merge pull request 'Add Spanish Translations' (#3817) from spanish-translations into master
Reviewed-on: MineClone2/MineClone2#3817
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-27 20:43:40 +00:00
José Muñoz 09732acf77 Improve the translation 2023-06-27 20:39:27 +00:00
José Muñoz 008dd95f1f Add spanish translation 2023-06-27 20:39:27 +00:00
José Muñoz f6fb1d1121 Fix a typo 2023-06-27 20:39:27 +00:00
José Muñoz c61df75370 Add spanish translations 2023-06-27 20:39:27 +00:00
PrairieWind 158a5311f9 Merge pull request 'Fix gilded blackstone fortune dupe' (#3804) from gilded_blackstone_dupefix into master
Reviewed-on: MineClone2/MineClone2#3804
Reviewed-by: PrairieWind <prairiewind@noreply.git.minetest.land>
2023-06-27 04:09:44 +00:00
cora d0e981e4db Fix gilded blackstone fortune dupe 2023-06-26 22:08:18 -06:00
PrairieWind 70caacd369 Merge pull request 'Cherry Blossoms' (#3749) from cherry_blossom into master
Reviewed-on: MineClone2/MineClone2#3749
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-27 03:58:31 +00:00
ancientmarinerdev 03341ade2e Added underscore in to cherry sign registration to ensure consistent with other signs 2023-06-25 17:49:52 +01:00
ancientmarinerdev 3c4fb9abb2 Ensure dark oak has separate tt message 2023-06-25 16:37:02 +00:00
ancientmarinerdev 852c2c5710 Remove message about missing name is deprecated in mod conf files 2023-06-25 16:37:02 +00:00
ancientmarinerdev 1dfbd612be Remove warning for use of global variable and set default tt_help message 2023-06-25 16:37:02 +00:00
Wbjitscool 81569a6917 Add remaining cherry door textures 2023-06-25 16:37:02 +00:00
PrairieWind 17371ad60b Cherry blossom changes as requested 2023-06-25 16:37:02 +00:00
Nicu 36f5372fe8 OptiPNG the cherry blossom textures 2023-06-25 16:37:02 +00:00
PrairieWind 0902e137e3 Uncover wood api functions and use them in cherry and mangrove wood 2023-06-25 16:37:02 +00:00
PrairieWind 67078ba3b1 Fix most of the feedback issues in cherry blossoms 2023-06-25 16:37:02 +00:00
PrairieWind da71e7b521 Add cherry boat 2023-06-25 16:37:02 +00:00
PrairieWind 960f9adda8 Add Remaining cherry nodes, textures, and cherry particles 2023-06-25 16:37:02 +00:00
PrairieWind 74742f7fc8 Add cherry sapling to dungeon loot temporarily 2023-06-25 16:37:02 +00:00
PrairieWind c5c35ca786 Add Cherry Blossom Trees and Growth 2023-06-25 16:37:02 +00:00
PrairieWind bba440b617 Move textures out of the mcl_cherry_blossom mod 2023-06-25 16:37:02 +00:00
PrairieWind 101cde2a94 First cherry blossom commit 2023-06-25 16:37:02 +00:00
ancientmarinerdev 0f8b709677 Merge pull request 'Nerf skeleton attack' (#3811) from nerf_skellie_attack into master
Reviewed-on: MineClone2/MineClone2#3811
2023-06-25 12:03:29 +00:00
ancientmarinerdev dd5d1dad29 Nerf skeleton attack 2023-06-25 11:52:02 +00:00
chmodsayshello 378b413986 Merge pull request 'OptiPNG a bunch of textures' (#3816) from optimize_textures into master
Reviewed-on: MineClone2/MineClone2#3816
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-06-25 08:26:42 +00:00
ancientmarinerdev a286cb5046 Merge pull request 'Fix automated wool farm crash and elytra fly over unknown block crash' (#3809) from fix_unknown_block_crash into master
Reviewed-on: MineClone2/MineClone2#3809
2023-06-21 20:53:32 +00:00
ancientmarinerdev 8b9b4b00e5 Fix elytra crash when flying over unknown node 2023-06-21 20:47:54 +00:00
ancientmarinerdev 7d51519f4d Fix wool farm crash 2023-06-21 20:47:54 +00:00
ancientmarinerdev 088f8dec2f Fix server crash for unknown node below. 2023-06-21 20:47:54 +00:00
ancientmarinerdev 5806dd6017 Merge pull request 'Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to.' (#3807) from line_of_sight_improvement into master
Reviewed-on: MineClone2/MineClone2#3807
2023-06-21 20:22:24 +00:00
ancientmarinerdev 658f244ae4 Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to. 2023-06-21 20:17:49 +00:00
PrairieWind ed13590bb0 OptiPNG a bunch of textures 2023-06-21 11:24:53 -06:00
ancientmarinerdev 23711950c1 Merge pull request 'Fix tab character in filename' (#3815) from fix_tab_in_file_name into master
Reviewed-on: MineClone2/MineClone2#3815
2023-06-21 14:05:11 +00:00
ancientmarinerdev baf6ae65e7 Fix tab character in filename 2023-06-21 15:03:39 +01:00
chmodsayshello 9ba503f99d Merge pull request 'Updated optipng command to remove metadata' (#3806) from update-TEXTURES.md-optipng into master
Reviewed-on: MineClone2/MineClone2#3806
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-06-21 10:19:57 +00:00
ancientmarinerdev 8c8b3be0f5 Merge pull request 'prevent ALL furnaces from being moved' (#3810) from fix_xp_piston_duper into master
Reviewed-on: MineClone2/MineClone2#3810
2023-06-19 23:07:06 +00:00
chmodsayshello 75d6509c3e prevent ALL furnaces from being moved 2023-06-20 00:02:03 +01:00
Temak f7f8a72d08 Update russian translation (#3519)
Update russian translation by Temak

Reviewed-on: MineClone2/MineClone2#3519
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: Temak <artemkotlubai@yandex.ru>
Co-committed-by: Temak <artemkotlubai@yandex.ru>
2023-06-19 21:54:51 +00:00
Niterux 766c9efe33 Add more fishing sounds! (#3800)
Go fishing with the fishing rod, and enjoy the sounds

