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83 Commits

Author SHA1 Message Date
Elias Fleckenstein 0c5096db13 Merge pull request 'Fixes for german locales (2021-04-14_locales_german)' (#1564) from n_to/MineClone2:2021-04-14_locales_german into master
Reviewed-on: MineClone2/MineClone2#1564
2021-04-15 16:18:51 +00:00
NO11 3fbeab7c85 Merge pull request 'Make cactus destroy items' (#1567) from NO11/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#1567
2021-04-15 13:21:46 +00:00
NO11 a8760c0375 Reduce the radius in which a cactus destroys items 2021-04-15 12:23:08 +00:00
NO11 bbffda3635 Make cactus destroy items 2021-04-15 11:21:15 +00:00
Nils Dagsson Moskopp 2575e20e7e Show preview of new banner pattern when crafting it 2021-04-15 13:25:59 +04:00
epCode 5fe30d7287 Make Zmbs, Husks, Sklys, Strys, and WthrSklys support armor textures. 2021-04-14 16:51:17 -07:00
Benjamin Schötz bffd032a8b Fixes my own typo ;) 2021-04-14 22:06:03 +02:00
Benjamin Schötz e4c8ba795a Fixes typos, grammar errors, and some translation flaws in several german translation files. 2021-04-14 22:03:36 +02:00
epCode 18cdd13c06 Partialy fix #1559 2021-04-14 11:01:50 -07:00
Lizzy Fleckenstein c41bd3932c Add global smoke spawning API 2021-04-14 18:14:21 +02:00
Elias Fleckenstein 76af838f4c Merge pull request 'Credit me' (#1558) from j1233/MineClone2:master into master
Reviewed-on: MineClone2/MineClone2#1558
2021-04-14 15:15:19 +00:00
j1233 46b1762872 credit me
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_fireworks/README.txt#L3
2021-04-14 14:53:33 +00:00
j1233 a069406f40 credit me
https://git.minetest.land/MineClone2/MineClone2/src/branch/master/mods/ITEMS/mcl_fireworks/README.txt#L3
2021-04-14 14:52:00 +00:00
Elias Fleckenstein 97f8c92d95 Merge pull request 'Update README files' (#1544) from beta into master
Reviewed-on: MineClone2/MineClone2#1544
2021-04-14 14:38:02 +00:00
Lizzy Fleckenstein 963adfb4e2 Move @Code-Sploit to devs section 2021-04-14 16:37:07 +02:00
Lizzy Fleckenstein 6d0abb2973 Merge branch 'master' into beta 2021-04-14 16:36:04 +02:00
Nicu 36391d8583 Updated required Minetest version
5.0.0 -> 5.3.0
2021-04-14 10:18:56 +00:00
epCode 5b93ee5e40 Improve rocket 2021-04-13 17:07:28 -07:00
epCode 8d22102c66 remove abitrary minetest.chat_send_all( 2021-04-13 16:28:38 -07:00
epCode a93562a60c Merge pull request 'Add Firework Rocket for elytra boost' (#1551) from NO11/MineClone2:elytra_rocket into master
Reviewed-on: MineClone2/MineClone2#1551
2021-04-13 23:27:23 +00:00
epCode 399ed85717 Make flying w elytra use pitch and not sneak 2021-04-13 16:14:37 -07:00
jordan4ibanez 67c1bc973a Add lua locals into mcl_dungeons for performance 2021-04-14 01:19:01 +04:00
NO11 1c50f9aed6 fix typo 2021-04-13 20:52:55 +00:00
NO11 311c4dc3fb add old overlays 2021-04-13 20:41:54 +00:00
NO11 94e7bbfb80 add old overlays 2021-04-13 20:41:25 +00:00
NO11 7a14d1d593 delete new overlay 2021-04-13 20:40:08 +00:00
NO11 bc2a79cddf delete new overlay 2021-04-13 20:39:50 +00:00
NO11 52d7ffa78f delete new overlay 2021-04-13 20:39:46 +00:00
NO11 f768972469 add rocket texture (pixel perfection) 2021-04-13 20:38:00 +00:00
NO11 9c68528b8b add german translation 2021-04-13 20:36:41 +00:00
NO11 1597e093b5 Dateien hochladen nach „mods/ITEMS/mcl_fireworks/sounds“ 2021-04-13 20:35:40 +00:00
NO11 f15a28109c add rocket for elytra boost 2021-04-13 20:33:34 +00:00
NO11 81d0ce5ea7 add elytra to overlay.1 2021-04-13 19:12:40 +00:00
epCode f498d3ae02 make elytra activate mor MC-like 2021-04-13 11:45:31 -07:00
NO11 e334a71361 new overlay, village update 2021-04-13 16:57:15 +00:00
NO11 67fff50fc4 new overlays 2021-04-13 14:13:28 +00:00
NO11 e96eb79a3f delete old overlay 2021-04-13 14:09:28 +00:00
NO11 de3f236bf2 delete old overlay 2021-04-13 14:09:22 +00:00
NO11 940621b676 delete old overlay 2021-04-13 14:09:17 +00:00
NO11 9519c8ebaa delete old overlay 2021-04-13 14:09:09 +00:00
NO11 28719264df delete old overlay 2021-04-13 14:09:03 +00:00
NO11 4ac115cf90 delete old overlay 2021-04-13 14:08:57 +00:00
NO11 1f4ac3d8e0 Merge pull request 'Fix #1548' (#1) from MineClone2/MineClone2:master into master
Reviewed-on: NO11/MineClone2#1
2021-04-13 14:07:51 +00:00
Code-Sploit cd0d2d2296 Fix #1548 2021-04-13 13:57:45 +00:00
kay27 3077498a63 Fix screwdriver/door duplication glitch, MineClone2/MineClone2#1149 2021-04-13 16:49:10 +04:00
Code-Sploit 84764389dc Fix #1538 2021-04-13 11:34:53 +00:00
Lizzy Fleckenstein 78d387e2df Rewrite mcl_torches API 2021-04-13 09:59:51 +02:00
Lizzy Fleckenstein 421ab9f660 Add timeout to static hudbars 2021-04-13 08:42:17 +02:00
Lizzy Fleckenstein 422385ad02 Remove obsolete faithful flavor 2021-04-13 08:37:23 +02:00
Lizzy Fleckenstein 20bd91a14e Restore info about bonus features 2021-04-13 08:35:09 +02:00
Lizzy Fleckenstein 5ddd1d0193 Merge branch 'master' into beta 2021-04-13 08:33:31 +02:00
Lizzy Fleckenstein 037832a177 Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2 2021-04-13 08:06:28 +02:00
epCode 424685d3d3 Add elytra (sprint in air to use) 2021-04-12 14:56:33 -07:00
Lizzy Fleckenstein 5028728fbc Merge branch 'master' into faithful 2021-04-12 17:54:20 +02:00
Lizzy Fleckenstein 6f770bc962 Fix crash in mcl_bossbars.remove_bar 2021-04-12 17:54:09 +02:00
Lizzy Fleckenstein 6887948718 Add info about different flavors 2021-04-12 17:36:44 +02:00
Lizzy Fleckenstein f540bc2bb1 Merge branch 'master' into beta 2021-04-12 17:31:58 +02:00
Lizzy Fleckenstein 5fb7913355 Revert "Revert "Merge pull request 'Add #490' (#1515) from NO11/MineClone2:master into master""
This reverts commit 615b15f133.
2021-04-12 16:36:08 +02:00
Lizzy Fleckenstein d3a3253563 Revert "Revert "Make hoe dig some blocks faster""
This reverts commit db5626fcb4.
2021-04-12 16:34:40 +02:00
Lizzy Fleckenstein c3868084af Revert "Fix crash with removed hoey diggroup"
This reverts commit ed7099fefc.
2021-04-12 16:34:25 +02:00
Lizzy Fleckenstein 0d5933b95e Remove debug printin mcl_mobs 2021-04-12 15:45:00 +02:00
Lizzy Fleckenstein 615b15f133 Revert "Merge pull request 'Add #490' (#1515) from NO11/MineClone2:master into master"
This reverts commit 7a8079bb64, reversing
changes made to 849823af1f.
2021-04-12 15:25:31 +02:00
Lizzy Fleckenstein ed7099fefc Fix crash with removed hoey diggroup 2021-04-12 15:18:19 +02:00
Lizzy Fleckenstein db5626fcb4 Revert "Make hoe dig some blocks faster"
This reverts commit c1e295de5f.
2021-04-12 15:05:01 +02:00
Lizzy Fleckenstein 523a0c54d6 Localize c_x and c_y in mcl_playerplus 2021-04-12 14:54:14 +02:00
Lizzy Fleckenstein e0feba115d Remove empty line 2021-04-12 14:35:25 +02:00
Lizzy Fleckenstein b914e088cc Update README files 2021-04-12 14:03:51 +02:00
Lizzy Fleckenstein c0a31f0e9c Fix #1535 2021-04-11 17:30:32 +02:00
Lizzy Fleckenstein 24f8f9166b Fix #1528 2021-04-11 17:29:05 +02:00
Lizzy Fleckenstein af044e6a96 Bossbars: Add support for non-mob bosses 2021-04-11 11:15:09 +02:00
Lizzy Fleckenstein 2313012f60 Fix #1528 2021-04-11 10:41:11 +02:00
epCode ce49cd02ac make player collision box MUCH closer to MC 2021-04-10 15:41:50 -07:00
kay27 40c733c913 [mobs_mc] Remove `goto` from enderman.lua 2021-04-11 02:11:14 +04:00
kay27 a76fe2b487 [mcl_mobs] Replace `goto` to `repeat-break-until true` in spawning.lua 2021-04-11 02:11:06 +04:00
kay27 b14ca5a843 Revert "[mcl_mobs, mobs_mc] TEMP! Remove `goto` to run on RasbPI4, Oil_boi free to revert"
This reverts commit ea41c82834.
2021-04-11 02:10:27 +04:00
epCode 3ff214ec2d lessen the push strength for players 2021-04-10 15:06:16 -07:00
epCode f6db31eae3 add criticle and sprint hits. 2021-04-10 14:47:26 -07:00
Lizzy Fleckenstein 9ba1917209 Add end crystal beams 2021-04-10 20:58:34 +02:00
kay27 ea41c82834 [mcl_mobs, mobs_mc] TEMP! Remove `goto` to run on RasbPI4, Oil_boi free to revert 2021-04-10 20:47:55 +02:00
Lizzy Fleckenstein 2116b2b9d0 Merge branch 'master' of https://git.minetest.land/MineClone2/MineClone2 2021-04-10 20:05:09 +02:00
epCode 08b7340ff5 Fix crash with player near unknown object 2021-04-10 10:20:38 -07:00
Lizzy Fleckenstein c6ffccfef5 Add priority to bossbars; display bossbars of closest bosses first 2021-04-09 13:35:58 +02:00
Lizzy Fleckenstein cbd2731e06 Improve mcl_bossbars performance 2021-04-09 13:22:45 +02:00
57 changed files with 1511 additions and 1044 deletions

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@ -7,13 +7,11 @@ But first, some things to note:
MineClone 2's development target is to make a free software clone of Minecraft,
***version 1.12***, ***PC edition***, *** + Optifine features supported by the Minetest Engine ***.
MineClone 2 is maintained by two persons. Namely, kay27 and EliasFleckenstein. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #minetest
MineClone 2 is maintained by three persons. Namely, kay27, EliasFleckenstein and jordan4ibanez. You can find us
in the Minetest forums (forums.minetest.net), in IRC in the #mineclone2
channel on irc.freenode.net. And finally, you can send e-mails to
<eliasfleckenstein@web.de> or <kay27@bk.ru>.
There is **no** guarantee we will accept anything from anybody.
By sending us patches or asking us to include your changes in this game,
you agree that they fall under the terms of the LGPLv2.1, which basically
means they will become part of a free software.
@ -26,8 +24,7 @@ For small and medium changes:
* Fork the repository
* Do your change in a new branch
* Upload the repository somewhere where it can be accessed from the Internet and
notify us
* Create a pull request to get your changes merged into master
For small changes, sending us a patch is also good.
@ -41,40 +38,30 @@ reserve the right to revert everything that we don't like.
For bigger changes, we strongly recommend to use feature branches and
discuss with me first.
Contributors will be credited in `README.md`.
If your code causes bugs and crashes, it is your responsibility to fix them as soon as possible.
## Quality remarks
Again: There is ***no*** guarantee we will accept anything from anybody.
But we will gladly take in code from others when we feel it saves us work
in the long run.
We mostly use plain merging rather than rebasing or squash merging.
### Inclusion criteria
Depending on what you add, the chances for inclusion vary:
Your commit names should be relatively descriptive, e.g. when saying "Fix #issueid", the commit message should also contain the title of the issue.
### High chance for inclusion
* Gameplay features in Minecraft which are missing in MineClone 2
Contributors will be credited in `CREDITS.md`.
### Medium chance for inclusion (discuss first)
* Features which don't a impact on gameplay
* GUI improvement
* Features from pocket or console edition
## Features > 1.12
### Low chance for inclusion (discuss/optimize first)
* Overhaul of architecture / mod structure
* Mass-itemstring changes all over the place
* Added files have a unusual high file size
* Indentation looks like crazy
* Single commits which add several unrelated things
* Gameplay features which don't exist in Minecraft
If you want to make a feature that was added in a Minecraft version later than 1.12, you should fork MineClone5 (mineclone5 branch in the repository) and add your changes to this.
### Instant rejection
* Proprietary **anything**
* Code contains `minetest.env` anywhere
## What we accept
## Coding style guide
* Indentations should reflect the code flow
* Use tabs, not spaces for indentation (tab size = 8)
* Never use `minetest.env`
* Every MC features up to version 1.12 JE.
* Every already finished and working good features from versions above (only when making a MineClone5 PR / Contribution).
* Except features which couldn't be done easily and bugfree because of Minetest engine limitations. Eg. we CAN extend world boundaries by playing with map chunks, just teleporting player onto next layer after 31000 , but it would cost too much (time, code, bugs, performance, stability, etc).
* Some features, approved by the rest of the community, I mean maybe some voting and really missing any negative feedback.
## What we reject
* Any features which cause critical bugs, sending them to rework/fix or trying to fix immediately.
* Some small portions of big entirely missing features which just definitely break gamplay balance give nothing useful
* Controversial features, which some people support while others do not should be discussed well, with publishing forum announcements, at least during the week. In case if there are still doubts - send them into the mod.
## Reporting bugs
Report all bugs and missing Minecraft features here:

117
CREDITS.md Normal file
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@ -0,0 +1,117 @@
# Credits
## Creator of MineClone
* davedevils
## Creator of MineClone2
* Wuzzy
## Maintainers
* Fleckenstein
* kay27
* oilboi
## Developers
* bzoss
* AFCMS
* epCode
* ryvnf
* iliekprogrammar
* MysticTempest
* Rootyjr
* Nicu
* aligator
* Code-Sploit
## Contributors
* Laurent Rocher
* HimbeerserverDE
* TechDudie
* Alexander Minges
* ArTee3
* ZeDique la Ruleta
* pitchum
* wuniversales
* Bu-Gee
* David McMackins II
* Nicholas Niro
* Wouters Dorian
* Blue Blancmange
* Jared Moody
* Li0n
* Midgard
* NO11
* Saku Laesvuori
* Yukitty
* ZedekThePD
* aldum
* dBeans
* nickolas360
* yutyo
* ztianyang
* j45
## MineClone5
* kay27
* Debiankaios
* epCode
* NO11
* j45
## Original Mod Authors
* Wuzzy
* Fleckenstein
* BlockMen
* TenPlus1
* PilzAdam
* ryvnf
* stujones11
* Arcelmi
* celeron55
* maikerumine
* GunshipPenguin
* Qwertymine3
* Rochambeau
* rubenwardy
* stu
* oilboi
* 4aiman
* Kahrl
* Krock
* UgnilJoZ
* lordfingle
* 22i
* bzoss
* kilbith
* xeranas
* kddekadenz
* sofar
* 4Evergreen4
* jordan4ibanez
* paramat
## 3D Models
* 22i
* tobyplowy
* epCode
## Textures
* XSSheep
* Wuzzy
* kingoscargames
* leorockway
* xMrVizzy
* yutyo
## Translations
* Wuzzy
* Rocher Laurent
* wuniversales
* kay27
* pitchum
## Special thanks
* celeron55 for creating Minetest
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft

52
LEGAL.md Normal file
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@ -0,0 +1,52 @@
# Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
## License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
## License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.

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@ -1,40 +0,0 @@
# Missing features in Minetest to recreate Minecraft features
A side goal of the MineClone 2 project is to find any shortcomings of Minetest which make it impossible to recreate a Minecraft feature exactly.
This file lists some of the missing features in Minetest which MineClone 2 would require.
## No workaround possible
For these features, no easy Lua workaround could be found.
### Lua API
#### Tools/wielded item
- “Lock” hotbar for a brief time after using an item, making it impossible to switch item or to attach/mine/build until the delay is over (For eating with delay)
- Tool charging: Holding down the mouse and releasing it, applying a “power level” (For bow and arrows, more charge = higher arrow range) ([issue 5212](https://github.com/minetest/minetest/issues/5212))
- [Dual Wielding](http://minecraft.gamepedia.com/Dual_wield)
- Eating/drinking animation ([issue 2811](https://github.com/minetest/minetest/issues/2811))
#### Nodes
- Light level 15 for nodes (not sunlight)
- Nodes makes light level drop by 2 or or more per node ([issue 5209](https://github.com/minetest/minetest/issues/5209))
## Interface
- Inventory: Hold down right mouse button while holding an item stack to drop items into the slots as you move the mouse. Makes crafting MUCH faster
- Sneak+Leftclick on crafting output crafts as many items as possible and immediately puts it into the player inventory ([issue 5211](https://github.com/minetest/minetest/issues/5211))
- Sneak+click puts items in different inventories depending on the item type (maybe group-based)? Required for sneak-clicking to armor slots
## Workaround theoretically possible
For these features, a workaround (or hack ;-)) by using Lua is theoretically possible. But engine support would be clearly better, more performant, more reliable, etc.
### Lua API
#### Nodes
- Change walking speed on block (soul sand)
- Change jumping height on block (soul sand),
- Change object movement speed *through* a block, but for non-liquids (for cobweb)
- Add `on_walk_over` event
- Set frequency in which players lose breath. 2 seconds are hardcoded in Minetest, in Minecraft it's 1 second
- Set damage frequency of `damage_per_second`. In Minecraft many things damage players every half-second rather than every second
- Possible to damage players directly when they are with the head inside. This allows to add Minecraft-like suffocation
- Sneak+click on inventory slot should be able to put items into additional “fallback inventories” if the first inventory is full. Useful for large chests
#### Nice-to-haye
- Utility function to rotate pillar-like nodes, requiring only 3 possible orientations (X, Y, Z). Basically this is `minetest.rotate_node` but with less orientations; the purpur pillar would mess up if a mirrored rotation would be possible. This is already implemented in MCL2, See `mcl_util` for more infos

194
README.md
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@ -2,7 +2,7 @@
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
Version: 0.71.0
Version: 0.72.0 (in development)
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -65,16 +65,8 @@ map builders. They can not be obtained in-game or in the creative inventory.
Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation.
#### Incomplete items
These items do not work yet, but you can get them with `/giveme` for testing:
* Minecart with Chest: `mcl_minecarts:chest_minecart`
* Minecart with Furnace: `mcl_minecarts:furnace_minecart`
* Minecart with Hopper: `mcl_minecarts:hopper_minecart`
* Minecart with Command Block: `mcl_minecarts:command_block_minecart`
## Installation
This game requires [Minetest](http://minetest.net) to run (version 5.0.0 or
This game requires [Minetest](http://minetest.net) to run (version 5.3.0 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running MineClone 2 in development versions of Minetest.
@ -83,23 +75,37 @@ To install MineClone 2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
Join our discord server at:
<https://discord.gg/84GKcxczG3>
## Project description
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **Target of development: Minecraft, PC Edition, version 1.12** (later known as “Java Edition”)
* MineClone2 also includes Optifine features supported by the Minetest
* Features of later Minecraft versions might sneak in, but they have a low priority
* In general, Minecraft is aimed to be cloned as good as Minetest currently permits (no hacks)
* In general, Minecraft is aimed to be cloned as good as possible
* Cloning the gameplay has highest priority
* MineClone 2 will use different graphics and sounds, but with a similar style
* Cloning the interface has no priority. It will only be roughly imitated
* Limitations found in Minetest will be written down and reported in the course of development
* MineClone 2 will use different assets, but with a similar style
* Limitations found in Minetest will be documented in the course of development
* Features of later Minecraft versions are collected in the mineclone5 branch
## Using features from newer versions of Minecraft
For > 1.12 features, checkout MineClone5. It includes features from newer Minecraft versions.
Download it here: https://git.minetest.land/MineClone2/MineClone2/src/branch/mineclone5
## Completion status
This game is currently in **alpha** stage.
It is playable, but unfinished, many bugs are to be expected.
Backwards-compability is *not* guaranteed, updating your world might cause small and
big bugs (such as “missing node” errors or even crashes).
This game is currently in **beta** stage.
It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the git version of MineClone2 in production, consider using the production branch.
It is updated weekly and contains relatively stable code for servers.
The following main features are available:
@ -128,7 +134,7 @@ The following main features are available:
* Clock
* Compass
* Sponge
* Slime block (does not interact with redstone)
* Slime block
* Small plants and saplings
* Dyes
* Banners
@ -140,19 +146,19 @@ The following main features are available:
* Creative inventory
* Farming
* Writable books
* A few server commands
* Commands
* Villages
* The End
* And more!
The following features are incomplete:
* Generated structures (especially villages)
* Some monsters and animals
* Redstone-related things
* The End
* Special minecarts
* A couple of non-trivial blocks and items
Bonus features (not found in Minecraft 1.11):
Bonus features (not found in Minecraft 1.12):
* Built-in crafting guide which shows you crafting and smelting recipes
* In-game help system containing extensive help about gameplay basics, blocks, items and more
@ -177,148 +183,14 @@ Technical differences from Minecraft:
* Different textures (Pixel Perfection)
* Different sounds (various sources)
* Different engine (Minetest)
* Different easter eggs
… and finally, MineClone 2 is free software (“free” as in “freedom”)!
## Reporting bugs
Please report all bugs and missing Minecraft features here:
<https://git.minetest.land/MineClone2/MineClone2/issues>
## Chating with the community
Join our discord server at:
<https://discord.gg/84GKcxczG3>
## Other readme files
* `LICENSE.txt`: The GPLv3 license text
* `CONTRIBUTING.md`: Information for those who want to contribute
* `MISSING_ENGINE_FEATURES.md`: List of missing features in Minetest which MineClone 2 would need for improvement
* `API.md`: For Minetest modders who want to mod this game
## Credits
There are so many people to list (sorry). Check out the respective mod directories for details. This section is only a rough overview of the core authors of this game.
### Coding
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main programmer of most mods (retired)
* davedevils: Creator of MineClone on which MineClone 2 is based on
* [ex-bart](https://github.com/ex-bart): Redstone comparators
* [Rootyjr](https://github.com/Rootyjr): Fishing rod and bugfixes
* [aligator](https://github.com/aligator): Improvement of doors
* [ryvnf](https://github.com/ryvnf): Explosion mechanics
* MysticTempest: Bugfixes
* [bzoss](https://github.com/bzoss): Status effects, potions, brewing stand
* kay27 <kay27@bk.ru>: Experience system, bugfixes, optimizations (Current maintainer)
* [EliasFleckenstein03](https://github.com/EliasFleckenstein03): End crystals, enchanting, burning mobs / players, animated chests, bugfixes (Current maintainer)
* epCode: Better player animations, new logo
* 2mac: Fix bug with powered rail
* Lots of other people: TO BE WRITTEN (see mod directories for details)
#### Mod credits (summary)
* `controls`: Arcelmi
* `flowlib`: Qwertymine13
* `walkover`: lordfingle
* `drippingwater`: kddekadenz
* `mobs_mc`: maikerumine, 22i and others
* `awards`: rubenwardy
* `screwdriver`: RealBadAngel, Maciej Kastakin, Minetest contributors
* `xpanes`: Minetest contributors
* `mesecons` mods: Jeija and contributors
* `wieldview`: Stuart Jones
* `mcl_meshhand`: Based on `newhand` by jordan4ibanez
* `mcl_mobs`: Based on Mobs Redo [`mobs`] by TenPlus1 and contributors
* Most other mods: Wuzzy
Detailed credits for each mod can be found in the individual mod directories.
### Graphics
* [XSSheep](http://www.minecraftforum.net/members/XSSheep): Main author; creator of the Pixel Perfection resource pack of Minecraft 1.11
* [Wuzzy](https://forum.minetest.net/memberlist.php?mode=viewprofile&u=3082): Main menu imagery and various edits and additions of texture pack
* [kingoscargames](https://github.com/kingoscargames): Various edits and additions of existing textures
* [leorockway](https://github.com/leorockway): Some edits of mob textures
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy): Glazed terracotta (textures are subject to be replaced later)
* yutyo <tanakinci2002@gmail.com>: MineClone 2 logo
* Other authors: GUI images
### Translations
* Wuzzy: German
* Rocher Laurent <rocherl@club-internet.fr>: French
* wuniversales: Spanish
* kay27 <kay27@bk.ru>: Russian
### Models
* [22i](https://github.com/22i): Creator of all models
* [tobyplowy](https://github.com/tobyplowy): UV-mapping fixes to said models
### Sounds and music
Various sources. See the respective mod directories for details.
### Special thanks
* davedevils for starting MineClone, the original version of this game
* Wuzzy for starting and maintaining MineClone2 for several years
* celeron55 for creating Minetest
* Minetest's modding community for providing a huge selection of mods, some of which ended up in MineClone 2
* Jordach for the jukebox music compilation from Big Freaking Dig
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
* Notch and Jeb for being the major forces behind Minecraft
* XSSheep for creating the Pixel Perfection resource pack
* [22i](https://github.com/22i) for providing great models and support
* [maikerumine](http://github.com/maikerumine) for kicking off mobs and biomes
## Info for programmers
You find interesting and useful infos in `API.md`.
## Legal information
This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it:
### License of source code
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
is an imitation of Minecraft.
MineClone 2 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License (in the LICENSE.txt file) for more
details.
In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the
license of MineClone 2 (GNU GPLv3) or the mod's license.
MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils.
Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors.
For mods that do not have such a file, the license is the source code license
of MineClone 2 and the author is Wuzzy.
### License of media (textures and sounds)
No non-free licenses are used anywhere.
The textures, unless otherwise noted, are based on the Pixel Perfection resource pack for Minecraft 1.11,
authored by XSSheep. Most textures are verbatim copies, while some textures have been changed or redone
from scratch.
The glazed terracotta textures have been created by (MysticTempest)[https://github.com/MysticTempest].
Source: <https://www.planetminecraft.com/texture_pack/131pixel-perfection/>
License: [CC BY-SA 4.0](http://creativecommons.org/licenses/by-sa/4.0/)
The main menu images are release under: [CC0](https://creativecommons.org/publicdomain/zero/1.0/)
All other files, unless mentioned otherwise, fall under:
Creative Commons Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
See README.txt in each mod directory for detailed information about other authors.
* `LEGAL.md`: Legal information
* `CREDITS.md`: List of everyone who contributed

View File

@ -66,3 +66,58 @@ function mcl_particles.delete_node_particlespawners(pos)
end
return false
end
-- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's
local smoke_pdef_cached = {}
function mcl_particles.spawn_smoke(pos, name, smoke_pdef_base)
local min = math.min
local new_minpos = vector.add(pos, smoke_pdef_base.minrelpos)
local new_maxpos = vector.add(pos, smoke_pdef_base.maxrelpos)
-- populate the cache
if smoke_pdef_cached[name] then
for i, smoke_pdef in ipairs(smoke_pdef_cached[name]) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
end
-- cache already populated
else
smoke_pdef_cached[name] = {}
local smoke_pdef = table.copy(smoke_pdef_base)
smoke_pdef.amount = smoke_pdef_base.amount / 9
smoke_pdef.time = 0
smoke_pdef.animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
-- length = 3 exptime variants
}
smoke_pdef.collisiondetection = true
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant.
local exptimes = { 0.175, 0.375, 1.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do
smoke_pdef.maxexptime = exptime * smoke_pdef_base.maxexptime
smoke_pdef.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
table.insert(smoke_pdef_cached[name], table.copy(smoke_pdef))
end
end
end
end

View File

@ -12,7 +12,7 @@ local vector_distance = vector.distance
-- range for mob count
local aoc_range = 32
--[[
--[[
THIS IS THE BIG LIST OF ALL BIOMES - used for programming/updating mobs
@ -158,7 +158,6 @@ local mobs_spawn = minetest.settings:get_bool("mobs_spawn", true) ~= false
-- count how many mobs of one type are inside an area
local count_mobs = function(pos,mobtype)
print(mobtype)
local num = 0
local objs = get_objects_inside_radius(pos, aoc_range)
for n = 1, #objs do
@ -170,12 +169,12 @@ local count_mobs = function(pos,mobtype)
num = num + 1
end
-- count passive mobs only
else
else
num = num + 1
end
end
end
return num
end
@ -194,7 +193,7 @@ end
name:
the mobs name
dimension:
dimension:
"overworld"
"nether"
"end"
@ -531,118 +530,118 @@ local function biome_check(biome_list, biome_goal)
return false
end
--todo mob limiting
--MAIN LOOP
if mobs_spawn then
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 8 then
timer = 0
for _,player in ipairs(minetest.get_connected_players()) do
for i = 1,math.random(3,8) do
local timer = 0
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer >= 8 then
timer = 0
for _,player in pairs(minetest.get_connected_players()) do
for i = 1,math_random(3,8) do
repeat -- after this line each "break" means "continue"
local player_pos = player:get_pos()
local player_pos = player:get_pos()
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
local _,dimension = mcl_worlds.y_to_layer(player_pos.y)
if dimension == "void" or dimension == "default" then
break -- ignore void and unloaded area
end
if dimension == "void" or dimension == "default" then
goto continue -- ignore void and unloaded area
end
local min,max = decypher_limits(player_pos.y)
local min,max = decypher_limits(player_pos.y)
local goal_pos = position_calculation(player_pos)
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
local goal_pos = position_calculation(player_pos)
--couldn't find node
if #spawning_position_list <= 0 then
goto continue
end
local spawning_position_list = find_nodes_in_area_under_air(new_vector(goal_pos.x,min,goal_pos.z), vector.new(goal_pos.x,max,goal_pos.z), {"group:solid", "group:water", "group:lava"})
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
--couldn't find node
if #spawning_position_list <= 0 then
break
end
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
goto continue
end
local spawning_position = spawning_position_list[math_random(1,#spawning_position_list)]
local gotten_node = get_node(spawning_position).name
--Prevent strange behavior/too close to player
if not spawning_position or vector_distance(player_pos, spawning_position) < 15 then
break
end
if not gotten_node or gotten_node == "air" then --skip air nodes
goto continue
end
local gotten_node = get_node(spawning_position).name
local gotten_biome = minetest.get_biome_data(spawning_position)
if not gotten_node or gotten_node == "air" then --skip air nodes
break
end
if not gotten_biome then
goto continue --skip if in unloaded area
end
local gotten_biome = minetest.get_biome_data(spawning_position)
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
if not gotten_biome then
break --skip if in unloaded area
end
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
gotten_biome = get_biome_name(gotten_biome.biome) --makes it easier to work with
if not mob_def then
goto continue --skip if something ridiculous happens (nil mob def)
end
--grab random mob
local mob_def = spawn_dictionary[math.random(1,#spawn_dictionary)]
--skip if not correct dimension
if mob_def.dimension ~= dimension then
goto continue
end
if not mob_def then
break --skip if something ridiculous happens (nil mob def)
end
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
goto continue
end
--skip if not correct dimension
if mob_def.dimension ~= dimension then
break
end
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
--skip if not in correct biome
if not biome_check(mob_def.biomes, gotten_biome) then
break
end
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
goto continue
end
--add this so mobs don't spawn inside nodes
spawning_position.y = spawning_position.y + 1
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
if spawning_position.y < mob_def.min_height or spawning_position.y > mob_def.max_height then
break
end
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
goto continue
end
--only need to poll for node light if everything else worked
local gotten_light = get_node_light(spawning_position)
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
--don't spawn if not in light limits
if gotten_light < mob_def.min_light or gotten_light > mob_def.max_light then
break
end
if mob_def.type_of_spawning == "ground" and is_water then
goto continue
end
local is_water = get_item_group(gotten_node, "water") ~= 0
local is_lava = get_item_group(gotten_node, "lava") ~= 0
if mob_def.type_of_spawning == "ground" and is_lava then
goto continue
end
if mob_def.type_of_spawning == "ground" and is_water then
break
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
goto continue
end
if mob_def.type_of_spawning == "ground" and is_lava then
break
end
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
--finally do the heavy check (for now) of mobs in area
if count_mobs(spawning_position, mob_def.spawn_class) >= mob_def.aoc then
break
end
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
--adjust the position for water and lava mobs
if mob_def.type_of_spawning == "water" or mob_def.type_of_spawning == "lava" then
spawning_position.y = spawning_position.y - 1
end
::continue:: --this is a safety catch
end
end
end
end)
--everything is correct, spawn mob
minetest.add_entity(spawning_position, mob_def.name)
until true --this is a safety catch
end
end
end
end)
end