Co-authored-by: Niterux <parkerdec@gmail.com>
Reviewed-on: MineClone2/MineClone2#3800
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: Niterux <parkerp1ggypc@gmail.com>
Co-committed-by: Niterux <parkerp1ggypc@gmail.com>
2023-06-19 11:49:58 +00:00
ancientmarinerdev 52fba55910 Merge pull request 'Fix texture modifiers relying on undocumented behavior' (#3761) from appgurueu/MineClone2:fix-textures into master
Reviewed-on: MineClone2/MineClone2#3761
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-18 17:56:58 +00:00
Nicu 358432c52a Updated optipng command to remove metadata
Added  "-strip all" to also remove all metadata from
2023-06-18 16:54:30 +00:00
ancientmarinerdev 4a17c8abc1 Merge pull request 'Fix png start warning and double slab description warning.' (#3796) from fix_png_warning_start into master
Reviewed-on: MineClone2/MineClone2#3796
2023-06-18 16:09:47 +00:00
ancientmarinerdev da19aceb06 Fix double slab default description warning. Should use default unless neccessary. Why warn? 2023-06-18 16:06:35 +00:00
ancientmarinerdev 67260b16be Fix asset error warning on startup. 2023-06-18 16:06:35 +00:00
chmodsayshello 7219f70d77 Merge pull request 'Prevent slime blocks from 'connecting' to honey blocks when pushing/pulling, like in Minecraft' (#3803) from seventeenthShulker/MineClone2:independent_stickies into master
Reviewed-on: MineClone2/MineClone2#3803
Reviewed-by: chmodsayshello <chmodsayshello@hotmail.com>
2023-06-17 18:26:55 +00:00
seventeenthShulker 758d38894d Prevent slime blocks from 'connecting' to honey blocks when pushing/pulling, like in Minecraft. 2023-06-17 16:42:06 +02:00
ancientmarinerdev 1192a46b9c Merge pull request 'Adjust hot stuff achievement to use new lava bucket texture name' (#3783) from fix_hot_stuff_achievement_icon into master
Reviewed-on: MineClone2/MineClone2#3783
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-13 17:21:36 +00:00
SmokeyDope fd07cbdd5a update lava bucket texture name in tools/Conversion_Table.csv 2023-06-13 15:49:57 +00:00
SmokeyDope b409610537 adjust lava bucket texture name in mcl_maps/colors.json 2023-06-13 15:49:57 +00:00
SmokeyDope deb703fbc2 Adjust hot stuff achievement to use new lava bucket texture name 2023-06-13 15:49:57 +00:00
FossFanatic ac31642ec9 Door Fixes & Improvements (#3479)
This pull request fixes the issue where people had to mirror their door textures because the game used a different method to texture the doors.

Speaking of mirrored, this pull request also fixes mirrored doors and improves those greatly.

Reviewed-on: MineClone2/MineClone2#3479
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
Co-committed-by: FossFanatic <fossfanatic@noreply.git.minetest.land>
2023-06-13 15:43:52 +00:00
ancientmarinerdev f57f73681a Merge pull request 'Drop pumpkins, melons and buttons via piston or dirt next to piston' (#3777) from pumpkin_stuff into master
Reviewed-on: MineClone2/MineClone2#3777
2023-06-07 21:21:43 +00:00
ancientmarinerdev 60c996b5ac Drop pumpkins, melons and buttons via piston or dirt next to piston 2023-06-07 20:21:05 +00:00
ancientmarinerdev 47f64f63a3 Merge pull request 'Incorperate sheep eating animation.' (#3768) from sheep_eat_animation into master
Reviewed-on: MineClone2/MineClone2#3768
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-05 14:06:49 +00:00
ancientmarinerdev cc5a0971ac Object reference check before setting velocity 2023-06-05 15:03:45 +01:00
epCode df8592df41 Revert add punch node 2023-06-04 21:53:39 -07:00
epCode 5e4fa30aae Punch node after change 2023-06-04 20:19:18 -07:00
epCode e49eac6d85 Fix sheep not regrowing wool after eating 2023-06-04 16:24:37 -07:00
epCode e53b6c124c Make sheep always drop 1 wool (MC continuity) 2023-06-04 22:41:35 +00:00
epCode 92887f5501 fix sheep replace rate 2023-06-04 22:41:35 +00:00
epCode 86cd5711ca Rearange on replace code to be more general purpous 2023-06-04 22:41:35 +00:00
epCode 908ba9fba6 Put on_replace call in correct place (wool regrow on grass to dirt) 2023-06-04 22:41:35 +00:00
epCode 91d94800d7 Adjust grass replace timer 2023-06-04 22:41:35 +00:00
epCode 74e55ca361 Fix eat replace timer for sheep 2023-06-04 22:41:35 +00:00
epCode c049113f26 Fix sheep sliding, make eating timed, fix animation repeat 2023-06-04 22:41:35 +00:00
epCode 1f5247df06 Make mobs slide less, and fix ageold jump dilema 2023-06-04 22:41:35 +00:00
epCode 2e2f56122d Incorperate sheep eating animation. #3734 2023-06-04 22:41:35 +00:00
ancientmarinerdev 46d486c7cb Merge pull request 'Oxidation API' (#3748) from oxidation_api into master
Reviewed-on: MineClone2/MineClone2#3748
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-06-02 20:34:26 +00:00
PrairieWind 75e4000b30 Fix the scraped variants of certain waxed copper blocks
Also fix some wording in the oxidation api documentation
2023-06-02 20:28:54 +00:00
PrairieWind 46f6731cf5 Make oxidized slabs and stairs waxable, and fix the copper oxidation dupe 2023-06-02 20:28:54 +00:00
PrairieWind 0fba7eaed4 Fix a few crashes, make the abm work, and revive the wax off advancement 2023-06-02 20:28:54 +00:00
Michieal 7c46826958 Did what I should have done to begin with: changed _mcl_copper_waxed_variant to _mcl_waxed_variant so that it intuitively applies to more than just copper. 2023-06-02 20:28:54 +00:00
Michieal d6858b7e2a Made the scraped variants of the stairs & slabs.
Cleaned up commented out code.
2023-06-02 20:28:54 +00:00
Michieal 9e5a45e3fd Rebased; Changed the way that the abm handles being called.
Still have to make the scraped variants of the stairs & slabs.
2023-06-02 20:28:54 +00:00
PrairieWind 4b9fc7046b Add Oxidization API 2023-06-02 20:28:54 +00:00
ancientmarinerdev 3eb2f745e2 Merge pull request 'Change order of numbers passed into random that crash on some Lua versions' (#3775) from fix_random_ordering_crash into master
Reviewed-on: MineClone2/MineClone2#3775
2023-06-02 20:20:33 +00:00
ancientmarinerdev 4287a261c8 Change order of numbers passed into random that crash on some Lua versions 2023-06-02 21:14:52 +01:00
ancientmarinerdev 5cbb56d71b Merge pull request 'Split global cap for peaceful and hostile. Introduce underground water, ambient water, axolotl cap. Slight peaceful spawn balancing.' (#3765) from spawning_cap_tweaks into master
Reviewed-on: MineClone2/MineClone2#3765
2023-06-01 20:08:53 +00:00
ancientmarinerdev c65f8c9e51 Improved early game spawn balance 2023-06-01 20:05:25 +00:00
ancientmarinerdev 812269264b Add in caps for underground water and axolotl 2023-06-01 20:05:25 +00:00
ancientmarinerdev afb4540408 Clean up 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4d3e8e25e5 Add water_ambient cap 2023-06-01 20:05:25 +00:00
ancientmarinerdev ae32ce4a0a Split hostile and non-hostile mob caps 2023-06-01 20:05:25 +00:00
ancientmarinerdev 4c3d726882 Merge pull request 'Add max_hear_distance flag to composter sounds' (#3767) from fix_composter_sound_hear_distance into master
Reviewed-on: MineClone2/MineClone2#3767
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-31 22:26:16 +00:00
ancientmarinerdev 90842c5f25 Fixed slight error. 2023-05-31 22:20:58 +00:00
ancientmarinerdev 428ae9ac0d Fix positional sounds based on mt docs. 2023-05-31 22:20:58 +00:00
SmokeyDope adee1a49af Add max_hear_distance flag to composter sounds 2023-05-31 22:20:58 +00:00
megustanlosfrijoles 06077d1633 Spanish translations (#3753)
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Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3753
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-05-31 21:22:49 +00:00
ancientmarinerdev ae486fa525 Merge pull request 'Fix a typo in the Acquire Hardware achievement' (#3740) from uqers/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#3740
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-28 19:46:07 +00:00
Lars Mueller b866d5d98e Fix texture modifiers relying on undocumented behavior 2023-05-27 17:27:01 +02:00
uqers 7133031caf Fix translations for ru, pl, ja, and fr 2023-05-27 01:42:59 +00:00
ancientmarinerdev 019717cab0 Merge pull request 'Add support for external custom skins mod' (#3653) from skins into master
Reviewed-on: MineClone2/MineClone2#3653
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-26 20:55:53 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 f1d17e2c69 mcl_skins: PR feedback 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 26f033932e Add mcl_custom_skins info to README 2023-05-26 20:27:11 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 1e63f3931a Skins update 2023-05-26 20:27:11 +00:00
ancientmarinerdev bd37ed178c Merge pull request 'Fix pig riding' (#3675) from fix_pig_riding into master
Reviewed-on: MineClone2/MineClone2#3675
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 21:47:14 +00:00
PrairieWind 5ed92a2695 Make pigs mountable without carrot on a stick, but require the carrot on a stick to actually control the pig 2023-05-22 21:40:23 +00:00
ancientmarinerdev 8f60fb08d3 Merge pull request 'Fix global variable references and exit mob_step if missing pos' (#3741) from mobs_tweaks into master
Reviewed-on: MineClone2/MineClone2#3741
2023-05-22 21:12:43 +00:00
ancientmarinerdev 10a3d06360 Fix global variable references and exit mob_step if missing pos 2023-05-22 21:05:12 +00:00
ancientmarinerdev 08cbd95a5e Merge pull request 'Make sure dying sign text respects protection' (#3727) from sign_dye_protection into master
Reviewed-on: MineClone2/MineClone2#3727
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-22 20:53:58 +00:00
PrairieWind a5a035d9bb Make sure dying sign text respects protection 2023-05-22 20:47:49 +00:00
uqers 9c8b942e26 Fix a typo in Acquire Hardware achievement
Fixes a minor typo with an achievement name
2023-05-21 03:17:07 +00:00
ancientmarinerdev 4651bd7e7d Merge pull request 'merge_0.83.1_asset_fixes' (#3745) from merge_0.83.1_asset_fixes into master
Reviewed-on: MineClone2/MineClone2#3745
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-19 14:24:05 +00:00
ancientmarinerdev 62ca6faab1 Updated credits for new assets 2023-05-19 14:18:49 +00:00
ancientmarinerdev ccf063999e New crimson fungus texture 2023-05-19 14:18:49 +00:00
ancientmarinerdev 4a7a50e78c New warped and crimson hyphae plank textures 2023-05-19 14:18:49 +00:00
ancientmarinerdev 00a950721d Merge pull request 'Make end crystals explode when nearby crystals are punched and explode' (#3714) from end_crystal_explosion into master
Reviewed-on: MineClone2/MineClone2#3714
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-17 21:25:43 +00:00
PrairieWind 6294a61d0d Make end crystals explode when nearby crystals are punched and explode 2023-05-17 21:17:46 +00:00
ancientmarinerdev 393c24d32a Merge pull request 'Make Piglin Brutes drop golden axes' (#3719) from piglin_brute_drops into master
Reviewed-on: MineClone2/MineClone2#3719
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-17 20:57:39 +00:00
PrairieWind 873297d2cf Make Piglin Brutes drop golden axes
Instead of dropping crossbows
2023-05-17 20:55:09 +00:00
ancientmarinerdev 681ea9b515 Merge pull request 'Zombie piglin no longer prevent sleep unless hostile.' (#3731) from allow_sleep_near_ziglin into master
Reviewed-on: MineClone2/MineClone2#3731
2023-05-17 19:55:50 +00:00
ancientmarinerdev e2688c03e3 Zombie piglin no longer prevent sleep unless hostile. 2023-05-17 19:49:37 +00:00
ancientmarinerdev d6192dda67 Merge pull request 'Update dead bush generation' (#3725) from dead_bush_mapgen into master
Reviewed-on: MineClone2/MineClone2#3725
Reviewed-by: Nicu <kneekoo@noreply.git.minetest.land>
2023-05-16 23:16:21 +00:00
PrairieWind e2963f88a7 Update dead bush generation
Removed Taiga biome and changed the generation values
2023-05-16 23:13:11 +00:00
ancientmarinerdev 11b371a107 Merge pull request 'Fix sign color requirement and translation issue' (#3677) from sign_color_fix into master
Reviewed-on: MineClone2/MineClone2#3677
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-16 21:44:12 +00:00
PrairieWind 5071a7c789 Fix translator translating sign description api side instead of mod side 2023-05-16 21:38:28 +00:00
PrairieWind 0903ac60e4 Make custom sign registration not absolutely require color 2023-05-16 21:38:28 +00:00
ancientmarinerdev f093050c76 Merge pull request 'Fix waterlogged mangrove roots leaving water in the nether' (#3724) from waterlog_mangrove_roots_nether into master
Reviewed-on: MineClone2/MineClone2#3724
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-16 19:38:52 +00:00
PrairieWind d467b80491 Fix waterlogged mangrove roots leaving water in the nether 2023-05-16 19:35:56 +00:00
ancientmarinerdev 6ded4d2322 Merge pull request 'Optimise mobs' (#3720) from optimise_mobs into master
Reviewed-on: MineClone2/MineClone2#3720
2023-05-15 14:03:54 +00:00
ancientmarinerdev 5a059379b2 Group damage logic. Remove physics falling logic out of suspend with duplicate falling call 2023-05-15 13:54:23 +00:00
ancientmarinerdev 952a90bfde Re-organise mob_step for better clarity 2023-05-15 13:54:23 +00:00
ancientmarinerdev f326fa620f Optimise do states and env danger check 2023-05-15 13:54:23 +00:00
ancientmarinerdev 3d1fb8cf4a Clean up and optimise falling 2023-05-15 13:54:23 +00:00
ancientmarinerdev 519b237ba8 Jumping check only called once per mob_step and refactor duplicate water danger, cliff fall logic 2023-05-15 13:54:23 +00:00
ancientmarinerdev 72c3f87925 Reduce excessive mob overhead 2023-05-15 13:54:23 +00:00
ancientmarinerdev 818052dc6c Fix mob textures getting reset on shutdown/startup 2023-05-15 13:54:23 +00:00
ancientmarinerdev b3a6970370 Merge pull request 'Remove zombie pigmen and ensure zombie piglin named correctly. Add Piglin description names.' (#3718) from zombie_piglin_fixes into master
Reviewed-on: MineClone2/MineClone2#3718
2023-05-14 16:15:51 +00:00
ancientmarinerdev 53637bbc19 Group attack configured so that sword piglins and piglins will also respond to aggression on other piglins. 2023-05-14 15:56:26 +00:00
ancientmarinerdev 92a8f23d22 Fix creeper name 2023-05-14 15:56:26 +00:00
ancientmarinerdev 2d89440972 Fix Piglin naming and add localisation entries 2023-05-14 15:56:26 +00:00
ancientmarinerdev 92c0809dbe Remove zombie pigman file as no longer needed 2023-05-14 15:56:26 +00:00
ancientmarinerdev 530c8ec0da Remove zombie pigmen and ensure zombie piglin named correctly. Add Piglin description names. 2023-05-14 15:56:26 +00:00
ancientmarinerdev 47e26bbfe6 Merge pull request 'Lightning rod param2 is now saved upon being struck' (#3712) from lightning_rod_param_strike into master
Reviewed-on: MineClone2/MineClone2#3712
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-05-14 11:54:06 +00:00
PrairieWind f019f4ae45 Lightning rod param2 is now saved upon being struck 2023-05-14 11:50:27 +00:00
FossFanatic 998983445b Rename Bucket Textures (#3708)
This pull request renames buckets so that they use the `mcl_` naming convention.