View File

@ -60,7 +60,23 @@ mobs:register_mob("mobs_mc:enderdragon", {
},
ignores_nametag = true,
do_custom = function(self)
mcl_bossbars.update_boss(self, "Ender Dragon", "light_purple")
mcl_bossbars.update_boss(self.object, "Ender Dragon", "light_purple")
for _, obj in ipairs(minetest.get_objects_inside_radius(self.object:get_pos(), 80)) do
local luaentity = obj:get_luaentity()
if luaentity and luaentity.name == "mcl_end:crystal" then
if luaentity.beam then
if luaentity.beam == self.beam then
break
end
else
if self.beam then
self.beam:remove()
end
minetest.add_entity(self.object:get_pos(), "mcl_end:crystal_beam"):get_luaentity():init(self.object, obj)
break
end
end
end
if self._portal_pos then
-- migrate old format
if type(self._portal_pos) == "string" then

View File

@ -323,7 +323,7 @@ mobs:register_mob("mobs_mc:enderman", {
-- self:teleport(nil)
-- self.state = ""
--else
if self.attack ~= nil then
if self.attack ~= nil and not minetest.settings:get_bool("creative_mode") then
self.state = 'attack'
end
--end
@ -346,29 +346,28 @@ mobs:register_mob("mobs_mc:enderman", {
--skip player if they have no data - log it
if not player_eye_height then
minetest.log("error", "Enderman at location: ".. dump(enderpos).." has indexed a null player!")
goto continue
end
else
--calculate very quickly the exact location the player is looking
--within the distance between the two "heads" (player and enderman)
local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
local look_pos_base = look_pos
local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
--calculate very quickly the exact location the player is looking
--within the distance between the two "heads" (player and enderman)
local look_pos = vector.new(player_pos.x, player_pos.y + player_eye_height, player_pos.z)
local look_pos_base = look_pos
local ender_eye_pos = vector.new(enderpos.x, enderpos.y + 2.75, enderpos.z)
local eye_distance_from_player = vector.distance(ender_eye_pos, look_pos)
look_pos = vector.add(look_pos, vector.multiply(look_dir, eye_distance_from_player))
--if looking in general head position, turn hostile
if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
self.provoked = "staring"
self.attack = minetest.get_player_by_name(obj:get_player_name())
break
else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
if self.provoked == "staring" then
self.provoked = "broke_contact"
end
end
--if looking in general head position, turn hostile
if minetest.line_of_sight(ender_eye_pos, look_pos_base) and vector.distance(look_pos, ender_eye_pos) <= 0.4 then
self.provoked = "staring"
self.attack = minetest.get_player_by_name(obj:get_player_name())
break
else -- I'm not sure what this part does, but I don't want to break anything - jordan4ibanez
if self.provoked == "staring" then
self.provoked = "broke_contact"
end
end
::continue:: -- this is a sweep over statement, this can be used to continue even when errors occurred
end
end
end
end

View File

@ -30,13 +30,14 @@ local skeleton = {
"mcl_bows_bow_0.png", -- bow
"mobs_mc_skeleton.png", -- skeleton
} },
visual_size = {x=3, y=3},
visual_size = {x=1, y=1},
makes_footstep_sound = true,
sounds = {
random = "mobs_mc_skeleton_random",
death = "mobs_mc_skeleton_death",
damage = "mobs_mc_skeleton_hurt",
distance = 16,
textures = {
{
"mobs_mc_empty.png", -- armor
"mobs_mc_skeleton.png", -- texture
"mcl_bows_bow_0.png", -- wielded_item
}
},
walk_velocity = 1.2,
run_velocity = 2.4,
@ -111,9 +112,9 @@ local stray = table.copy(skeleton)
stray.mesh = "mobs_mc_stray.b3d"
stray.textures = {
{
"mcl_bows_bow_0.png",
"mobs_mc_stray.png",
"mobs_mc_stray_overlay.png",
"mobs_mc_stray.png",
"mcl_bows_bow_0.png",
},
}
-- TODO: different sound (w/ echo)
@ -140,8 +141,8 @@ mobs:register_mob("mobs_mc:stray", stray)
-- Overworld spawn
mobs:spawn_specific(
"mobs_mc:skeleton",
"overworld",
"mobs_mc:skeleton",
"overworld",
"ground",
{
"Mesa",
@ -284,36 +285,36 @@ mobs:spawn_specific(
"ExtremeHillsM_underground",
"JungleEdgeM_underground",
},
0,
7,
20,
17000,
2,
mobs_mc.spawn_height.overworld_min,
0,
7,
20,
17000,
2,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- Nether spawn
mobs:spawn_specific(
"mobs_mc:skeleton",
"nether",
"ground",
"mobs_mc:skeleton",
"nether",
"ground",
{
"Nether"
},
0,
7,
30,
10000,
3,
mobs_mc.spawn_height.nether_min,
0,
7,
30,
10000,
3,
mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
-- Stray spawn
-- TODO: Spawn directly under the sky
mobs:spawn_specific(
"mobs_mc:stray",
"overworld",
"mobs_mc:stray",
"overworld",
"ground",
{
"ColdTaiga",
@ -321,12 +322,12 @@ mobs:spawn_specific(
"IcePlains",
"ExtremeHills+_snowtop",
},
0,
7,
20,
19000,
2,
mobs_mc.spawn_height.water,
0,
7,
20,
19000,
2,
mobs_mc.spawn_height.water,
mobs_mc.spawn_height.overworld_max)

View File

@ -25,11 +25,12 @@ mobs:register_mob("mobs_mc:witherskeleton", {
mesh = "mobs_mc_witherskeleton.b3d",
textures = {
{
"default_tool_stonesword.png", -- sword
"mobs_mc_empty.png", -- armor
"mobs_mc_wither_skeleton.png", -- wither skeleton
"default_tool_stonesword.png", -- sword
}
},
visual_size = {x=3.6, y=3.6},
visual_size = {x=1.2, y=1.2},
makes_footstep_sound = true,
sounds = {
random = "mobs_mc_skeleton_random",
@ -110,4 +111,4 @@ mobs_mc.spawn_height.nether_min,
mobs_mc.spawn_height.nether_max)
-- spawn eggs
mobs:register_egg("mobs_mc:witherskeleton", S("Wither Skeleton"), "mobs_mc_spawn_icon_witherskeleton.png", 0)
mobs:register_egg("mobs_mc:witherskeleton", S("Wither Skeleton"), "mobs_mc_spawn_icon_witherskeleton.png", 0)

View File

@ -73,7 +73,7 @@ mobs:register_mob("mobs_mc:wither", {
self.object:set_properties({textures={self.base_texture}})
self.armor = {undead = 80, fleshy = 80}
end
mcl_bossbars.update_boss(self, "Wither", "dark_purple")
mcl_bossbars.update_boss(self.object, "Wither", "dark_purple")
end,
on_spawn = function(self)
minetest.sound_play("mobs_mc_wither_spawn", {object=self.object, gain=1.0, max_hear_distance=64})

View File

@ -58,7 +58,11 @@ local zombie = {
visual = "mesh",
mesh = "mobs_mc_zombie.b3d",
textures = {
{"mobs_mc_zombie.png"},
{
"mobs_mc_empty.png", -- armor
"mobs_mc_zombie.png", -- texture
"mobs_mc_empty.png", -- wielded_item
}
},
visual_size = {x=3, y=3},
makes_footstep_sound = true,
@ -111,7 +115,13 @@ mobs:register_mob("mobs_mc:baby_zombie", baby_zombie)
-- Husk.
-- Desert variant of the zombie
local husk = table.copy(zombie)
husk.textures = {{"mobs_mc_husk.png"}}
husk.textures = {
{
"mobs_mc_empty.png", -- armor
"mobs_mc_husk.png", -- texture
"mobs_mc_empty.png", -- wielded_item
}
}
husk.ignited_by_sunlight = false
husk.sunlight_damage = 0
husk.drops = drops_common
@ -136,8 +146,8 @@ mobs:register_mob("mobs_mc:baby_husk", baby_husk)
-- Spawning
mobs:spawn_specific(
"mobs_mc:zombie",
"overworld",
"mobs_mc:zombie",
"overworld",
"ground",
{
"FlowerForest_underground",
@ -220,17 +230,17 @@ mobs:spawn_specific(
"MesaBryce_sandlevel",
"Mesa_sandlevel",
},
0,
7,
30,
6000,
4,
mobs_mc.spawn_height.overworld_min,
0,
7,
30,
6000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- Baby zombie is 20 times less likely than regular zombies
mobs:spawn_specific(
"mobs_mc:baby_zombie",
"overworld",
"mobs_mc:baby_zombie",
"overworld",
"ground",
{
"FlowerForest_underground",
@ -313,18 +323,18 @@ mobs:spawn_specific(
"MesaBryce_sandlevel",
"Mesa_sandlevel",
},
0,
7,
30,
60000,
4,
mobs_mc.spawn_height.overworld_min,
0,
7,
30,
60000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_specific(
"mobs_mc:husk",
"overworld",
"mobs_mc:husk",
"overworld",
"ground",
{
"Desert",
@ -332,29 +342,29 @@ mobs:spawn_specific(
"Savanna",
"Savanna_beach",
},
0,
7,
30,
6500,
4,
mobs_mc.spawn_height.overworld_min,
0,
7,
30,
6500,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
mobs:spawn_specific(
"mobs_mc:baby_husk",
"overworld",
"ground",
"mobs_mc:baby_husk",
"overworld",
"ground",
{
"Desert",
"SavannaM",
"Savanna",
"Savanna_beach",
},
0,
7,
30,
65000,
4,
mobs_mc.spawn_height.overworld_min,
0,
7,
30,
65000,
4,
mobs_mc.spawn_height.overworld_min,
mobs_mc.spawn_height.overworld_max)
-- Spawn eggs

View File

@ -36,12 +36,12 @@ end
local last_id = 0
function mcl_bossbars.add_bar(player, def)
function mcl_bossbars.add_bar(player, def, dynamic, priority)
local name = player:get_player_name()
local bars = mcl_bossbars.bars[name]
local bar = {text = def.text}
local bar = {text = def.text, priority = priority or 0, timeout = def.timeout}
bar.color, bar.image = get_color_info(def.color, def.percentage)
if def.dynamic then
if dynamic then
for _, other in pairs(bars) do
if not other.id and other.color == bar.color and (other.original_text or other.text) == bar.text and other.image == bar.image then
if not other.count then
@ -55,40 +55,49 @@ function mcl_bossbars.add_bar(player, def)
end
end
table.insert(bars, bar)
if not def.dynamic then
if not dynamic then
bar.raw_color = def.color
bar.id = last_id + 1
last_id = bar.id
mcl_bossbars.static[bar.id] = bar
return id
return bar.id
end
end
function mcl_bossbars.remove_bar(id)
mcl_bossbars.static[id].bar.static = false
mcl_bossbars.static[id].id = nil
mcl_bossbars.static[id] = nil
end
function mcl_bossbars.update_bar(id, def)
function mcl_bossbars.update_bar(id, def, priority)
local old = mcl_bossbars.static[id]
old.color = get_color_info(def.color or old.raw_color, def.percentage or old.percentage)
old.text = def.text or old.text
old.priority = priority or old.priority
end
function mcl_bossbars.update_boss(luaentity, name, color)
local object = luaentity.object
function mcl_bossbars.update_boss(object, name, color)
local props = object:get_luaentity()
if not props or not props._cmi_is_mob then
props = object:get_properties()
props.health = object:get_hp()
end
local bardef = {
text = luaentity.nametag,
percentage = math.floor(luaentity.health / luaentity.hp_max * 100),
color = color,
dynamic = true,
text = props.nametag,
percentage = math.floor(props.health / props.hp_max * 100),
}
if not bardef.text or bardef.text == "" then
bardef.text = name
end
for _, obj in pairs(minetest.get_objects_inside_radius(object:get_pos(), 128)) do
if obj:is_player() then
mcl_bossbars.add_bar(obj, bardef)
local pos = object:get_pos()
for _, player in pairs(minetest.get_connected_players()) do
local d = vector.distance(pos, player:get_pos())
if d <= 80 then
mcl_bossbars.add_bar(player, bardef, true, d)
end
end
end
@ -110,11 +119,12 @@ minetest.register_on_leaveplayer(function(player)
mcl_bossbars.bars[name] = nil
end)
minetest.register_globalstep(function()
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local bars = mcl_bossbars.bars[name]
local huds = mcl_bossbars.huds[name]
table.sort(bars, function(a, b) return a.priority < b.priority end)
local huds_new = {}
local bars_new = {}
local i = 0
@ -124,7 +134,12 @@ minetest.register_globalstep(function()
local hud = table.remove(huds, 1)
if bar and bar.id then
table.insert(bars_new, bar)
if bar.timeout then
bar.timeout = bar.timeout - dtime
end
if not bar.timeout or bar.timeout > 0 then
table.insert(bars_new, bar)
end
end
if bar and not hud then

View File

@ -27,9 +27,9 @@ mcl_credits.people = {
"Rootyjr",
"Nicu",
"aligator",
"Code-Sploit",
}},
{"Contributors", 0x52FF00, {
"Code-Sploit",
"Laurent Rocher",
"HimbeerserverDE",
"TechDudie",
@ -55,6 +55,7 @@ mcl_credits.people = {
"nickolas360",
"yutyo",
"ztianyang",
"j45",
}},
{"MineClone5", 0xA60014, {
"kay27",
@ -63,6 +64,38 @@ mcl_credits.people = {
"NO11",
"j45",
}},
{"Original Mod Authors", 0x343434, {
"Wuzzy",
"Fleckenstein",
"BlockMen",
"TenPlus1",
"PilzAdam",
"ryvnf",
"stujones11",
"Arcelmi",
"celeron55",
"maikerumine",
"GunshipPenguin",
"Qwertymine3",
"Rochambeau",
"rubenwardy",
"stu",
"oilboi",
"4aiman",
"Kahrl",
"Krock",
"UgnilJoZ",
"lordfingle",
"22i",
"bzoss",
"kilbith",
"xeranas",
"kddekadenz",
"sofar",
"4Evergreen4",
"jordan4ibanez",
"paramat",
}},
{"3D Models", 0x0019FF, {
"22i",
"tobyplowy",

View File

@ -117,83 +117,90 @@ minetest.register_craft({
{"mcl_core:stick"},}
})
mcl_torches.register_torch("mesecon_torch_off", S("Redstone Torch (off)"),
nil,
nil,
"jeija_torches_off.png",
"mcl_torches_torch_floor.obj", "mcl_torches_torch_wall.obj",
{"jeija_torches_off.png"},
0,
{dig_immediate=3, dig_by_water=1, redstone_torch=2, mesecon_ignore_opaque_dig=1, not_in_creative_inventory=1},
mcl_sounds.node_sound_wood_defaults(),
{
mesecons = {
receptor = {
state = mesecon.state.off,
rules = torch_get_output_rules,
},
effector = {
state = mesecon.state.on,
rules = torch_get_input_rules,
action_off = torch_action_off,
},
local off_def = {
name = "mesecon_torch_off",
description = S("Redstone Torch (off)"),
doc_items_create_entry = false,
icon = "jeija_torches_off.png",
tiles = {"jeija_torches_off.png"},
light = 0,
groups = {dig_immediate=3, dig_by_water=1, redstone_torch=2, mesecon_ignore_opaque_dig=1, not_in_creative_inventory=1},
sounds = mcl_sounds.node_sound_wood_defaults(),
drop = "mesecons_torch:mesecon_torch_on",
}
mcl_torches.register_torch(off_def)
local off_override = {
mesecons = {
receptor = {
state = mesecon.state.off,
rules = torch_get_output_rules,
},
effector = {
state = mesecon.state.on,
rules = torch_get_input_rules,
action_off = torch_action_off,
},
drop = "mesecons_torch:mesecon_torch_on",
_doc_items_create_entry = false,
}
)
}
mcl_torches.register_torch("mesecon_torch_overheated", S("Redstone Torch (overheated)"),
nil,
nil,
"jeija_torches_off.png",
"mcl_torches_torch_floor.obj", "mcl_torches_torch_wall.obj",
{"jeija_torches_off.png"},
0,
{dig_immediate=3, dig_by_water=1, redstone_torch=2, mesecon_ignore_opaque_dig=1, not_in_creative_inventory=1},
mcl_sounds.node_sound_wood_defaults(),
{
drop = "mesecons_torch:mesecon_torch_on",
_doc_items_create_entry = false,
on_timer = function(pos, elapsed)
if not mesecon.is_powered(pos) then
local node = minetest.get_node(pos)
torch_action_off(pos, node)
end
end,
}
)
minetest.override_item("mesecons_torch:mesecon_torch_off", off_override)
minetest.override_item("mesecons_torch:mesecon_torch_off_wall", off_override)
local overheated_def = table.copy(off_def)
overheated_def.name = "mesecon_torch_overheated"
overheated_def.description = S("Redstone Torch (overheated)")
mcl_torches.register_torch(overheated_def)
mcl_torches.register_torch("mesecon_torch_on", S("Redstone Torch"),
S("A redstone torch is a redstone component which can be used to invert a redstone signal. It supplies its surrounding blocks with redstone power, except for the block it is attached to. A redstone torch is normally lit, but it can also be turned off by powering the block it is attached to. While unlit, a redstone torch does not power anything."),
S("Redstone torches can be placed at the side and on the top of full solid opaque blocks."),
"jeija_torches_on.png",
"mcl_torches_torch_floor.obj", "mcl_torches_torch_wall.obj",
{"jeija_torches_on.png"},
7,
{dig_immediate=3, dig_by_water=1, redstone_torch=1, mesecon_ignore_opaque_dig=1},
mcl_sounds.node_sound_wood_defaults(),
{
on_destruct = function(pos, oldnode)
local overheated_override = {
on_timer = function(pos, elapsed)
if not mesecon.is_powered(pos) then
local node = minetest.get_node(pos)
torch_action_on(pos, node)
end,
mesecons = {
receptor = {
state = mesecon.state.on,
rules = torch_get_output_rules
},
effector = {
state = mesecon.state.off,
rules = torch_get_input_rules,
action_on = torch_action_on,
},
torch_action_off(pos, node)
end
end
}
minetest.override_item("mesecons_torch:mesecon_torch_overheated", overheated_override)
minetest.override_item("mesecons_torch:mesecon_torch_overheated_wall", overheated_override)
local on_def = {
name = "mesecon_torch_on",
description = S("Redstone Torch"),
doc_items_longdesc = S("A redstone torch is a redstone component which can be used to invert a redstone signal. It supplies its surrounding blocks with redstone power, except for the block it is attached to. A redstone torch is normally lit, but it can also be turned off by powering the block it is attached to. While unlit, a redstone torch does not power anything."),
doc_items_usagehelp = S("Redstone torches can be placed at the side and on the top of full solid opaque blocks."),
icon = "jeija_torches_on.png",
tiles = {"jeija_torches_on.png"},
light = 7,
groups = {dig_immediate=3, dig_by_water=1, redstone_torch=1, mesecon_ignore_opaque_dig=1},
sounds = mcl_sounds.node_sound_wood_defaults(),
}
mcl_torches.register_torch(on_def)
local on_override = {
on_destruct = function(pos, oldnode)
local node = minetest.get_node(pos)
torch_action_on(pos, node)
end,
mesecons = {
receptor = {
state = mesecon.state.on,
rules = torch_get_output_rules
},
_tt_help = S("Provides redstone power when it's not powered itself"),
}
)
effector = {
state = mesecon.state.off,
rules = torch_get_input_rules,
action_on = torch_action_on,
},
},
_tt_help = S("Provides redstone power when it's not powered itself"),
}
minetest.override_item("mesecons_torch:mesecon_torch_on", on_override)
minetest.override_item("mesecons_torch:mesecon_torch_on_wall", on_override)
minetest.register_node("mesecons_torch:redstoneblock", {
description = S("Block of Redstone"),

View File

@ -368,6 +368,7 @@ mcl_player.player_register_model("mcl_armor_character.b3d", {
run_walk_mine = {x=461, y=480},
sit_mount = {x=484, y=484},
die = {x=498, y=498},
fly = {x=502, y=581},
},
})
@ -396,6 +397,8 @@ mcl_player.player_register_model("mcl_armor_character_female.b3d", {
run_walk = {x=440, y=459},
run_walk_mine = {x=461, y=480},
sit_mount = {x=484, y=484},
die = {x=498, y=498},
fly = {x=502, y=581},
},
})

View File

@ -8,6 +8,20 @@ dofile(minetest.get_modpath(minetest.get_current_modname()).."/alias.lua")
local longdesc = S("This is a piece of equippable armor which reduces the amount of damage you receive.")
local usage = S("To equip it, put it on the corresponding armor slot in your inventory menu.")
minetest.register_tool("mcl_armor:elytra", {
description = S("Elytra"),
_doc_items_longdesc = longdesc,
_doc_items_usagehelp = usage,
inventory_image = "mcl_armor_inv_elytra.png",
groups = {armor_torso=1, mcl_armor_points=0, mcl_armor_uses=10, enchantability=0},
sounds = {
_mcl_armor_equip = "mcl_armor_equip_leather",
_mcl_armor_unequip = "mcl_armor_unequip_leather",
},
on_place = armor.on_armor_use,
on_secondary_use = armor.on_armor_use,
})
minetest.register_tool("mcl_armor:helmet_leather", {
description = S("Leather Cap"),
_doc_items_longdesc = longdesc,
@ -322,7 +336,7 @@ local craft_ingreds = {
gold = { "mcl_core:gold_ingot", "mcl_core:gold_nugget" },
diamond = { "mcl_core:diamond" },
chain = { nil, "mcl_core:iron_nugget"} ,
}
}
for k, v in pairs(craft_ingreds) do
-- material
@ -389,4 +403,3 @@ for k, v in pairs(craft_ingreds) do
})
end
end

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@ -35,6 +35,49 @@ mcl_banners.colors = {
["unicolor_light_blue"] = {"light_blue", S("Light Blue Banner"), "mcl_wool:light_blue", "#4040CF", "mcl_dye:lightblue", N("Light Blue") },
}
local pattern_names = {
"",
"border",
"bricks",
"circle",
"creeper",
"cross",
"curly_border",
"diagonal_up_left",
"diagonal_up_right",
"diagonal_right",
"diagonal_left",
"flower",
"gradient",
"gradient_up",
"half_horizontal_bottom",
"half_horizontal",
"half_vertical",
"half_vertical_right",
"thing",
"rhombus",
"skull",
"small_stripes",
"square_bottom_left",
"square_bottom_right",
"square_top_left",
"square_top_right",
"straight_cross",
"stripe_bottom",
"stripe_center",
"stripe_downleft",
"stripe_downright",
"stripe_left",
"stripe_middle",
"stripe_right",
"stripe_top",
"triangle_bottom",
"triangle_top",
"triangles_bottom",
"triangles_top",
}
local colors_reverse = {}
for k,v in pairs(mcl_banners.colors) do
colors_reverse["mcl_banners:banner_item_"..v[1]] = k
@ -300,24 +343,72 @@ minetest.register_node("mcl_banners:hanging_banner", {
end,
})
-- for pattern_name, pattern in pairs(patterns) do
for colorid, colortab in pairs(mcl_banners.colors) do
for i, pattern_name in ipairs(pattern_names) do
local itemid = colortab[1]
local desc = colortab[2]
local wool = colortab[3]
local colorize = colortab[4]
local itemstring = "mcl_banners:banner_item_"..itemid
local inv
if colorize then
inv = "mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize:"..colorize..")"
local itemstring
if pattern_name == "" then
itemstring = "mcl_banners:banner_item_" .. itemid
else
inv = "mcl_banners_item_base.png^mcl_banners_item_overlay.png"
itemstring = "mcl_banners:banner_preview" .. "_" .. pattern_name .. "_" .. itemid
end
local inv
local base
local finished_banner
if pattern_name == "" then
if colorize then
-- Base texture with base color
base = "mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize:"..colorize..")^[resize:32x32"
else
base = "mcl_banners_item_base.png^mcl_banners_item_overlay.png^[resize:32x32"
end
finished_banner = base
else
-- Banner item preview background
base = "mcl_banners_item_base.png^(mcl_banners_item_overlay.png^[colorize:#CCCCCC)^[resize:32x32"
desc = S("Preview Banner")
local pattern = "mcl_banners_" .. pattern_name .. ".png"
local color = colorize
-- Generate layer texture
-- TODO: The layer texture in the icon is squished
-- weirdly because the width/height aspect ratio of
-- the banner icon is 1:1.5, whereas the aspect ratio
-- of the banner entity is 1:2. A solution would be to
-- redraw the pattern textures as low-resolution pixel
-- art and use that instead.
local layer = "(([combine:20x40:-2,-2="..pattern.."^[resize:16x24^[colorize:"..color..":"..layer_ratio.."))"
function escape(text)
return text:gsub("%^", "\\%^"):gsub(":", "\\:") -- :gsub("%(", "\\%("):gsub("%)", "\\%)")
end
finished_banner = "[combine:32x32:0,0=" .. escape(base) .. ":8,4=" .. escape(layer)
end
inv = finished_banner
-- Banner items.
-- This is the player-visible banner item. It comes in 16 base colors.
-- This is the player-visible banner item. It comes in 16 base colors with a lot of patterns.
-- The multiple items are really only needed for the different item images.
-- TODO: Combine the items into only 1 item.
local groups
if pattern_name == "" then
groups = { banner = 1, deco_block = 1, flammable = -1 }
else
groups = { not_in_creative_inventory = 1 }
end
minetest.register_craftitem(itemstring, {
description = desc,
_tt_help = S("Paintable decoration"),
@ -326,7 +417,7 @@ for colorid, colortab in pairs(mcl_banners.colors) do
wield_image = inv,
-- Banner group groups together the banner items, but not the nodes.
-- Used for crafting.
groups = { banner = 1, deco_block = 1, flammable = -1 },
groups = groups,
stack_max = 16,
on_place = function(itemstack, placer, pointed_thing)
@ -492,6 +583,7 @@ for colorid, colortab in pairs(mcl_banners.colors) do
-- Add item to node alias
doc.add_entry_alias("nodes", "mcl_banners:standing_banner", "craftitems", itemstring)
end
end
end
if minetest.get_modpath("doc") then

View File

@ -253,6 +253,11 @@ for colorid, colortab in pairs(mcl_banners.colors) do
dye_to_colorid_mapping[colortab[5]] = colorid
end
local dye_to_itemid_mapping = {}
for colorid, colortab in pairs(mcl_banners.colors) do
dye_to_itemid_mapping[colortab[5]] = colortab[1]
end
-- Create a banner description containing all the layer names
mcl_banners.make_advanced_banner_description = function(description, layers)
if layers == nil or #layers == 0 then
@ -491,7 +496,14 @@ local banner_pattern_craft = function(itemstack, player, old_craft_grid, craft_i
imeta:set_string("description", ometa:get_string("description"))
imeta:set_string("name", mname)
end
return itemstack
if craft_predict then
local itemid_prefix = "mcl_banners:banner_preview"
local coloritemid = dye_to_itemid_mapping[dye]
return ItemStack(itemid_prefix .. "_" .. matching_pattern .. "_" .. coloritemid)
else
return itemstack
end
end
minetest.register_craft_predict(function(itemstack, player, old_craft_grid, craft_inv)

View File

@ -1,4 +1,4 @@
# textdomain: mcl_compass
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasse sind Werkzeuge, die zum Ursprungspunkt der Welt (X@=0, Z@=0) oder den Einstiegspunkt der Welt zeigen.
Compasses are tools which point to the world origin (X@=0, Z@=0) or the spawn point in the Overworld.=Kompasse sind Werkzeuge, die zum Ursprungspunkt der Welt (X@=0, Z@=0) oder zum Einstiegspunkt der Welt zeigen.
Compass=Kompass
Points to the world origin=Zeigt zum Startpunkt der Welt

View File

@ -190,6 +190,22 @@ minetest.register_abm({
end,
})
-- Make cactus destroy items
minetest.register_abm({
label = "Cactus destroy items",
nodenames = {"mcl_core:cactus"},
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
for _,object in pairs(minetest.get_objects_inside_radius(pos, 0.9)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" then
object:remove()
end
end
end,
})
minetest.register_abm({
label = "Sugar canes growth",
nodenames = {"mcl_core:reeds"},