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

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

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

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

So far I've completed 1 file/mod

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

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

Co-authored-by: José Muñoz <dr.cabra@disroot.org>
Reviewed-on: MineClone2/MineClone2#3659
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
Co-authored-by: megustanlosfrijoles <dr.cabra@disroot.org>
Co-committed-by: megustanlosfrijoles <dr.cabra@disroot.org>
2023-04-27 19:50:10 +00:00
ancientmarinerdev 0d80f1126c Merge pull request 'Migrate beacons back to abm' (#3631) from beacon-abm into master
Reviewed-on: MineClone2/MineClone2#3631
Reviewed-by: ancientmarinerdev <ancientmariner_dev@proton.me>
2023-04-27 18:09:37 +00:00
ancientmarinerdev b15482012e Implement review feedback. 2023-04-27 18:05:44 +00:00
chmodsayshello a8c989edd8 don't get all objects in radius 2023-04-27 18:05:44 +00:00
chmodsayshello 1a1473e8c0 insert missing end 2023-04-27 18:05:44 +00:00
chmodsayshello 80cde37e65 remove empty lines and unneeded code 2023-04-27 18:05:44 +00:00
chmodsayshello 181cb73e45 remove commented out code 2023-04-27 18:05:44 +00:00
chmodsayshello 198eb630e1 replace globalstep with abm 2023-04-27 18:05:44 +00:00
𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 6c99a63419 Merge pull request 'playerbound music toggle' (#3658) from playerMusicToggle into master
Reviewed-on: MineClone2/MineClone2#3658
Reviewed-by: 𝕵𝖔𝖍𝖆𝖓𝖓𝖊𝖘 𝕱𝖗𝖎𝖙𝖟 <mrrar@noreply.git.minetest.land>
2023-04-25 18:43:47 +00:00
chmodsayshello 5db1e1876c playerbound music toggle (between 94e554aa1a and 5481f0109c) 2023-04-25 17:24:17 +02:00
1356 changed files with 4272 additions and 1930 deletions

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

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@ -174,6 +174,7 @@
* cora
* Faerraven / Michieal
* Nicu
* Exhale
## Translations
* 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
```
optipng -o7 -zm1-9 -nc -clobber *.png
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
```
This will further optimize all the textures in the directory.

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

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

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

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

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

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

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

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@ -34,8 +34,10 @@ function mcl_util.mcl_log(message, module, bypass_default_logger)
end
end
local player_timers = {}
-- This is a dtime timer than can be used in on_step functions so it works every x seconds
-- self - Object you want to store timer data on. E.g. mob or a minecart
-- self - Object you want to store timer data on. E.g. mob or a minecart, or player_name
-- dtime - The time since last run of on_step, should be passed in to function
-- timer_name - This is the name of the timer and also the key to store the data. No spaces + lowercase.
-- threshold - The time before it returns successful. 0.2 if you want to run it 5 times a second.
@ -43,6 +45,14 @@ function mcl_util.check_dtime_timer(self, dtime, timer_name, threshold)
if not self or not threshold or not dtime then return end
if not timer_name or timer_name == "" then return end
if type(self) == "string" then
local player_name = self
if not player_timers[player_name] then
player_timers[player_name] = {}
end
self = player_timers[player_name]
end
if not self._timers then
self._timers = {}
end

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

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@ -0,0 +1,13 @@
# textdomain: mcl_boats
Acacia Boat=Akaciebåd
Birch Boat=Birkebåd
Boat=Båd
Boats are used to travel on the surface of water.=Både blier brugt til at rejse på vandoverflader.
Dark Oak Boat=Mørk egetræsbåd
Jungle Boat=Junglebåd
Oak Boat=Egetræsbåd
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Højre-klik på en vand for at placere båden. Højre-klik på båden for at gå ombord. Brug [Left] og [Right] til at styre. [Forwards] for at øge hastigheden, og [Backwards] for at sænke farten eller sejle bagud. Brug [Sneak] for at forlade båden, slå båden for at lave den om til en genstand.
Spruce Boat=Granbåd
Water vehicle=Vandfartøj
Sneak to dismount=Snig for at stige ud
Obsidian Boat=Obsidianbåd

View File

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

View File

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

View File

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

View File

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

View File

@ -0,0 +1,3 @@
# 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.