View File

@ -1,4 +1,5 @@
local S = minetest.get_translator("mcl_doors")
local minetest_get_meta = minetest.get_meta
-- This helper function calls on_place_node callbacks.
local function on_place_node(place_to, newnode,
@ -164,14 +165,14 @@ function mcl_doors:register_door(name, def)
end
if def.only_placer_can_open then
local meta = minetest.get_meta(pt)
local meta = minetest_get_meta(pt)
meta:set_string("doors_owner", "")
meta = minetest.get_meta(pt2)
meta = minetest_get_meta(pt2)
meta:set_string("doors_owner", "")
end
local meta1 = minetest.get_meta(pt)
local meta2 = minetest.get_meta(pt2)
local meta1 = minetest_get_meta(pt)
local meta2 = minetest_get_meta(pt2)
-- save mirror state for the correct door
if left_node.name:sub(1, #name) == name then
meta1:set_int("is_mirrored", 1)
@ -198,9 +199,9 @@ function mcl_doors:register_door(name, def)
local tb = def.tiles_bottom
local function on_open_close(pos, dir, check_name, replace, replace_dir)
local meta1 = minetest.get_meta(pos)
local meta1 = minetest_get_meta(pos)
pos.y = pos.y+dir
local meta2 = minetest.get_meta(pos)
local meta2 = minetest_get_meta(pos)
-- if name of other door is not the same as check_name -> return
if not minetest.get_node(pos).name == check_name then
@ -254,7 +255,7 @@ function mcl_doors:register_door(name, def)
if not def.only_placer_can_open then
return true
end
local meta = minetest.get_meta(pos)
local meta = minetest_get_meta(pos)
local pn = player:get_player_name()
return meta:get_string("doors_owner") == pn
end
@ -292,10 +293,15 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds,
after_destruct = function(bottom, oldnode)
minetest.add_item(bottom, name)
local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z }
if minetest.get_node(bottom).name ~= name.."_b_2" and minetest.get_node(top).name == name.."_t_1" then
minetest.remove_node(top)
local meta_bottom = minetest_get_meta(bottom)
if meta_bottom:get_int("rotation") == 1 then
meta_bottom:set_int("rotation", 0)
else
minetest.add_item(bottom, name)
local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z }
if minetest.get_node(bottom).name ~= name.."_b_2" and minetest.get_node(top).name == name.."_t_1" then
minetest.remove_node(top)
end
end
end,
@ -305,13 +311,19 @@ function mcl_doors:register_door(name, def)
action_on = on_mesecons_signal_open,
}},
on_rotate = function(pos, node, user, mode, param2)
on_rotate = function(bottom, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos)
node.param2 = screwdriver.rotate.facedir(pos, node, mode)
minetest.set_node(pos, node)
local meta_bottom = minetest_get_meta(bottom)
meta_bottom:set_int("rotation", 1)
node.param2 = screwdriver.rotate.facedir(bottom, node, mode)
minetest.swap_node(bottom, node)
local top = {x=bottom.x,y=bottom.y+1,z=bottom.z}
local meta_top = minetest_get_meta(top)
meta_top:set_int("rotation", 1)
node.name = name .."_t_1"
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z}, node)
minetest.swap_node(top, node)
return true
end
return false
@ -353,9 +365,14 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds,
after_destruct = function(top, oldnode)
local bottom = { x = top.x, y = top.y - 1, z = top.z }
if minetest.get_node(top).name ~= name.."_t_2" and minetest.get_node(bottom).name == name.."_b_1" and oldnode.name == name.."_t_1" then
minetest.dig_node(bottom)
local meta_top = minetest_get_meta(top)
if meta_top:get_int("rotation") == 1 then
meta_top:set_int("rotation", 0)
else
local bottom = { x = top.x, y = top.y - 1, z = top.z }
if minetest.get_node(top).name ~= name.."_t_2" and minetest.get_node(bottom).name == name.."_b_1" and oldnode.name == name.."_t_1" then
minetest.dig_node(bottom)
end
end
end,
@ -366,13 +383,19 @@ function mcl_doors:register_door(name, def)
rules = mesecon.rules.flat,
}},
on_rotate = function(pos, node, user, mode, param2)
on_rotate = function(top, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos)
node.param2 = screwdriver.rotate.facedir(pos, node, mode)
minetest.set_node(pos, node)
local meta_top = minetest_get_meta(top)
meta_top:set_int("rotation", 1)
node.param2 = screwdriver.rotate.facedir(top, node, mode)
minetest.swap_node(top, node)
local bottom = {x=top.x,y=top.y-1,z=top.z}
local meta_bottom = minetest_get_meta(bottom)
meta_bottom:set_int("rotation", 1)
node.name = name .."_b_1"
minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z}, node)
minetest.swap_node(bottom, node)
return true
end
return false
@ -414,10 +437,15 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds,
after_destruct = function(bottom, oldnode)
minetest.add_item(bottom, name)
local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z }
if minetest.get_node(bottom).name ~= name.."_b_1" and minetest.get_node(top).name == name.."_t_2" then
minetest.remove_node(top)
local meta_bottom = minetest_get_meta(bottom)
if meta_bottom:get_int("rotation") == 1 then
meta_bottom:set_int("rotation", 0)
else
local top = { x = bottom.x, y = bottom.y + 1, z = bottom.z }
minetest.add_item(bottom, name)
if minetest.get_node(bottom).name ~= name.."_b_1" and minetest.get_node(top).name == name.."_t_2" then
minetest.remove_node(top)
end
end
end,
@ -427,13 +455,19 @@ function mcl_doors:register_door(name, def)
action_off = on_mesecons_signal_close,
}},
on_rotate = function(pos, node, user, mode, param2)
on_rotate = function(bottom, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos)
node.param2 = screwdriver.rotate.facedir(pos, node, mode)
minetest.set_node(pos, node)
local meta_bottom = minetest_get_meta(bottom)
meta_bottom:set_int("rotation", 1)
node.param2 = screwdriver.rotate.facedir(bottom, node, mode)
minetest.swap_node(bottom, node)
local top = {x=bottom.x,y=bottom.y+1,z=bottom.z}
local meta_top = minetest_get_meta(top)
meta_top:set_int("rotation", 1)
node.name = name .."_t_2"
minetest.set_node({x=pos.x,y=pos.y+1,z=pos.z}, node)
minetest.swap_node(top, node)
return true
end
return false
@ -475,9 +509,14 @@ function mcl_doors:register_door(name, def)
sounds = def.sounds,
after_destruct = function(top, oldnode)
local bottom = { x = top.x, y = top.y - 1, z = top.z }
if minetest.get_node(top).name ~= name.."_t_1" and minetest.get_node(bottom).name == name.."_b_2" and oldnode.name == name.."_t_2" then
minetest.dig_node(bottom)
local meta_top = minetest_get_meta(top)
if meta_top:get_int("rotation") == 1 then
meta_top:set_int("rotation", 0)
else
local bottom = { x = top.x, y = top.y - 1, z = top.z }
if minetest.get_node(top).name ~= name.."_t_1" and minetest.get_node(bottom).name == name.."_b_2" and oldnode.name == name.."_t_2" then
minetest.dig_node(bottom)
end
end
end,
@ -488,13 +527,19 @@ function mcl_doors:register_door(name, def)
rules = mesecon.rules.flat,
}},
on_rotate = function(pos, node, user, mode, param2)
on_rotate = function(top, node, user, mode, param2)
if mode == screwdriver.ROTATE_FACE then
minetest.remove_node(pos)
node.param2 = screwdriver.rotate.facedir(pos, node, mode)
minetest.set_node(pos, node)
local meta_top = minetest_get_meta(top)
meta_top:set_int("rotation", 1)
node.param2 = screwdriver.rotate.facedir(top, node, mode)
minetest.swap_node(top, node)
local bottom = {x=top.x,y=top.y-1,z=top.z}
local meta_bottom = minetest_get_meta(bottom)
meta_bottom:set_int("rotation", 1)
node.name = name .."_b_2"
minetest.set_node({x=pos.x,y=pos.y-1,z=pos.z}, node)
minetest.swap_node(bottom, node)
return true
end
return false

View File

@ -16,9 +16,9 @@ Birch Trapdoor=Birkenfalltür
Spruce Trapdoor=Fichtenfalltür
Dark Oak Trapdoor=Schwarzeichenfalltür
Jungle Trapdoor=Dschungelfalltür
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Holzfalltüren sind horizontale Barrieren, die von Hand oder mit einem Redstone-Signal geöffnet oder geschlossen werden können. Sie belegen den oberen oder unteren Teil eines Blocks, je nach dem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Holzfalltüren sind horizontale Barrieren, die von Hand oder mit einem Redstone-Signal geöffnet oder geschlossen werden können. Sie belegen den oberen oder unteren Teil eines Blocks, je nachdem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Um die Falltür zu öffnen oder zu schließen, rechtsklicken Sie sie oder schicken Sie ein Redstone-Signal zu ihr.
Iron Trapdoor=Eisenfalltür
Iron trapdoors are horizontal barriers which can only be opened and closed by redstone signals, but not by hand. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Eisenfalltüren sind horizontale Barrieren, die nur mit einem Redstone-Signal geöffnet oder geschlossen werden können, nicht von Hand. Sie belegen den oberen oder unteren Teil eines Blocks, je nach dem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
Iron trapdoors are horizontal barriers which can only be opened and closed by redstone signals, but not by hand. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Eisenfalltüren sind horizontale Barrieren, die nur mit einem Redstone-Signal geöffnet oder geschlossen werden können, nicht von Hand. Sie belegen den oberen oder unteren Teil eines Blocks, je nachdem, wie sie platziert wurden. Wenn geöffnet, können sie wie eine Leiter erklommen werden.
Openable by players and redstone power=Zu öffnen von Spielern und Redstoneenergie
Openable by redstone power=Zu öffnen von Redstoneenergie

View File

@ -17,8 +17,8 @@ Efficiency=Effizienz
Increases mining speed.=Erhöht Grabegeschwindigkeit.
Feather Falling=Federfall
Reduces fall damage.=Reduziert Fallschaden.
Fire Aspect=Feieraspekt
Sets target on fire.=Zündes das Ziel an.
Fire Aspect=Feueraspekt
Sets target on fire.=Zündet das Ziel an.
Fire Protection=Feuerschutz
Reduces fire damage.=Reduziert Feuerschaden
Flame=Flamme
@ -31,7 +31,7 @@ Impaling=Aufspießen
Trident deals additional damage to ocean mobs.=Dreizack richtet Zusatzschaden an Ozeanmobs an.
Infinity=Unendlichkeit
Shooting consumes no regular arrows.=Schüsse verbrauchen keine regulären Pfeile.
Knockback=Rückschlag.
Knockback=Rückschlag
Increases knockback.=Verstärkt Rückschlag.
Looting=Plünderer
Increases mob loot.=Erhöht Abwürfe von Mobs.
@ -43,7 +43,7 @@ Lure=Köder
Decreases time until rod catches something.=Reduziert die Zeit, bis die Angel etwas fängt.
Mending=Ausbessern
Repair the item while gaining XP orbs.=Gegenstand reparieren, während man Erfahrungskugeln erhält.
Multishot=Mehrschuss
Multishot=Mehrfachschuss
Shoot 3 arrows at the cost of one.=3 Pfeile zum Preis von 1 schießen.
Piercing=Durchbohren
Arrows passes through multiple objects.=Pfeile durchdringen mehrere Objekte.
@ -74,7 +74,7 @@ Increases sweeping attack damage.=Erhöht Schwungangriffsschaden.
Thorns=Dornen
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflektiert etwas des Schadens beim Erleiden eines Treffers, auf Kosten der Haltbarkeit.
Unbreaking=Haltbarkeit
Increases item durability.=Erhöht Haldbarkeit des Gegenstands.
Increases item durability.=Erhöht Haltbarkeit des Gegenstands.
Inventory=Inventar
@1 Lapis Lazuli=@1 Lapislazuli
@1 Enchantment Levels=@1 Verzauberungsstufen

View File

@ -79,6 +79,54 @@ minetest.register_entity("mcl_end:crystal", {
_hittable_by_projectile = true
})
minetest.register_entity("mcl_end:crystal_beam", {
initial_properties = {
physical = false,
visual = "cube",
visual_size = {x = 1, y = 1, z = 1},
textures = {
"mcl_end_crystal_beam.png^[transformR90",
"mcl_end_crystal_beam.png^[transformR90",
"mcl_end_crystal_beam.png",
"mcl_end_crystal_beam.png",
"blank.png",
"blank.png",
},
static_save = false,
},
spin = 0,
init = function(self, dragon, crystal)
self.dragon, self.crystal = dragon, crystal
crystal:get_luaentity().beam = self.object
dragon:get_luaentity().beam = self.object
end,
on_deactivate = function(self)
if self.crystal and self.crystal:get_luaentity() then
self.crystal:get_luaentity().beam = nil
end
if self.dragon and self.dragon:get_luaentity() then
self.dragon:get_luaentity().beam = nil
end
end,
on_step = function(self, dtime)
if self.dragon and self.dragon:get_luaentity() and self.crystal and self.crystal:get_luaentity() then
self.spin = self.spin + dtime * math.pi * 2 / 4
local dragon_pos, crystal_pos = self.dragon:get_pos(), self.crystal:get_pos()
dragon_pos.y = dragon_pos.y + 4
crystal_pos.y = crystal_pos.y + 2
self.object:set_pos(vector.divide(vector.add(dragon_pos, crystal_pos), 2))
local rot = vector.dir_to_rotation(vector.direction(dragon_pos, crystal_pos))
rot.z = self.spin
self.object:set_rotation(rot)
self.object:set_properties({visual_size = {x = 0.5, y = 0.5, z = vector.distance(dragon_pos, crystal_pos)}})
else
self.object:remove()
end
end,
})
minetest.register_craftitem("mcl_end:crystal", {
inventory_image = "mcl_end_crystal_item.png",
description = S("End Crystal"),

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@ -1,6 +1,6 @@
# textdomain: mcl_fences
Fences are structures which block the way. Fences will connect to each other and solid blocks. They cannot be jumped over with a simple jump.=Zäune sind Gebäude, die den Weg blockieren. Sie verbinden sich gegenseitig und anderen festen Blöcken. Man kann sie nicht mit normalen Sprüngen überspringen.
Fence gates can be opened or closed and can't be jumped over. Fences will connect nicely to fence gates.=Zauntore können geöffnet und geschlossen werden und können nicht übersprungen werden. Zäune werden sich gut mit Zauntoren verbinden.
Fence gates can be opened or closed and can't be jumped over. Fences will connect nicely to fence gates.=Zauntore können geöffnet und geschlossen werden und können nicht übersprungen werden. Zäune lassen sich gut mit Zauntoren verbinden.
Right-click the fence gate to open or close it.=Rechtsklicken Sie auf ein Zauntor, um es zu öffnen oder zu schließen.
Oak Fence=Eichenzaun
Oak Fence Gate=Eichenzauntor

View File

@ -47,94 +47,16 @@ local alldirs=
{ x = 0, y = 0, z = 1}
}
-- 3 exptime variants because the animation is not tied to particle expiration time.
-- 3 colorized variants to imitate minecraft's
local smoke_pdef_base = {
amount = 0.001,
time = 0,
-- minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
-- maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
local smoke_pdef = {
amount = 0.009,
maxexptime = 4.0,
minvel = { x = -0.1, y = 0.3, z = -0.1 },
maxvel = { x = 0.1, y = 1.6, z = 0.1 },
-- minexptime = 3 exptime variants,
-- maxexptime = 3 exptime variants
minsize = 4.0,
maxsize = 4.5,
-- texture = "mcl_particles_smoke_anim.png^[colorize:#000000:(3 colourize variants)",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
-- length = 3 exptime variants
},
collisiondetection = true,
minrelpos = { x = -0.45, y = -0.45, z = -0.45 },
maxrelpos = { x = 0.45, y = 0.45, z = 0.45 },
}
local smoke_pdef_cached = {}
local spawn_smoke = function(pos)
local min = math.min
local new_minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 })
local new_maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 })
-- populate the cache
if not next(smoke_pdef_cached) then
-- the last frame plays for 1/8 * N seconds, so we can take advantage of it
-- to have varying exptime for each variant.
local exptimes = { 0.75, 1.5, 4.0 }
local colorizes = { "199", "209", "243" } -- round(78%, 82%, 90% of 256) - 1
local id = 1
for _,exptime in ipairs(exptimes) do
for _,colorize in ipairs(colorizes) do
smoke_pdef_base.minpos = new_minpos
smoke_pdef_base.maxpos = new_maxpos
smoke_pdef_base.maxexptime = exptime
smoke_pdef_base.animation.length = exptime + 0.1
-- minexptime must be set such that the last frame is actully rendered,
-- even if its very short. Larger exptime -> larger range
smoke_pdef_base.minexptime = min(exptime, (7.0/8.0 * (exptime + 0.1) + 0.1))
smoke_pdef_base.texture = "mcl_particles_smoke_anim.png^[colorize:#000000:" ..colorize
smoke_pdef_cached[id] = table.copy(smoke_pdef_base)
mcl_particles.add_node_particlespawner(pos, smoke_pdef_cached[id], "high")
id = id + 1
end
end
-- cache already populated
else
for i, smoke_pdef in ipairs(smoke_pdef_cached) do
smoke_pdef.minpos = new_minpos
smoke_pdef.maxpos = new_maxpos
mcl_particles.add_node_particlespawner(pos, smoke_pdef, "high")
end
end
--[[ Old smoke pdef
local spawn_smoke = function(pos)
mcl_particles.add_node_particlespawner(pos, {
amount = 0.1,
time = 0,
minpos = vector.add(pos, { x = -0.45, y = -0.45, z = -0.45 }),
maxpos = vector.add(pos, { x = 0.45, y = 0.45, z = 0.45 }),
minvel = { x = 0, y = 0.5, z = 0 },
maxvel = { x = 0, y = 0.6, z = 0 },
minexptime = 2.0,
maxexptime = 2.0,
minsize = 3.0,
maxsize = 4.0,
texture = "mcl_particles_smoke_anim.png^[colorize:#000000:127",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
length = 2.1,
},
}, "high")
-- ]]
end
--
-- Items
@ -303,7 +225,7 @@ minetest.register_node("mcl_fire:fire", {
end
fire_timer(pos)
spawn_smoke(pos)
mcl_particles.spawn_smoke(pos, "fire", smoke_pdef)
end,
on_destruct = function(pos)
mcl_particles.delete_node_particlespawners(pos)
@ -367,7 +289,7 @@ minetest.register_node("mcl_fire:eternal_fire", {
if has_mcl_portals then --Calling directly minetest.get_modpath consumes 4x more compute time
mcl_portals.light_nether_portal(pos)
end
spawn_smoke(pos)
mcl_particles.spawn_smoke(pos, "fire", smoke_pdef)
end,
on_destruct = function(pos)
mcl_particles.delete_node_particlespawners(pos)
@ -627,7 +549,7 @@ minetest.register_lbm({
nodenames = {"group:fire"},
run_at_every_load = true,
action = function(pos, node)
spawn_smoke(pos)
mcl_particles.spawn_smoke(pos, "fire", smoke_pdef)
end,
})

View File

@ -0,0 +1,7 @@
Firework mod for Mineclone 2
by NO11 and and some parts by j45
Sound credits:
* mcl_firework_rocket.ogg (tnt_ignite.ogg): Own derivate work of sound by Ned Bouhalassa (CC0) created in 2005, source: <https://freesound.org/people/Ned Bouhalassa/sounds/8320/>

View File

@ -0,0 +1,2 @@
name = mcl_firework
author = NO11, j45

View File

@ -0,0 +1,17 @@
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_1 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_2 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder"},
})
minetest.register_craft({
type = "shapeless",
output = "mcl_fireworks:rocket_3 3",
recipe = {"mcl_core:paper", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder", "mcl_mobitems:gunpowder"},
})

View File

@ -0,0 +1,4 @@
local path = minetest.get_modpath("mcl_fireworks")
dofile(path .. "/register.lua")
dofile(path .. "/crafting.lua")

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@ -0,0 +1,3 @@
# textdomain: mcl_fireworks
Firework Rocket=Feuerwerksrakete
Flight Duration:=Flugdauer:

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@ -0,0 +1,69 @@
local S = minetest.get_translator("mcl_fireworks")
player_rocketing = {}
local help = S("Flight Duration:")
local description = S("Firework Rocket")
local rocket_sound = function()
minetest.sound_play("mcl_fireworks_rocket")
end
minetest.register_craftitem("mcl_fireworks:rocket_1", {
description = description,
_tt_help = help.." 1",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(2.2, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})
minetest.register_craftitem("mcl_fireworks:rocket_2", {
description = description,
_tt_help = help.." 2",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(4.5, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})
minetest.register_craftitem("mcl_fireworks:rocket_3", {
description = description,
_tt_help = help.." 3",
inventory_image = "mcl_fireworks_rocket.png",
stack_max = 64,
on_use = function(itemstack, user, pointed_thing)
local torso = user:get_inventory():get_stack("armor", 3)
if torso and torso:get_name() == "mcl_armor:elytra" and player_rocketing[user] ~= true then
player_rocketing[user] = true
minetest.after(6, function()
player_rocketing[user] = false
end)
itemstack:take_item()
--user:add_player_velocity(vector.multiply(user:get_look_dir(), 20))
rocket_sound()
end
return itemstack
end,
})

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@ -7,12 +7,12 @@ Raw fish is obtained by fishing and is a food item which can be eaten safely. Co
Cooked Fish=Gekochter Fisch
Mmh, fish! This is a healthy food item.=Mhh, Fisch! Ein gesundes Lebensmittel.
Raw Salmon=Roher Lachs
Raw salmon is obtained by fishing and is a food item which can be eaten safely. Cooking it improves its nutritional value.=Lohen Lachs erhält man beim Angeln. Er ist ein Lebensmittel, der sicher verzehrt werden kann.
Raw salmon is obtained by fishing and is a food item which can be eaten safely. Cooking it improves its nutritional value.=Rohen Lachs erhält man beim Angeln. Er ist ein Lebensmittel, das sicher verzehrt werden kann.
Cooked Salmon=Gekochter Lachs
This is a healthy food item which can be eaten.=Ein gesundes essbares Lebensmittel.
Clownfish=Clownfisch
Clownfish may be obtained by fishing (and luck) and is a food item which can be eaten safely.=Einen Clownfisch kann man beim Angeln mit etwas Glück fangen. Er ist ein Lebensmittel, der sicher verzehrt werden kann.
Clownfish may be obtained by fishing (and luck) and is a food item which can be eaten safely.=Einen Clownfisch kann man beim Angeln mit etwas Glück fangen. Er ist ein Lebensmittel, das sicher verzehrt werden kann.
Pufferfish=Kugelfisch
Pufferfish are a common species of fish and can be obtained by fishing. They can technically be eaten, but they are very bad for humans. Eating a pufferfish only restores 1 hunger point and will poison you very badly (which drains your health non-fatally) and causes serious food poisoning (which increases your hunger).=Kugelfische sind eine verbreitete Fischart, die geangelt werden können. Sie können theoretisch gegessen werden, aber sie sind sehr schlecht für Menschen. Es gibt nur 1 Hungerpunkt und es wird Sie schwer vergiften (was Ihre Gesundheit verringert, aber nicht bis zum Tod) und Ihr Hungerpegel wird aufgrund der schweren Lebensmittelvergiftung stark ansteigen.
Pufferfish are a common species of fish and can be obtained by fishing. They can technically be eaten, but they are very bad for humans. Eating a pufferfish only restores 1 hunger point and will poison you very badly (which drains your health non-fatally) and causes serious food poisoning (which increases your hunger).=Kugelfische sind eine verbreitete Fischart, die geangelt werden kann. Sie können theoretisch gegessen werden, aber sie sind sehr schlecht für Menschen. Es gibt nur 1 Hungerpunkt und es wird Sie schwer vergiften (was Ihre Gesundheit verringert, aber nicht bis zum Tod) und Ihr Hungerpegel wird aufgrund der schweren Lebensmittelvergiftung stark ansteigen.
Catches fish in water=Fängt Fische im Wasser
Very poisonous=Sehr giftig

View File

@ -12,9 +12,9 @@ Allium=Sternlauch
Azure Bluet=Porzellansternchen
Blue Orchid=Blaue Orchidee
Tall Grass=Hohes Gras
Tall grass is a small plant which often occurs on the surface of grasslands. It can be harvested for wheat seeds. By using bone meal, tall grass can be turned into double tallgrass which is two blocks high.=Hohes Gras ist eine kleine Pflanze, die oft auf Wiesenflächen wächst. Es kann für Weizensamen abgeerntet werden. Mit Knochenmehl wird sich hohes Gras zu doppelhohem Gras verwandeln.
Tall grass is a small plant which often occurs on the surface of grasslands. It can be harvested for wheat seeds. By using bone meal, tall grass can be turned into double tallgrass which is two blocks high.=Hohes Gras ist eine kleine Pflanze, die oft auf Wiesenflächen wächst. Es kann für Weizensamen abgeerntet werden. Mit Knochenmehl lässt sich hohes Gras zu doppelhohem Gras verwandeln.
Fern=Farn
Ferns are small plants which occur naturally in jungles and taigas. They can be harvested for wheat seeds. By using bone meal, a fern can be turned into a large fern which is two blocks high.=Farne sind kleine Pflanzen, die oft in Dschungeln und Taigas vorkommen. Sie können für Weizensamen abgeerntet werden. Mit Knochenmehl wird sich ein Farn zu einem großen Farn, der zwei Blöcke hoch ist, verwandeln.
Ferns are small plants which occur naturally in jungles and taigas. They can be harvested for wheat seeds. By using bone meal, a fern can be turned into a large fern which is two blocks high.=Farne sind kleine Pflanzen, die oft in Dschungeln und Taigas vorkommen. Sie können für Weizensamen abgeerntet werden. Mit Knochenmehl lässt sich ein Farn zu einem großen Farn, der zwei Blöcke hoch ist, verwandeln.
(Top Part)=(Oberseite)
Peony=Pfingstrose
A peony is a large plant which occupies two blocks. It is mainly used in dye production.=Eine Pfingstrose ist eine große Pflanze, die zwei Blöcke hoch ist. Sie wird hauptsächlich für die Farbenproduktion gebraucht.

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@ -61,7 +61,7 @@ This item is mainly used for crafting.=Dieser Gegenstand wird hauptsächlich in
Magma Cream=Magmacreme
Magma cream is a crafting component.=Magmacreme ist eine Fertigungskomponente.
Ghast Tear=Ghast-Träne
Place this item in an item frame as decoration.=Platzieren Sie diesen Gegenstand in einem Rahmel als Deko.
Place this item in an item frame as decoration.=Platzieren Sie diesen Gegenstand in einem Rahmen als Deko.
Nether Star=Nether-Stern
A nether star is dropped when the Wither dies. Place it in an item frame to show the world how hardcore you are! Or just as decoration.=Ein Netherstern wird abgeworfen, wenn der Wither stirbt. Platzieren Sie ihn in einen Rahmen, um der Welt zu zeigen, wie großartig Sie sind!

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@ -701,6 +701,10 @@ function mcl_potions.healing_func(player, hp)
local obj = player:get_luaentity()
if player:get_hp() == 0 then
return
end
if obj and obj.harmed_by_heal then hp = -hp end
if hp > 0 then

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@ -0,0 +1,267 @@
local smoke_pdef = {
amount = 0.5,
maxexptime = 2.0,
minvel = { x = 0.0, y = 0.5, z = 0.0 },
maxvel = { x = 0.0, y = 0.6, z = 0.0 },
minsize = 1.5,
maxsize = 1.5,
minrelpos = { x = -1/16, y = 0.04, z = -1/16 },
maxrelpos = { x = 1/16, y = 0.06, z = 1/16 },
}
local spawn_flames_floor = function(pos)
-- Flames
mcl_particles.add_node_particlespawner(pos, {
amount = 8,
time = 0,
minpos = vector.add(pos, { x = -0.1, y = 0.05, z = -0.1 }),
maxpos = vector.add(pos, { x = 0.1, y = 0.15, z = 0.1 }),
minvel = { x = -0.01, y = 0, z = -0.01 },
maxvel = { x = 0.01, y = 0.1, z = 0.01 },
minexptime = 0.3,
maxexptime = 0.6,
minsize = 0.7,
maxsize = 2,
texture = "mcl_particles_flame.png",
glow = minetest.registered_nodes[minetest.get_node(pos).name].light_source,
}, "low")
-- Smoke
mcl_particles.spawn_smoke(pos, "torch", smoke_pdef)
end
local spawn_flames_wall = function(pos)
local minrelpos, maxrelpos
local node = minetest.get_node(pos)
local dir = minetest.wallmounted_to_dir(node.param2)
local smoke_pdef = table.copy(smoke_pdef)
if dir.x < 0 then
smoke_pdef.minrelpos = { x = -0.38, y = 0.04, z = -0.1 }
smoke_pdef.maxrelpos = { x = -0.2, y = 0.14, z = 0.1 }
elseif dir.x > 0 then
smoke_pdef.minrelpos = { x = 0.2, y = 0.04, z = -0.1 }
smoke_pdef.maxrelpos = { x = 0.38, y = 0.14, z = 0.1 }
elseif dir.z < 0 then
smoke_pdef.minrelpos = { x = -0.1, y = 0.04, z = -0.38 }
smoke_pdef.maxrelpos = { x = 0.1, y = 0.14, z = -0.2 }
elseif dir.z > 0 then
smoke_pdef.minrelpos = { x = -0.1, y = 0.04, z = 0.2 }
smoke_pdef.maxrelpos = { x = 0.1, y = 0.14, z = 0.38 }
else
return
end
-- Flames
mcl_particles.add_node_particlespawner(pos, {
amount = 8,
time = 0,
minpos = vector.add(pos, smoke_pdef.minrelpos),
maxpos = vector.add(pos, smoke_pdef.maxrelpos),
minvel = { x = -0.01, y = 0, z = -0.01 },
maxvel = { x = 0.01, y = 0.1, z = 0.01 },
minexptime = 0.3,
maxexptime = 0.6,
minsize = 0.7,
maxsize = 2,
texture = "mcl_particles_flame.png",
glow = minetest.registered_nodes[node.name].light_source,
}, "low")
-- Smoke
mcl_particles.spawn_smoke(pos, "torch", smoke_pdef)
end
local remove_flames = function(pos)
mcl_particles.delete_node_particlespawners(pos)
end
--
-- 3d torch part
--
-- Check if placement at given node is allowed
local function check_placement_allowed(node, wdir)
-- Torch placement rules: Disallow placement on some nodes. General rule: Solid, opaque, full cube collision box nodes are allowed.
-- Special allowed nodes:
-- * soul sand
-- * mob spawner
-- * chorus flower
-- * glass, barrier, ice
-- * Fence, wall, end portal frame with ender eye: Only on top
-- * Slab, stairs: Only on top if upside down
-- Special forbidden nodes:
-- * Piston, sticky piston
local def = minetest.registered_nodes[node.name]
if not def then
return false
-- No ceiling torches
elseif wdir == 0 then
return false
elseif not def.buildable_to then
if node.name ~= "mcl_core:ice" and node.name ~= "mcl_nether:soul_sand" and node.name ~= "mcl_mobspawners:spawner" and node.name ~= "mcl_core:barrier" and node.name ~= "mcl_end:chorus_flower" and node.name ~= "mcl_end:chorus_flower_dead" and (not def.groups.glass) and
((not def.groups.solid) or (not def.groups.opaque)) then
-- Only allow top placement on these nodes
if node.name == "mcl_end:dragon_egg" or node.name == "mcl_portals:end_portal_frame_eye" or def.groups.fence == 1 or def.groups.wall or def.groups.slab_top == 1 or def.groups.anvil or def.groups.pane or (def.groups.stair == 1 and minetest.facedir_to_dir(node.param2).y ~= 0) then
if wdir ~= 1 then
return false
end
else
return false
end
elseif minetest.get_item_group(node.name, "piston") >= 1 then
return false
end
end
return true
end
function mcl_torches.register_torch(def)
local itemstring = minetest.get_current_modname() .. ":" .. def.name
local itemstring_wall = itemstring .. "_wall"
def.light = def.light or minetest.LIGHT_MAX
def.mesh_floor = def.mesh_floor or "mcl_torches_torch_floor.obj"
def.mesh_wall = def.mesh_wall or "mcl_torches_torch_wall.obj"
local groups = def.groups or {}
groups.attached_node = 1
groups.torch = 1
groups.torch_particles = def.particles and 1
groups.dig_by_water = 1
groups.destroy_by_lava_flow = 1
groups.dig_by_piston = 1
local floordef = {
description = def.description,
_doc_items_longdesc = def.doc_items_longdesc,
_doc_items_usagehelp = def.doc_items_usagehelp,
_doc_items_hidden = def.doc_items_hidden,
_doc_items_create_entry = def._doc_items_create_entry,
drawtype = "mesh",
mesh = def.mesh_floor,
inventory_image = def.icon,
wield_image = def.icon,
tiles = def.tiles,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
is_ground_content = false,
walkable = false,
liquids_pointable = false,
light_source = def.light,
groups = groups,
drop = def.drop or itemstring,
selection_box = {
type = "wallmounted",
wall_top = {-1/16, -1/16, -1/16, 1/16, 0.5, 1/16},
wall_bottom = {-1/16, -0.5, -1/16, 1/16, 1/16, 1/16},
},
sounds = def.sounds,
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities, for now.
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if not def then return itemstack end
-- Call on_rightclick if the pointed node defines it
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(under, node, placer, itemstack) or itemstack
end
end
local above = pointed_thing.above
local wdir = minetest.dir_to_wallmounted({x = under.x - above.x, y = under.y - above.y, z = under.z - above.z})
if check_placement_allowed(node, wdir) == false then
return itemstack
end
local itemstring = itemstack:get_name()
local fakestack = ItemStack(itemstack)
local idef = fakestack:get_definition()
local retval
if wdir == 1 then
retval = fakestack:set_name(itemstring)
else
retval = fakestack:set_name(itemstring_wall)
end
if not retval then
return itemstack
end
local success
itemstack, success = minetest.item_place(fakestack, placer, pointed_thing, wdir)
itemstack:set_name(itemstring)
if success and idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos=under, gain=1}, true)
end
return itemstack
end,
on_rotate = false,
on_construct = def.particles and spawn_flames_floor,
on_destruct = def.particles and remove_flames,
}
minetest.register_node(itemstring, floordef)
local groups_wall = table.copy(groups)
groups_wall.torch = 2
local walldef = {
drawtype = "mesh",
mesh = def.mesh_wall,
tiles = def.tiles,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
is_ground_content = false,
walkable = false,
light_source = def.light,
groups = groups_wall,
drop = def.drop or itemstring,
selection_box = {
type = "wallmounted",
wall_top = {-0.1, -0.1, -0.1, 0.1, 0.5, 0.1},
wall_bottom = {-0.1, -0.5, -0.1, 0.1, 0.1, 0.1},
wall_side = {-0.5, -0.5, -0.1, -0.2, 0.1, 0.1},
},
sounds = def.sounds,
on_rotate = false,
on_construct = def.particles and spawn_flames_wall,
on_destruct = def.particles and remove_flames,
}
minetest.register_node(itemstring_wall, walldef)
-- Add entry alias for the Help
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", itemstring, "nodes", itemstring_wall)
end
end
minetest.register_lbm({
label = "Torch flame particles",
name = "mcl_torches:flames",
nodenames = {"group:torch_particles"},
run_at_every_load = true,
action = function(pos, node)
local torch_group = minetest.get_node_group(node.name, "torch")
if torch_group == 1 then
spawn_flames_floor(pos)
elseif torch_group == 2 then
spawn_flames_wall(pos)
end
end,
})