View File

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

View File

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

View File

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

View File

@ -621,13 +621,17 @@ minetest.register_entity(":__builtin:item", {
if speed ~= nil then self.random_velocity = speed end
local vel = self.object:get_velocity()
-- There is perhaps a cleverer way of making this physical so it bounces off the wall like swords.
local max_vel = 6.5 -- Faster than this and it throws it into the wall / floor and turns black because of clipping.
if vel and vel.x == 0 and vel.z == 0 and self.random_velocity > 0 then
local v = self.random_velocity
local x = math.random(5, 10) / 10 * v
local x = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then x = -x end
local z = math.random(5, 10) / 10 * v
local z = math.random(5, max_vel) / 10 * v
if math.random(0, 10) < 5 then z = -z end
local y = math.random(2, 4)
local y = math.random(1, 2)
self.object:set_velocity(vector.new(x, y, z))
end
self.random_velocity = 0
@ -804,11 +808,19 @@ minetest.register_entity(":__builtin:item", {
if total_count > max_count then
return false
end
-- Merge the remote stack into this one
-- local pos = object:get_pos()
-- pos.y = pos.y + ((total_count - count) / max_count) * 0.15
-- self.object:move_to(pos)
-- Merge the remote stack into this one
local self_pos = self.object:get_pos()
local pos = object:get_pos()
--local y = pos.y + ((total_count - count) / max_count) * 0.15
local x_diff = (self_pos.x - pos.x) / 2
local z_diff = (self_pos.z - pos.z) / 2
local new_pos = vector.offset(pos, x_diff, 0, z_diff)
new_pos.y = math.max(self_pos.y, pos.y) + 0.1
self.object:move_to(new_pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
@ -829,6 +841,7 @@ minetest.register_entity(":__builtin:item", {
self.object:set_acceleration(vector.zero())
return
end
self.age = self.age + dtime
if self._collector_timer then
self._collector_timer = self._collector_timer + dtime
@ -858,6 +871,9 @@ minetest.register_entity(":__builtin:item", {
return
end
if self.is_clock then
self.object:set_properties({
textures = { "mcl_clock:clock_" .. (mcl_worlds.clock_works(p) and mcl_clock.old_time or mcl_clock.random_frame) }
@ -907,14 +923,13 @@ minetest.register_entity(":__builtin:item", {
local is_on_floor = def and (def.walkable
and not def.groups.slippery and v.y == 0)
if not minetest.registered_nodes[nn]
or is_floating or is_on_floor then
if not minetest.registered_nodes[nn] or is_floating or is_on_floor then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in pairs(minetest.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if obj and obj.name == "__builtin:item" and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -10,6 +10,8 @@ local stuck_path_timeout = 10 -- how long will mob follow path before giving up
local enable_pathfinding = true
local TIME_TO_FORGET_TARGET = 15
local atann = math.atan
local function atan(x)
if not x or x ~= x then
@ -398,7 +400,8 @@ function mob_class:monster_attack()
end
-- choose closest player to attack
if dist < min_dist and not attacked_p and self:line_of_sight( sp, p, 2) == true then
local line_of_sight = self:line_of_sight( sp, p, 2) == true
if dist < min_dist and not attacked_p and line_of_sight then
min_dist = dist
min_player = player
end
@ -810,12 +813,35 @@ function mob_class:check_aggro(dtime)
self._check_aggro_timer = self._check_aggro_timer + dtime
end
local function clear_aggro(self)
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
end
function mob_class:do_states_attack (dtime)
local yaw = self.object:get_yaw() or 0
self.timer = self.timer + dtime
if self.timer > 100 then
self.timer = 1
end
local s = self.object:get_pos()
if not s then return end
local p = self.attack:get_pos() or s
local yaw = self.object:get_yaw() or 0
-- stop attacking if player invisible or out of range
if not self.attack
or not self.attack:get_pos()
@ -823,56 +849,52 @@ function mob_class:do_states_attack (dtime)
or self.attack:get_hp() <= 0
or (self.attack:is_player() and mcl_mobs.invis[ self.attack:get_player_name() ]) then
self.state = "stand"
self:set_velocity( 0)
self:set_animation( "stand")
self.attack = nil
self._aggro = nil
self.v_start = false
self.timer = 0
self.blinktimer = 0
self.path.way = nil
clear_aggro(self)
return
end
local target_line_of_sight = self:line_of_sight(s, p, 2)
if not target_line_of_sight then
if self.target_time_lost then
local time_since_seen = os.time() - self.target_time_lost
if time_since_seen > TIME_TO_FORGET_TARGET then
self.target_time_lost = nil
clear_aggro(self)
return
end
else
self.target_time_lost = os.time()
end
else
self.target_time_lost = nil
end
-- calculate distance from mob and enemy
local dist = vector.distance(p, s)
if self.attack_type == "explode" then
local vec = {
x = p.x - s.x,
z = p.z - s.z
}
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)
if target_line_of_sight then
local vec = { x = p.x - s.x, z = p.z - s.z }
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
if p.x > s.x then yaw = yaw +math.pi end
yaw = self:set_yaw( yaw, 0, dtime)
end
local node_break_radius = self.explosion_radius or 1
local entity_damage_radius = self.explosion_damage_radius
or (node_break_radius * 2)
-- start timer when in reach and line of sight
if not self.v_start
and dist <= self.reach
and self:line_of_sight( s, p, 2) then
if not self.v_start and dist <= self.reach and target_line_of_sight then
self.v_start = true
self.timer = 0
self.blinktimer = 0
self:mob_sound("fuse", nil, false)
-- stop timer if out of reach or direct line of sight
elseif self.allow_fuse_reset
and self.v_start
and (dist >= self.explosiontimer_reset_radius
or not self:line_of_sight( s, p, 2)) then
elseif self.allow_fuse_reset and self.v_start
and (dist >= self.explosiontimer_reset_radius or not target_line_of_sight) then
self.v_start = false
self.timer = 0
self.blinktimer = 0
@ -881,10 +903,10 @@ function mob_class:do_states_attack (dtime)
end
-- walk right up to player unless the timer is active
if self.v_start and (self.stop_to_explode or dist < self.reach) then
self:set_velocity( 0)
if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
self:set_velocity(0)
else
self:set_velocity( self.run_velocity)
self:set_velocity(self.run_velocity)
end
if self.animation and self.animation.run_start then
@ -894,25 +916,20 @@ function mob_class:do_states_attack (dtime)
end
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
if self.blinktimer > 0.2 then
self.blinktimer = 0
if self.blinkstatus then
self:remove_texture_mod("^[brighten")
else
self:add_texture_mod("^[brighten")
end
self.blinkstatus = not self.blinkstatus
end
if self.timer > self.explosion_timer then
local pos = self.object:get_pos()
if mobs_griefing and not minetest.is_protected(pos, "") then
@ -1026,54 +1043,45 @@ function mob_class:do_states_attack (dtime)
-- move towards enemy if beyond mob reach
if dist > self.reach then
-- path finding by rnd
if self.pathfinding -- only if mob has pathfinding enabled
and enable_pathfinding then
if enable_pathfinding and self.pathfinding then
self:smart_mobs(s, p, dist, dtime)
end
if self:is_at_cliff_or_danger() then
self:set_velocity( 0)
self:set_animation( "stand")
local yaw = self.object:get_yaw() or 0
yaw = self:set_yaw( yaw + 0.78, 8)
else
if self.path.stuck then
self:set_velocity( self.walk_velocity)
self:set_velocity(self.walk_velocity)
else
self:set_velocity( self.run_velocity)
self:set_velocity(self.run_velocity)
end
if self.animation and self.animation.run_start then
self:set_animation( "run")
self:set_animation("run")
else
self:set_animation( "walk")
self:set_animation("walk")
end
end
else -- rnd: if inside reach range
self.path.stuck = false
self.path.stuck_timer = 0
self.path.following = false -- not stuck anymore
self:set_velocity( 0)
if not self.custom_attack then
local attack_frequency = self.attack_frequency or 1
if self.timer > 1 then
if self.timer > attack_frequency then
self.timer = 0
self.timer = 0
if self.double_melee_attack
and math.random(1, 2) == 1 then
self:set_animation( "punch2")
if not self.custom_attack then
if self.double_melee_attack and math.random(1, 2) == 1 then
self:set_animation("punch2")
else
self:set_animation( "punch")
self:set_animation("punch")
end
local p2 = p
@ -1083,8 +1091,6 @@ function mob_class:do_states_attack (dtime)
s2.y = s2.y + .5
if self:line_of_sight( p2, s2) == true then
-- play attack sound
self:mob_sound("attack")
-- punch player (or what player is attached to)
@ -1097,13 +1103,7 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage}
}, nil)
end
end
else -- call custom attack every second
if self.custom_attack
and self.timer > 1 then
self.timer = 0
else
self.custom_attack(self, p)
end
end
@ -1129,7 +1129,7 @@ function mob_class:do_states_attack (dtime)
yaw = self:set_yaw( yaw, 0, dtime)
local stay_away_from_player = vector.new(0,0,0)
local stay_away_from_player = vector.zero()
--strafe back and fourth
@ -1146,7 +1146,13 @@ function mob_class:do_states_attack (dtime)
if math.random(40) == 1 then
self.strafe_direction = self.strafe_direction*-1
end
self.acc = vector.add(vector.multiply(vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction), 0.3*self.walk_velocity), stay_away_from_player)
local dir = vector.rotate_around_axis(vector.direction(s, p), vector.new(0,1,0), self.strafe_direction)
local dir2 = vector.multiply(dir, 0.3 * self.walk_velocity)
if dir2 and stay_away_from_player then
self.acc = vector.add(dir2, stay_away_from_player)
end
else
self:set_velocity( 0)
end