View File

@ -1,338 +1,6 @@
local S = minetest.get_translator("mcl_torches")
local LIGHT_TORCH = minetest.LIGHT_MAX
local spawn_flames_floor = function(pos)
-- Flames
mcl_particles.add_node_particlespawner(pos, {
amount = 8,
time = 0,
minpos = vector.add(pos, { x = -0.1, y = 0.05, z = -0.1 }),
maxpos = vector.add(pos, { x = 0.1, y = 0.15, z = 0.1 }),
minvel = { x = -0.01, y = 0, z = -0.01 },
maxvel = { x = 0.01, y = 0.1, z = 0.01 },
minexptime = 0.3,
maxexptime = 0.6,
minsize = 0.7,
maxsize = 2,
texture = "mcl_particles_flame.png",
glow = LIGHT_TORCH,
}, "low")
-- Smoke
mcl_particles.add_node_particlespawner(pos, {
amount = 0.5,
time = 0,
minpos = vector.add(pos, { x = -1/16, y = 0.04, z = -1/16 }),
maxpos = vector.add(pos, { x = -1/16, y = 0.06, z = -1/16 }),
minvel = { x = 0, y = 0.5, z = 0 },
maxvel = { x = 0, y = 0.6, z = 0 },
minexptime = 2.0,
maxexptime = 2.0,
minsize = 1.5,
maxsize = 1.5,
texture = "mcl_particles_smoke_anim.png",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
length = 2.05,
},
}, "medium")
end
local spawn_flames_wall = function(pos, param2)
local minrelpos, maxrelpos
local dir = minetest.wallmounted_to_dir(param2)
if dir.x < 0 then
minrelpos = { x = -0.38, y = 0.04, z = -0.1 }
maxrelpos = { x = -0.2, y = 0.14, z = 0.1 }
elseif dir.x > 0 then
minrelpos = { x = 0.2, y = 0.04, z = -0.1 }
maxrelpos = { x = 0.38, y = 0.14, z = 0.1 }
elseif dir.z < 0 then
minrelpos = { x = -0.1, y = 0.04, z = -0.38 }
maxrelpos = { x = 0.1, y = 0.14, z = -0.2 }
elseif dir.z > 0 then
minrelpos = { x = -0.1, y = 0.04, z = 0.2 }
maxrelpos = { x = 0.1, y = 0.14, z = 0.38 }
else
return
end
-- Flames
mcl_particles.add_node_particlespawner(pos, {
amount = 8,
time = 0,
minpos = vector.add(pos, minrelpos),
maxpos = vector.add(pos, maxrelpos),
minvel = { x = -0.01, y = 0, z = -0.01 },
maxvel = { x = 0.01, y = 0.1, z = 0.01 },
minexptime = 0.3,
maxexptime = 0.6,
minsize = 0.7,
maxsize = 2,
texture = "mcl_particles_flame.png",
glow = LIGHT_TORCH,
}, "low")
-- Smoke
mcl_particles.add_node_particlespawner(pos, {
amount = 0.5,
time = 0,
minpos = vector.add(pos, minrelpos),
maxpos = vector.add(pos, maxrelpos),
minvel = { x = 0, y = 0.5, z = 0 },
maxvel = { x = 0, y = 0.6, z = 0 },
minexptime = 2.0,
maxexptime = 2.0,
minsize = 1.5,
maxsize = 1.5,
texture = "mcl_particles_smoke_anim.png",
animation = {
type = "vertical_frames",
aspect_w = 8,
aspect_h = 8,
length = 2.05,
},
}, "medium")
end
local remove_flames = function(pos)
mcl_particles.delete_node_particlespawners(pos)
end
--
-- 3d torch part
--
-- Check if placement at given node is allowed
local function check_placement_allowed(node, wdir)
-- Torch placement rules: Disallow placement on some nodes. General rule: Solid, opaque, full cube collision box nodes are allowed.
-- Special allowed nodes:
-- * soul sand
-- * mob spawner
-- * chorus flower
-- * glass, barrier, ice
-- * Fence, wall, end portal frame with ender eye: Only on top
-- * Slab, stairs: Only on top if upside down
-- Special forbidden nodes:
-- * Piston, sticky piston
local def = minetest.registered_nodes[node.name]
if not def then
return false
-- No ceiling torches
elseif wdir == 0 then
return false
elseif not def.buildable_to then
if node.name ~= "mcl_core:ice" and node.name ~= "mcl_nether:soul_sand" and node.name ~= "mcl_mobspawners:spawner" and node.name ~= "mcl_core:barrier" and node.name ~= "mcl_end:chorus_flower" and node.name ~= "mcl_end:chorus_flower_dead" and (not def.groups.glass) and
((not def.groups.solid) or (not def.groups.opaque)) then
-- Only allow top placement on these nodes
if node.name == "mcl_end:dragon_egg" or node.name == "mcl_portals:end_portal_frame_eye" or def.groups.fence == 1 or def.groups.wall or def.groups.slab_top == 1 or def.groups.anvil or def.groups.pane or (def.groups.stair == 1 and minetest.facedir_to_dir(node.param2).y ~= 0) then
if wdir ~= 1 then
return false
end
else
return false
end
elseif minetest.get_item_group(node.name, "piston") >= 1 then
return false
end
end
return true
end
mcl_torches = {}
mcl_torches.register_torch = function(substring, description, doc_items_longdesc, doc_items_usagehelp, icon, mesh_floor, mesh_wall, tiles, light, groups, sounds, moredef, moredef_floor, moredef_wall)
local itemstring = minetest.get_current_modname()..":"..substring
local itemstring_wall = minetest.get_current_modname()..":"..substring.."_wall"
if light == nil then light = minetest.LIGHT_MAX end
if mesh_floor == nil then mesh_floor = "mcl_torches_torch_floor.obj" end
if mesh_wall == nil then mesh_wall = "mcl_torches_torch_wall.obj" end
if groups == nil then groups = {} end
groups.attached_node = 1
groups.torch = 1
groups.dig_by_water = 1
groups.destroy_by_lava_flow = 1
groups.dig_by_piston = 1
local floordef = {
description = description,
_doc_items_longdesc = doc_items_longdesc,
_doc_items_usagehelp = doc_items_usagehelp,
drawtype = "mesh",
mesh = mesh_floor,
inventory_image = icon,
wield_image = icon,
tiles = tiles,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
is_ground_content = false,
walkable = false,
liquids_pointable = false,
light_source = light,
groups = groups,
drop = itemstring,
selection_box = {
type = "wallmounted",
wall_top = {-1/16, -1/16, -1/16, 1/16, 0.5, 1/16},
wall_bottom = {-1/16, -0.5, -1/16, 1/16, 1/16, 1/16},
},
sounds = sounds,
node_placement_prediction = "",
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
-- no interaction possible with entities, for now.
return itemstack
end
local under = pointed_thing.under
local node = minetest.get_node(under)
local def = minetest.registered_nodes[node.name]
if not def then return itemstack end
-- Call on_rightclick if the pointed node defines it
if placer and not placer:get_player_control().sneak then
if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then
return minetest.registered_nodes[node.name].on_rightclick(under, node, placer, itemstack) or itemstack
end
end
local above = pointed_thing.above
local wdir = minetest.dir_to_wallmounted({x = under.x - above.x, y = under.y - above.y, z = under.z - above.z})
if check_placement_allowed(node, wdir) == false then
return itemstack
end
local itemstring = itemstack:get_name()
local fakestack = ItemStack(itemstack)
local idef = fakestack:get_definition()
local retval
if wdir == 1 then
retval = fakestack:set_name(itemstring)
else
retval = fakestack:set_name(itemstring_wall)
end
if not retval then
return itemstack
end
local success
itemstack, success = minetest.item_place(fakestack, placer, pointed_thing, wdir)
itemstack:set_name(itemstring)
if success and idef.sounds and idef.sounds.place then
minetest.sound_play(idef.sounds.place, {pos=under, gain=1}, true)
end
return itemstack
end,
on_rotate = false,
}
if moredef ~= nil then
for k,v in pairs(moredef) do
floordef[k] = v
end
end
if moredef_floor ~= nil then
for k,v in pairs(moredef_floor) do
floordef[k] = v
end
end
minetest.register_node(itemstring, floordef)
local groups_wall = table.copy(groups)
groups_wall.torch = 2
local walldef = {
drawtype = "mesh",
mesh = mesh_wall,
tiles = tiles,
use_texture_alpha = minetest.features.use_texture_alpha_string_modes and "opaque" or false,
paramtype = "light",
paramtype2 = "wallmounted",
sunlight_propagates = true,
is_ground_content = false,
walkable = false,
light_source = light,
groups = groups_wall,
drop = itemstring,
selection_box = {
type = "wallmounted",
wall_top = {-0.1, -0.1, -0.1, 0.1, 0.5, 0.1},
wall_bottom = {-0.1, -0.5, -0.1, 0.1, 0.1, 0.1},
wall_side = {-0.5, -0.5, -0.1, -0.2, 0.1, 0.1},
},
sounds = sounds,
on_rotate = false,
}
if moredef ~= nil then
for k,v in pairs(moredef) do
walldef[k] = v
end
end
if moredef_wall ~= nil then
for k,v in pairs(moredef_wall) do
walldef[k] = v
end
end
minetest.register_node(itemstring_wall, walldef)
-- Add entry alias for the Help
if minetest.get_modpath("doc") then
doc.add_entry_alias("nodes", itemstring, "nodes", itemstring_wall)
end
end
mcl_torches.register_torch("torch",
S("Torch"),
S("Torches are light sources which can be placed at the side or on the top of most blocks."),
nil,
"default_torch_on_floor.png",
"mcl_torches_torch_floor.obj", "mcl_torches_torch_wall.obj",
{{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
LIGHT_TORCH,
{dig_immediate=3, torch=1, deco_block=1},
mcl_sounds.node_sound_wood_defaults(),
{_doc_items_hidden = false,
on_destruct = function(pos)
remove_flames(pos)
end},
{on_construct = function(pos)
spawn_flames_floor(pos)
end},
{on_construct = function(pos)
local node = minetest.get_node(pos)
spawn_flames_wall(pos, node.param2)
end})
minetest.register_craft({
output = "mcl_torches:torch 4",
recipe = {
{ "group:coal" },
{ "mcl_core:stick" },
}
})
minetest.register_lbm({
label = "Torch flame particles",
name = "mcl_torches:flames",
nodenames = {"mcl_torches:torch", "mcl_torches:torch_wall"},
run_at_every_load = true,
action = function(pos, node)
if node.name == "mcl_torches:torch" then
spawn_flames_floor(pos)
elseif node.name == "mcl_torches:torch_wall" then
spawn_flames_wall(pos, node.param2)
end
end,
})
local modpath = minetest.get_modpath("mcl_torches")
dofile(modpath .. "/api.lua")
dofile(modpath .. "/register.lua")

View File

@ -0,0 +1,27 @@
local S = minetest.get_translator("mcl_torches")
mcl_torches.register_torch({
name = "torch",
description = S("Torch"),
doc_items_longdesc = S("Torches are light sources which can be placed at the side or on the top of most blocks."),
doc_items_hidden = false,
icon = "default_torch_on_floor.png",
tiles = {{
name = "default_torch_on_floor_animated.png",
animation = {type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 3.3}
}},
-- this is 15 in minecraft
light = 14,
groups = {dig_immediate = 3, deco_block = 1},
sounds = mcl_sounds.node_sound_wood_defaults(),
particles = true,
})
minetest.register_craft({
output = "mcl_torches:torch 4",
recipe = {
{"group:coal"},
{"mcl_core:stick"},
}
})

View File

@ -22,7 +22,7 @@ Blue Carpet=Blauer Teppich
Magenta Wool=Magenta Wolle
Magenta Carpet=Magenta Teppich
Orange Wool=Orange Wolle
Orange Carpet=Orange Teppich
Orange Carpet=Oranger Teppich
Purple Wool=Violette Wolle
Purple Carpet=Violetter Teppich
Brown Wool=Braune Wolle

View File

@ -1,2 +1,2 @@
# textdomain: screwdriver
Screwdriver=Schraubendreher
Screwdriver=Schraubenzieher

View File

@ -9,15 +9,38 @@ if mcl_vars.mg_dungeons == false or mg_name == "singlenode" then
return
end
local min_y = math.max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1
local max_y = mcl_vars.mg_overworld_max - 1
--lua locals
--minetest
local registered_nodes = minetest.registered_nodes
local swap_node = minetest.swap_node
local set_node = minetest.set_node
local dir_to_facedir = minetest.dir_to_facedir
local get_meta = minetest.get_meta
local emerge_area = minetest.emerge_area
--vector
local vector_add = vector.add
local vector_subtract = vector.subtract
--table
local table_insert = table.insert
local table_sort = table.sort
--math
local math_min = math.min
local math_max = math.max
local math_ceil = math.ceil
--custom mcl_vars
local get_node = mcl_vars.get_node
local min_y = math_max(mcl_vars.mg_overworld_min, mcl_vars.mg_bedrock_overworld_max) + 1
local max_y = mcl_vars.mg_overworld_max - 1
-- Calculate the number of dungeon spawn attempts
-- In Minecraft, there 8 dungeon spawn attempts Minecraft chunk (16*256*16 = 65536 blocks).
-- Minetest chunks don't have this size, so scale the number accordingly.
local attempts = math.ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
local attempts = math_ceil(((mcl_vars.chunksize * mcl_vars.MAP_BLOCKSIZE) ^ 3) / 8192) -- 63 = 80*80*80/8192
local dungeonsizes = {
{ x=5, y=4, z=5},
@ -51,8 +74,8 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
local y_floor = y
local y_ceiling = y + dim.y + 1
if check then for tx = x+1, x+dim.x do for tz = z+1, z+dim.z do
if not minetest.registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable
or not minetest.registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end
if not registered_nodes[get_node({x = tx, y = y_floor , z = tz}).name].walkable
or not registered_nodes[get_node({x = tx, y = y_ceiling, z = tz}).name].walkable then return false end
end end end
-- Check for air openings (2 stacked air at ground level) in wall positions
@ -69,25 +92,25 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end
openings[x][z] = true
table.insert(corners, {x=x, z=z})
table_insert(corners, {x=x, z=z})
end
if get_node({x=x2, y=y+1, z=z}).name == "air" and get_node({x=x2, y=y+2, z=z}).name == "air" then
openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end
openings[x2][z] = true
table.insert(corners, {x=x2, z=z})
table_insert(corners, {x=x2, z=z})
end
if get_node({x=x, y=y+1, z=z2}).name == "air" and get_node({x=x, y=y+2, z=z2}).name == "air" then
openings_counter = openings_counter + 1
if not openings[x] then openings[x]={} end
openings[x][z2] = true
table.insert(corners, {x=x, z=z2})
table_insert(corners, {x=x, z=z2})
end
if get_node({x=x2, y=y+1, z=z2}).name == "air" and get_node({x=x2, y=y+2, z=z2}).name == "air" then
openings_counter = openings_counter + 1
if not openings[x2] then openings[x2]={} end
openings[x2][z2] = true
table.insert(corners, {x=x2, z=z2})
table_insert(corners, {x=x2, z=z2})
end
for wx = x+1, x+dim.x do
@ -180,16 +203,16 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
secondChance = false
end
lastRandom = r
table.insert(chestSlots, r)
table_insert(chestSlots, r)
end
table.sort(chestSlots)
table_sort(chestSlots)
local currentChest = 1
-- Calculate the mob spawner position, to be re-used for later
local sp = {x = x + math.ceil(dim.x/2), y = y+1, z = z + math.ceil(dim.z/2)}
local rn = minetest.registered_nodes[get_node(sp).name]
local sp = {x = x + math_ceil(dim.x/2), y = y+1, z = z + math_ceil(dim.z/2)}
local rn = registered_nodes[get_node(sp).name]
if rn and rn.is_ground_content then
table.insert(spawner_posses, sp)
table_insert(spawner_posses, sp)
end
-- Generate walls and floor
@ -203,13 +226,13 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Do not overwrite nodes with is_ground_content == false (e.g. bedrock)
-- Exceptions: cobblestone and mossy cobblestone so neighborings dungeons nicely connect to each other
local name = get_node(p).name
if minetest.registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
if registered_nodes[name].is_ground_content or name == "mcl_core:cobble" or name == "mcl_core:mossycobble" then
-- Floor
if ty == y then
if pr:next(1,4) == 1 then
minetest.swap_node(p, {name = "mcl_core:cobble"})
swap_node(p, {name = "mcl_core:cobble"})
else
minetest.swap_node(p, {name = "mcl_core:mossycobble"})
swap_node(p, {name = "mcl_core:mossycobble"})
end
-- Generate walls
@ -221,14 +244,14 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Check if it's an opening first
if (ty == maxy) or (not (openings[tx] and openings[tx][tz])) then
-- Place wall or ceiling
minetest.swap_node(p, {name = "mcl_core:cobble"})
swap_node(p, {name = "mcl_core:cobble"})
elseif ty < maxy - 1 then
-- Normally the openings are already clear, but not if it is a corner
-- widening. Make sure to clear at least the bottom 2 nodes of an opening.
if name ~= "air" then minetest.swap_node(p, {name = "air"}) end
if name ~= "air" then swap_node(p, {name = "air"}) end
elseif name ~= "air" then
-- This allows for variation between 2-node and 3-node high openings.
minetest.swap_node(p, {name = "mcl_core:cobble"})
swap_node(p, {name = "mcl_core:cobble"})
end
-- If it was an opening, the lower 3 blocks are not touched at all
@ -236,9 +259,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
else
if (ty==y+1) and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1) and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
currentChest = currentChest + 1
table.insert(chests, {x=tx, y=ty, z=tz})
table_insert(chests, {x=tx, y=ty, z=tz})
else
minetest.swap_node(p, {name = "air"})
swap_node(p, {name = "air"})
end
local forChest = ty==y+1 and (tx==x+1 or tx==maxx-1 or tz==z+1 or tz==maxz-1)
@ -246,9 +269,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Place next chest at the wall (if it was its chosen wall slot)
if forChest and (currentChest < totalChests + 1) and (chestSlots[currentChest] == chestSlotCounter) then
currentChest = currentChest + 1
table.insert(chests, {x=tx, y=ty, z=tz})
table_insert(chests, {x=tx, y=ty, z=tz})
-- else
--minetest.swap_node(p, {name = "air"})
--swap_node(p, {name = "air"})
end
if forChest then
chestSlotCounter = chestSlotCounter + 1
@ -263,15 +286,15 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
local surroundings = {}
for s=1, #surround_vectors do
-- Detect the 4 horizontal neighbors
local spos = vector.add(pos, surround_vectors[s])
local wpos = vector.subtract(pos, surround_vectors[s])
local spos = vector_add(pos, surround_vectors[s])
local wpos = vector_subtract(pos, surround_vectors[s])
local nodename = get_node(spos).name
local nodename2 = get_node(wpos).name
local nodedef = minetest.registered_nodes[nodename]
local nodedef2 = minetest.registered_nodes[nodename2]
local nodedef = registered_nodes[nodename]
local nodedef2 = registered_nodes[nodename2]
-- The chest needs an open space in front of it and a walkable node (except chest) behind it
if nodedef and nodedef.walkable == false and nodedef2 and nodedef2.walkable == true and nodename2 ~= "mcl_chests:chest" then
table.insert(surroundings, spos)
table_insert(surroundings, spos)
end
end
-- Set param2 (=facedir) of this chest
@ -282,11 +305,11 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
else
-- 1 or multiple possible open directions: Choose random facedir
local face_to = surroundings[pr:next(1, #surroundings)]
facedir = minetest.dir_to_facedir(vector.subtract(pos, face_to))
facedir = dir_to_facedir(vector_subtract(pos, face_to))
end
minetest.set_node(pos, {name="mcl_chests:chest", param2=facedir})
local meta = minetest.get_meta(pos)
set_node(pos, {name="mcl_chests:chest", param2=facedir})
local meta = get_meta(pos)
local loottable =
{
@ -336,7 +359,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
if mg_name == "v6" then
table.insert(loottable, {
table_insert(loottable, {
stacks_min = 1,
stacks_max = 3,
items = {
@ -356,7 +379,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
for s=#spawner_posses, 1, -1 do
local sp = spawner_posses[s]
-- ... and place it and select a random mob
minetest.set_node(sp, {name = "mcl_mobspawners:spawner"})
set_node(sp, {name = "mcl_mobspawners:spawner"})
local mobs = {
"mobs_mc:zombie",
"mobs_mc:zombie",
@ -370,7 +393,7 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
end
local function dungeons_nodes(minp, maxp, blockseed)
local ymin, ymax = math.max(min_y, minp.y), math.min(max_y, maxp.y)
local ymin, ymax = math_max(min_y, minp.y), math_min(max_y, maxp.y)
if ymax < ymin then return false end
local pr = PseudoRandom(blockseed)
for a=1, attempts do
@ -382,7 +405,7 @@ local function dungeons_nodes(minp, maxp, blockseed)
local p2 = {x = x+dim.x+1, y = y+dim.y+1, z = z+dim.z+1}
minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
local param = {p1=p1, p2=p2, dim=dim, pr=pr}
minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param)
emerge_area(p1, p2, ecb_spawn_dungeon, param)
end
end
@ -392,7 +415,7 @@ function mcl_dungeons.spawn_dungeon(p1, _, pr)
local p2 = {x = p1.x+dim.x+1, y = p1.y+dim.y+1, z = p1.z+dim.z+1}
minetest.log("verbose","[mcl_dungeons] size=" ..minetest.pos_to_string(dim) .. ", emerge from "..minetest.pos_to_string(p1) .. " to " .. minetest.pos_to_string(p2))
local param = {p1=p1, p2=p2, dim=dim, pr=pr, dontcheck=true}
minetest.emerge_area(p1, p2, ecb_spawn_dungeon, param)
emerge_area(p1, p2, ecb_spawn_dungeon, param)
end
mcl_mapgen_core.register_generator("dungeons", nil, dungeons_nodes, 999999)

View File

@ -1,5 +1,8 @@
local S = minetest.get_translator("mcl_playerplus")
elytra = {}
local node_stand_return = ":air"
local get_connected_players = minetest.get_connected_players
local dir_to_yaw = minetest.dir_to_yaw
local get_item_group = minetest.get_item_group
@ -21,6 +24,7 @@ local mcl_playerplus_internal = {}
local def = {}
local time = 0
local look_pitch = 0
local player_collision = function(player)
@ -32,8 +36,8 @@ local player_collision = function(player)
for _,object in pairs(minetest.get_objects_inside_radius(pos, width)) do
if object:is_player()
or (object:get_luaentity()._cmi_is_mob == true and object ~= player) then
if object and (object:is_player()
or (object:get_luaentity()._cmi_is_mob == true and object ~= player)) then
local pos2 = object:get_pos()
local vec = {x = pos.x - pos2.x, z = pos.z - pos2.z}
@ -46,7 +50,7 @@ local player_collision = function(player)
end
end
return({x * 5,z * 5})
return({x,z})
end
-- converts yaw to degrees
@ -119,13 +123,44 @@ end
local pitch, name, node_stand, node_stand_below, node_head, node_feet, pos
minetest.register_on_punchplayer(function(player, hitter, damage)
if hitter:is_player() then
if hitter:get_player_control().aux1 then
player:add_velocity(hitter:get_velocity())
end
if hitter:get_velocity().y < -6 then
player:set_hp(player:get_hp() - (damage * math.random(0.50 , 0.75)))
local pos = player:get_pos()
minetest.add_particlespawner({
amount = 15,
time = 0.1,
minpos = {x=pos.x-0.5, y=pos.y-0.5, z=pos.z-0.5},
maxpos = {x=pos.x+0.5, y=pos.y+0.5, z=pos.z+0.5},
minvel = {x=-0.1, y=-0.1, z=-0.1},
maxvel = {x=0.1, y=0.1, z=0.1},
minacc = {x=0, y=0, z=0},
maxacc = {x=0, y=0, z=0},
minexptime = 1,
maxexptime = 2,
minsize = 1.5,
maxsize = 1.5,
collisiondetection = false,
vertical = false,
texture = "mcl_particles_crit.png^[colorize:#bc7a57:127",
})
end
end
end)
minetest.register_globalstep(function(dtime)
time = time + dtime
for _,player in pairs(get_connected_players()) do
c_x, c_y = unpack(player_collision(player))
local c_x, c_y = unpack(player_collision(player))
if player:get_velocity().x + player:get_velocity().y < .5 and c_x + c_y > 0 then
--minetest.chat_send_player(player:get_player_name(), "pushed at " .. c_x + c_y .. " parsecs.")
@ -141,14 +176,14 @@ minetest.register_globalstep(function(dtime)
]]--
local controls = player:get_player_control()
local control = player:get_player_control()
local name = player:get_player_name()
local meta = player:get_meta()
local parent = player:get_attach()
local wielded = player:get_wielded_item()
local player_velocity = player:get_velocity() or player:get_player_velocity()
-- controls head bone
-- control head bone
local pitch = - degrees(player:get_look_vertical())
local yaw = degrees(player:get_look_horizontal())
@ -159,12 +194,71 @@ minetest.register_globalstep(function(dtime)
player_vel_yaw = limit_vel_yaw(player_vel_yaw, yaw)
player_vel_yaws[name] = player_vel_yaw
if minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.5, z=player:get_pos().z}) then
node_stand_return = minetest.get_node_or_nil({x=player:get_pos().x, y=player:get_pos().y - 0.1, z=player:get_pos().z}).name
else
minetest.log("action", "somehow player got of loaded areas")
end
local chestplate = player:get_inventory():get_stack("armor", 3)
if player_rocketing[player] and player_rocketing[player] == true and chestplate:get_name() == "mcl_armor:elytra" then
if math.abs(player_velocity.x) + math.abs(player_velocity.y) + math.abs(player_velocity.z) < 40 then
player:add_player_velocity(vector.multiply(player:get_look_dir(), 4))
elytra[player] = true
end
end
controls.register_on_press(function(player, key)
if key~="jump" and key~="RMB" then return end
if key=="jump" then
if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true then
elytra[player] = true
elseif key=="RMB" then
if wielded:get_name() == "mcl_tools:rocket" then
local item = wielded:take_item()
player:set_wielded_item(wielded)
end
end
end
end)
if elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
elytra[player] = false
end
--[[
if player:get_inventory():get_stack("armor", 3):get_name() == "mcl_armor:elytra" and player_velocity.y < -6 and elytra[player] ~= true and is_sprinting(name) then
elytra[player] = true
elseif elytra[player] == true and node_stand_return ~= "air" or elytra[player] == true and player:get_inventory():get_stack("armor", 3):get_name() ~= "mcl_armor:elytra" or player:get_attach() ~= nil then
elytra[player] = false
end]]
if elytra[player] == true then
mcl_player.player_set_animation(player, "fly")
playerphysics.add_physics_factor(player, "gravity", "mcl_playerplus:elytra", 0.1)
if player_velocity.y < -1.5 then
player:add_velocity({x=0, y=0.17, z=0})
end
if math.abs(player_velocity.x) + math.abs(player_velocity.z) < 20 then
local dir = minetest.yaw_to_dir(player:get_look_horizontal())
if degrees(player:get_look_vertical()) * -.01 < .1 then
look_pitch = degrees(player:get_look_vertical()) * -.01
else
look_pitch = .1
end
player:add_velocity({x=dir.x, y=look_pitch, z=dir.z})
end
else
playerphysics.remove_physics_factor(player, "gravity", "mcl_playerplus:elytra")
end
-- controls right and left arms pitch when shooting a bow
if string.find(wielded:get_name(), "mcl_bows:bow") and controls.RMB and not controls.LMB and not controls.up and not controls.down and not controls.left and not controls.right then
if string.find(wielded:get_name(), "mcl_bows:bow") and control.RMB and not control.LMB and not control.up and not control.down and not control.left and not control.right then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch+90,-30,pitch * -1 * .35))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3.5,5.785,0), vector.new(pitch+90,43,pitch * .35))
-- when punching
elseif controls.LMB and not parent then
elseif control.LMB and not parent then
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(pitch,0,0))
player:set_bone_position("Arm_Left_Pitch_Control", vector.new(3,5.785,0), vector.new(0,0,0))
-- when holding an item.
@ -177,28 +271,35 @@ minetest.register_globalstep(function(dtime)
player:set_bone_position("Arm_Right_Pitch_Control", vector.new(-3,5.785,0), vector.new(0,0,0))
end
if parent then
if elytra[player] == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
elseif parent then
local parent_yaw = degrees(parent:get_yaw())
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, -limit_vel_yaw(yaw, parent_yaw) + parent_yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif controls.sneak then
elseif control.sneak then
-- controls head pitch when sneaking
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+36,0,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.35, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- sneaking body conrols
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0,0,0))
elseif get_item_group(mcl_playerinfo[name].node_head, "water") ~= 0 and is_sprinting(name) == true then
-- set head pitch and yaw when swimming
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch+90-degrees(dir_to_pitch(player_velocity)),player_vel_yaw - yaw,0))
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,0.8,0.35}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,0.8,0.312}, eye_height = 0.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
-- control body bone when swimming
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(degrees(dir_to_pitch(player_velocity)) - 90,-player_vel_yaw + yaw + 180,0))
else
-- sets eye height, and nametag color accordingly
player:set_properties({collisionbox = {-0.35,0,-0.35,0.35,1.8,0.35}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 225, g = 225 }})
player:set_properties({collisionbox = {-0.312,0,-0.312,0.312,1.8,0.312}, eye_height = 1.5, nametag_color = { r = 225, b = 225, a = 0, g = 225 }})
player:set_bone_position("Head", vector.new(0,6.3,0), vector.new(pitch, player_vel_yaw - yaw, 0))
player:set_bone_position("Body_Control", vector.new(0,6.3,0), vector.new(0, -player_vel_yaw + yaw, 0))
@ -211,7 +312,7 @@ minetest.register_globalstep(function(dtime)
mcl_playerplus_internal[name].jump_cooldown = mcl_playerplus_internal[name].jump_cooldown - dtime
end
if controls.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
if control.jump and mcl_playerplus_internal[name].jump_cooldown <= 0 then
pos = player:get_pos()