View File

@ -4,6 +4,8 @@ local active_particlespawners = {}
local disable_blood = minetest.settings:get_bool("mobs_disable_blood")
local DEFAULT_FALL_SPEED = -9.81*1.5
local PATHFINDING = "gowp"
local player_transfer_distance = tonumber(minetest.settings:get("player_transfer_distance")) or 128
if player_transfer_distance == 0 then player_transfer_distance = math.huge end
@ -136,6 +138,19 @@ function mob_class:mob_sound(soundname, is_opinion, fixed_pitch)
end
end
function mob_class:step_opinion_sound(dtime)
if self.state ~= "attack" and self.state ~= PATHFINDING then
if self.opinion_sound_cooloff > 0 then
self.opinion_sound_cooloff = self.opinion_sound_cooloff - dtime
end
-- mob plays random sound at times. Should be 120. Zombie and mob farms are ridiculous
if math.random(1, 70) == 1 then
self:mob_sound("random", true)
end
end
end
function mob_class:add_texture_mod(mod)
local full_mod = ""
local already_added = false
@ -254,7 +269,7 @@ function mob_class:set_animation(anim, fixed_frame)
if self:flight_check() and self.fly and anim == "walk" then anim = "fly" end
if self.fly and self:flight_check() and anim == "walk" then anim = "fly" end
self._current_animation = self._current_animation or ""
@ -293,7 +308,7 @@ local function dir_to_pitch(dir)
return -math.atan2(-dir.y, xz)
end
local function who_are_you_looking_at (self)
local function who_are_you_looking_at (self, dtime)
local pos = self.object:get_pos()
local stop_look_at_player_chance = math.random(833/self.curiosity)
@ -301,20 +316,26 @@ local function who_are_you_looking_at (self)
local stop_look_at_player = stop_look_at_player_chance == 1
if self.attack or self.following then
self._locked_object = self.attack or self.following
if self.attack then
if not self.target_time_lost then
self._locked_object = self.attack
else
self._locked_object = nil
end
elseif self.following then
self._locked_object = self.following
elseif self._locked_object then
if stop_look_at_player then
--minetest.log("Stop look: ".. self.name)
self._locked_object = nil
end
elseif not self._locked_object then
if math.random(1, 30) then
if mcl_util.check_dtime_timer(self, dtime, "step_look_for_someone", 0.2) then
--minetest.log("Change look check: ".. self.name)
-- For the wither this was 20/60=0.33, so probably need to rebalance and divide rates.
-- but frequency of check isn't good as it is costly. Making others too infrequent requires testing
local chance = 20/self.curiosity
local chance = 150/self.curiosity
if chance < 1 then chance = 1 end
local look_at_player_chance = math.random(chance)
@ -346,9 +367,9 @@ function mob_class:check_head_swivel(dtime)
if not self.head_swivel or type(self.head_swivel) ~= "string" then return end
who_are_you_looking_at (self)
who_are_you_looking_at (self, dtime)
local final_rotation = vector.new(0,0,0)
local final_rotation = vector.zero()
local oldp,oldr = self.object:get_bone_position(self.head_swivel)
if self._locked_object and (self._locked_object:is_player() or self._locked_object:get_luaentity()) and self._locked_object:get_hp() > 0 then
@ -360,8 +381,11 @@ function mob_class:check_head_swivel(dtime)
_locked_object_eye_height = self._locked_object:get_properties().eye_height
end
if _locked_object_eye_height then
local self_rot = self.object:get_rotation()
if self.object:get_attach() then
-- If a mob is attached, should we really be messing with what they are looking at?
-- Should this be excluded?
if self.object:get_attach() and self.object:get_attach():get_rotation() then
self_rot = self.object:get_attach():get_rotation()
end

View File

@ -154,6 +154,7 @@ function mcl_mobs.register_mob(name, def)
description = def.description,
type = def.type,
attack_type = def.attack_type,
attack_frequency = def.attack_frequency,
fly = def.fly or false,
fly_in = def.fly_in or {"air", "__airlike"},
owner = def.owner or "",
@ -216,6 +217,7 @@ function mcl_mobs.register_mob(name, def)
replace_with = def.replace_with,
replace_offset = def.replace_offset or 0,
on_replace = def.on_replace,
replace_delay = def.replace_delay or 0,
timer = 0,
env_damage_timer = 0,
tamed = false,
@ -489,7 +491,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
-- am I clicking on something with existing on_rightclick function?
local under = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[under.name]
@ -556,7 +558,7 @@ function mcl_mobs.register_egg(mob, desc, background_color, overlay_color, addeg
nametag = string.sub(nametag, 1, MAX_MOB_NAME_LENGTH)
end
ent.nametag = nametag
update_tag(ent)
ent:update_tag()
end
-- if not in creative then take item

View File

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

View File

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

View File

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

View File

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

View File

@ -184,7 +184,7 @@ function mob_class:collision()
end
function mob_class:check_death_and_slow_mob()
local d = 0.85
local d = 0.7
local dying = self:check_dying()
if dying then d = 0.92 end
@ -198,6 +198,8 @@ end
-- move mob in facing direction
function mob_class:set_velocity(v)
if not v then return end
local c_x, c_y = 0, 0
-- can mob be pushed, if so calculate direction
@ -207,18 +209,15 @@ function mob_class:set_velocity(v)
-- halt mob if it has been ordered to stay
if self.order == "stand" or self.order == "sit" then
self.acc=vector.new(0,0,0)
return
self.acc = vector.zero()
return
end
local yaw = (self.object:get_yaw() or 0) + self.rotate
local vv = self.object:get_velocity()
if vv then
self.acc={
x = ((math.sin(yaw) * -v) + c_x)*.27,
y = 0,
z = ((math.cos(yaw) * v) + c_y)*.27,
}
if vv and yaw then
self.acc = vector.new(((math.sin(yaw) * -v) + c_x) * .4, 0, ((math.cos(yaw) * v) + c_y) * .4)
end
end
@ -328,9 +327,9 @@ function mob_class:set_yaw(yaw, delay, dtime)
end
if math.deg(yaw) > 360 then
yaw=yaw%360
yaw=math.rad(math.deg(yaw)%360)
elseif math.deg(yaw) < 0 then
yaw=((360*5)-yaw)%360
yaw=math.rad(((360*5)-math.deg(yaw))%360)
end
--calculate the shortest way to turn to find our target
@ -354,7 +353,7 @@ function mob_class:set_yaw(yaw, delay, dtime)
ddtime = dtime
end
if math.abs(target_shortest_path_nums) > 5 then
if math.abs(target_shortest_path_nums) > 10 then
self.object:set_yaw(self.object:get_yaw()+(target_shortest_path*(3.6*ddtime)))
if self.acc then
self.acc=vector.rotate_around_axis(self.acc,vector.new(0,1,0), target_shortest_path*(3.6*ddtime))
@ -821,11 +820,19 @@ function mob_class:do_env_damage()
return self:check_for_death("unknown", {type = "unknown"})
end
function mob_class:env_damage (dtime, pos)
function mob_class:step_damage (dtime, pos)
if not self.fire_resistant then
mcl_burning.tick(self.object, dtime, self)
if not self.object:get_pos() then return true end -- mcl_burning.tick may remove object immediately
if self:check_for_death("fire", {type = "fire"}) then
return true
end
end
-- environmental damage timer (every 1 second)
self.env_damage_timer = self.env_damage_timer + dtime
if self.env_damage_timer > 1 then
self.env_damage_timer = 0
@ -904,47 +911,36 @@ function mob_class:falling(pos)
-- floating in water (or falling)
local v = self.object:get_velocity()
if v then
local new_acceleration
if v.y > 0 then
-- apply gravity when moving up
self.object:set_acceleration({
x = 0,
y = DEFAULT_FALL_SPEED,
z = 0
})
new_acceleration = vector.new(0, DEFAULT_FALL_SPEED, 0)
elseif v.y <= 0 and v.y > self.fall_speed then
-- fall downwards at set speed
self.object:set_acceleration({
x = 0,
y = self.fall_speed,
z = 0
})
new_acceleration = vector.new(0, self.fall_speed, 0)
else
-- stop accelerating once max fall speed hit
self.object:set_acceleration({x = 0, y = 0, z = 0})
new_acceleration =vector.zero()
end
self.object:set_acceleration(new_acceleration)
end
local acc = self.object:get_acceleration()
if minetest.registered_nodes[node_ok(pos).name].groups.lava then
local registered_node = minetest.registered_nodes[node_ok(pos).name]
if registered_node.groups.lava then
if acc and self.floats_on_lava == 1 then
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
end
end
-- in water then float up
if minetest.registered_nodes[node_ok(pos).name].groups.water then
if registered_node.groups.water then
if acc and self.floats == 1 then
self.object:set_acceleration({
x = 0,
y = -self.fall_speed / (math.max(1, v.y) ^ 2),
z = 0
})
self.object:set_acceleration(vector.new(0, -self.fall_speed / (math.max(1, v.y) ^ 2), 0))
end
else
-- fall damage onto solid ground
@ -1031,9 +1027,6 @@ function mob_class:check_suspend(player_in_active_range)
self.object:set_acceleration(vector.zero())
self.object:set_velocity(vector.zero())
end
if acc.y == 0 and node_under == "air" then
self:falling(pos)
end
end
return true
end

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -0,0 +1,70 @@
# 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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -21,7 +21,6 @@ local skeleton = {
xp_min = 6,
xp_max = 6,
breath_max = -1,
wears_armor = 1,
armor = {undead = 100, fleshy = 100},
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.98, 0.3},
pathfinding = 1,
@ -106,8 +105,7 @@ local skeleton = {
if self.attack then
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
end
-- 2-4 damage per arrow
local dmg = math.max(4, math.random(2, 8))
local dmg = math.random(2, 4)
mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end
end,

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,157 +0,0 @@
--MCmobs v0.4
--maikerumine
--made for MC like Survival game
--License for code WTFPL and otherwise stated in readmes
local S = minetest.get_translator("mobs_mc")
--###################
--################### ZOMBIE PIGMAN
--###################
local pigman = {
description = S("Zombie Pigman"),
-- type="animal", passive=false: This combination is needed for a neutral mob which becomes hostile, if attacked
type = "animal",
passive = false,
spawn_class = "passive",
hp_min = 20,
hp_max = 20,
xp_min = 6,
xp_max = 6,
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)

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

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

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

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@ -1,25 +1,24 @@
# textdomain:awards
@1/@2 chat messages=@1/@2 сообщений чата
@1/@2 crafted=@1/@2 скрафчено
@1/@2 crafted=@1/@2 создано
@1/@2 deaths=@1/@2 смертей
@1/@2 dug=@1/@2 выкопано
@1/@2 game joins=@1/@2 присоединений к игре
@1/@2 placed=@1/@2 помещено
@1/@2 placed=@1/@2 размещено
@1 (got)=@1 (получено)
@1: @1=@1: @1
@1: @2=@1: @2
@1s awards:=Награды @1:
(Secret Award)=(Секретная награда)
(Secret Award)=(Тайная награда)
<achievement ID>=<идентификатор достижения>
<name>=<имя>
A Cat in a Pop-Tart?!=Кот в печеньке?!
Achievement gotten!=Получено достижение!
Achievement gotten:=Получено достижение:
Achievement gotten: @1=Получено достижение: @1
Advancement Made!=Получено достижение!
Advancement Made:=Получено достижение:
Advancement: @1=Достижение: @1
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.
Awards=Награды
Craft: @1×@2=Скрафчено: @1×@2
Craft: @1=Скрафчено: @1
Craft: @1×@2=Создано: @1×@2
Craft: @1=Создано: @1
Die @1 times.=Умер(ла) @1 раз(а).
Die.=Умер(ла).
Get the achievements statistics for the given player or yourself=Получение статистики достижений для заданного игрока или для себя
@ -28,35 +27,44 @@ Join the game.=Присоединился(ась) к игре.
List awards in chat (deprecated)=Вывести список наград в чат (устарело).
Place a block: @1=Разметил(а) блок: @1
Place blocks: @1×@2=Разместил(а) блоки: @1×@2
Secret Achievement gotten!=Секретное достижение получено!
Secret Achievement gotten:=Секретное достижение получено:
Secret Achievement gotten: @1=Секретное достижение получено: @1
Secret Advancement Made!=Тайное достижение получено!
Secret Advancement Made:=Тайное достижение получено:
Secret Advancement Made: @1=Тайное достижение получено: @1
Show details of an achievement=Показать подробности достижения
Show, clear, disable or enable your achievements=Отобразить, очистить, запретить или разрешить ваши достижения
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 чате.
Write something in chat.=Написал(а) что-то в чате.
You have disabled your achievements.=Вы запретили ваши достижения.
You have enabled your achievements.=Вы разрешили ваши достижения.
Show, clear, disable or enable your advancements.=Отобразить, очистить, запретить или разрешить ваши достижения
Make this advancement 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 something in chat.=Написал(а) что-то в беседе.
You have disabled your advancements.=Вы запретили ваши достижения.
You have enabled your advancements.=Вы разрешили ваши достижения.
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.
[c|clear|disable|enable]=[c|clear - очистить|disable - запретить|enable - разрешить]
OK=О'кей
Error: No awards available.=Ошибка: Награды недоступны
[c|clear|disable|enable]=[c|clear — очистить|disable — запретить|enable — разрешить]
OK=Ладно
Error: No awards available.=Ошибка: награды недоступны
Eat: @1×@2=Съедено: @1×@2
Eat: @1=Съедено: @1
@1/@2 eaten=@1/@2 съедено
Place @1 block(s).=Поместил(а) @1 блок(а,ов).
Place @1 block(s).=Разместил(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).
Craft @1 item(s).=Скрафтил(а) @1 предмет(а,ов).
Can give achievements to any player=Может выдавать достижения любому игроку
(grant <player> (<achievement> | all)) | list=(grant <игрок> (<достижение> | all - всем)) | список
Give achievement to player or list all achievements=Выдать достижение игроку или отобразить все достижения
Craft @1 item(s).=Сделал(а) @1 предмет(а,ов).
Can give advancements to any player=Может выдавать достижения любому игроку
(grant <player> (<advancement> | all)) | list=(grant <игрок> (<достижение> | all — всем)) | список
Give advancement to player or list all advancements=Выдать достижение игроку или отобразить все достижения
@1 (@2)=@1 (@2)
Invalid syntax.=Неверный синтаксис.
Invalid syntax.=Неверное составление.
Invalid action.=Непредусмотренное действие.
Player is not online.=Игрок не подключён.
Done.=Сделано.
Achievement “@1” does not exist.=Достижения “@1” не существует.
@1 has made the achievement @2=@1 получил(а) достижение @2
Done.=Готово.
Advancement “@1” does not exist.=Достижения «@1» не существует.
@1 has made the advancement @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
-- output. They are given in mcl_furnaces.
awards.register_achievement("mcl:acquireIron", {
title = S("Aquire Hardware"),
title = S("Acquire Hardware"),
description = S("Take an iron ingot from a furnace's output slot.\nHint: To smelt an iron ingot, put a fuel (like coal) and iron ore into a furnace."),
icon = "default_steel_ingot.png",
type = "Advancement",
@ -518,7 +518,7 @@ awards.register_achievement("mcl:stoneAge", {
awards.register_achievement("mcl:hotStuff", {
title = S("Hot Stuff"),
description = S("Put lava in a bucket."),
icon = "bucket_lava.png",
icon = "mcl_buckets_lava_bucket.png",
type = "Advancement",
group = "Overworld",
})

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

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

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

View File

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

View File

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

View File

@ -1,9 +1,9 @@
# textdomain:mcl_achievements
Aquire Hardware=Куй Железо
Acquire Hardware=Куй Железо
Bake Bread=Хлеб всему голова
Benchmarking=Верстак
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 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.
@ -15,12 +15,12 @@ Eat a cooked porkchop.=Употребление в пищу приготовле
Eat a cooked rabbit.=Употребление в пищу приготовленного кролика.
Get really desperate and eat rotten flesh.=Отчаянное и необдуманное употребление в пищу гнилого мяса
Getting Wood=Рубка Леса
Getting an Upgrade=Модернизация
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=Автор Жжёт
Into Fire=В Огне
Into the Nether=В Аду
Iron Belly=Железный Живот
Getting an Upgrade=Обновка
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.
Hot Topic=Печник жжёт
Into Fire=В огне
We Need to Go Deeper=В глубь
Iron Belly=Железный живот
Librarian=Библиотекарь
Mine emerald ore.=Добыча изумрудной руды.
On A Rail=На Рельсах
@ -30,20 +30,84 @@ 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.
Place a dispenser.=Установка диспенсера.
Place a flower pot.=Установка цветочного горшка.
Pork Chop=Свиная Отбивная
Pot Planter=Сажатель Горшков
Rabbit Season=Кроличий Сезон
Sniper Duel=Снайперская Дуэль
Pork Chop=Свиная отбивная
Pot Planter=Сажатель горшков
Rabbit Season=Заячья пора
Sniper Duel=Лучный бой
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).
The Haggler=Хагглер
The Haggler=Торговец
The Lie=Тортик
Time to Farm!=Время фермерства!
Time to Farm!=Время земледелия!
Time to Mine!=Время добывать!
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.
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 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 Адского портала при помощи обсидиана и огнива.
Use obsidian and a fire starter to construct a Nether portal.=Создание при помощи обсидиана и огнива.
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
Aquire Hardware=
Acquire Hardware=
Bake Bread=
Benchmarking=
Cow Tipper=
@ -66,7 +66,7 @@ Successfully trade with a Villager.=
Withering Heights=
Summon the wither from the dead.=
The Cutest Predator=
Catch an Axolotl with a bucket!
Catch an Axolotl with a bucket!=
Fishy Business=
Catch a fish.@nHint: Catch a fish, salmon, clownfish, or pufferfish.=
Country Lode, Take Me Home=
@ -85,7 +85,7 @@ The Next Generation=
Hold the Dragon Egg.@nHint: Pick up the egg from the ground and have it in your inventory.=
The End... Again...=
Respawn the Ender Dragon.=
Sky's The Limit=
Sky's the Limit=
Find the elytra and prepare to fly above and beyond!=
Free the End=
Kill the ender dragon. Good Luck!=
@ -97,3 +97,17 @@ Wax On=
Apply honeycomb to a copper block to protect it from the elements.=
Wax Off=
Scrape wax off of a copper block.=
The End?=
Or the beginning?@nHint: Enter an end portal.=
Stone Age=
Mine a stone with new pickaxe.=
Ice Bucket Challenge=
Obtain an obsidian block.=
Hot Stuff=
Put lava in a bucket.=
Hero of the Village=
Successfully defend a village from a raid=
Voluntary Exile=
Kill a raid captain. Maybe consider staying away from the local villages for the time being...=
Tactical Fishing=
Catch a fish... without a fishing rod!=

View File

@ -175,6 +175,7 @@ return {
"cora",
"Faerraven / Michieal",
"Nicu",
"Exhale",
}},
{S("Translations"), 0x00FF60, {
"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 husk.=@1 fue asesinado por un husk.
@1 was killed by a baby husk.=@1 fue asesinado por un bebé husk.
@1 was killed by a zombie pigman.=@1 fue asesinado por un cerdo zombie.
@1 was killed by a baby zombie pigman.=@1 fue asesinado por un bebé cerdo zombie.
@1 was killed by a zombie piglin.=@1 fue asesinado por un cerdo zombie.
@1 was killed by a baby zombie piglin.=@1 fue asesinado por un bebé cerdo zombie.

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -92,6 +92,7 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
groups_off.dig_by_water=1
groups_off.destroy_by_lava_flow=1
groups_off.dig_by_piston=1
groups_off.dig_immediate_piston=1
groups_off.button=1 -- button (off)
local groups_on = table.copy(groups_off)
@ -103,6 +104,14 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
end
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
groups_off.button_push_by_arrow = 1
groups_on.button_push_by_arrow = 1
@ -251,7 +260,7 @@ for w=1, #woods do
{material_wood=1,handy=1,axey=1},
1.5,
true,
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."),
nil,
"mesecons_button_push_wood")
minetest.register_craft({

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