Compare commits

..

2 Commits

Author SHA1 Message Date
SmokeyDope e661de13f1 upload weathered stone texture 2024-05-01 00:11:44 +00:00
SmokeyDope c33f583276 Upload files to "mods/ITEMS/mcl_weathered_nodes" 2024-05-01 00:10:54 +00:00
428 changed files with 3332 additions and 6612 deletions

View File

@ -20,11 +20,11 @@ https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUC
--> -->
<!-- <!--
What version of VoxeLibre are you using? We do not provide support for outdated versions of VoxeLibre. What version of MineClone2 are you using? We do not provide support for outdated versions of MineClone2.
Current latest version is listed here, at the top: Current latest version is listed here, at the top:
https://git.minetest.land/MineClone2/MineClone2/tags https://git.minetest.land/MineClone2/MineClone2/tags
--> -->
VoxeLibre version: MineClone2 version:
### What happened? ### What happened?
Report about the bug! Please send large log snippets as an attachement file. Report about the bug! Please send large log snippets as an attachement file.

View File

@ -21,5 +21,5 @@ https://git.minetest.land/MineClone2/MineClone2/src/branch/master/CODE_OF_CONDUC
### Current feature in Minecraft ### Current feature in Minecraft
Tell us about the feature currently in Minecraft! What is it like on Minecraft? Tell us about the feature currently in Minecraft! What is it like on Minecraft?
### Current feature in VoxeLibre ### Current feature in MineClone2
Tell us about the feature currently in VoxeLibre! What is different? Tell us about the feature currently in MineClone2! What is different?

14
API.md
View File

@ -1,10 +1,10 @@
# API # API
## Groups ## Groups
VoxeLibre makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important. MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
Groups are explained in `GROUPS.md`. Groups are explained in `GROUPS.md`.
## Mod naming convention ## Mod naming convention
Mods mods in VoxeLibre follow a simple naming convention: Mods with the prefix "`vl_`" and “`mcl_`” are specific to VoxeLibre (formerly known as MineClone2), although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible. Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix “`mcl_`” are specific to MineClone 2, although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
## Adding items ## Adding items
### Special fields ### Special fields
@ -31,7 +31,7 @@ All nodes can have these fields:
Use the `mcl_sounds` mod for the sounds. Use the `mcl_sounds` mod for the sounds.
## APIs ## APIs
A lot of things are possible by using one of the APIs in the mods. Many of them are documented in `API.md` files located in the directories of the specific mods. Some use `.txt` files or have some documentation in the comments along the code. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that VoxeLibre is still unfinished. All directory names are relative to `mods/` A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that MineClone 2 is still unfinished. All directory names are relative to `mods/`
### Items ### Items
* Doors: `ITEMS/mcl_doors` * Doors: `ITEMS/mcl_doors`
@ -46,7 +46,8 @@ A lot of things are possible by using one of the APIs in the mods. Many of them
### Mobs ### Mobs
* Mobs: `ENTITIES/mcl_mobs` * Mobs: `ENTITIES/mcl_mobs`
VoxeLibre uses its own mobs framework, which is a fork of Mobs Redo [`mobs`] by TenPlus1. MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
You can add your own mobs, spawn eggs and spawning rules with this mod. You can add your own mobs, spawn eggs and spawning rules with this mod.
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`. API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
@ -54,7 +55,7 @@ API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods. This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
The API is mostly identical, but a few features have been added. Compability is not really a goal, The API is mostly identical, but a few features have been added. Compability is not really a goal,
but function and attribute names of Mobs Redo 1.41 are kept. but function and attribute names of Mobs Redo 1.41 are kept.
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in VoxeLibre. If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
chances are good that it works out of the box. chances are good that it works out of the box.
### Help ### Help
@ -67,7 +68,6 @@ chances are good that it works out of the box.
### Utility APIs ### Utility APIs
* Change player physics: `PLAYER/playerphysics` * Change player physics: `PLAYER/playerphysics`
* Change player FOV: `PLAYER/mcl_fovapi`
* Select random treasures: `CORE/mcl_loot` * Select random treasures: `CORE/mcl_loot`
* Get flowing direction of liquids: `CORE/flowlib` * Get flowing direction of liquids: `CORE/flowlib`
* `on_walk_over` callback for nodes: `CORE/walkover` * `on_walk_over` callback for nodes: `CORE/walkover`
@ -77,7 +77,7 @@ chances are good that it works out of the box.
* Flowers and flower pots * Flowers and flower pots
### Unstable APIs ### Unstable APIs
The following APIs may be subject to change in the future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk! The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
* Panes (like glass panes and iron bars): `ITEMS/xpanes` * Panes (like glass panes and iron bars): `ITEMS/xpanes`
* `_on_ignite` callback: `ITEMS/mcl_fire` * `_on_ignite` callback: `ITEMS/mcl_fire`

View File

@ -1,47 +1,48 @@
# Contributing to VoxeLibre # Contributing to MineClone2
So you want to contribute to VoxeLibre? So you want to contribute to MineClone2?
Wow, thank you! :-) Wow, thank you! :-)
VoxeLibre is maintained by AncientMariner and Herowl. If you have any MineClone2 is maintained by AncientMariner and Nicu. If you have any
problems or questions, contact us on Discord/Matrix (See Links section below). problems or questions, contact us on Discord/Matrix (See Links section below).
You can help with VoxeLibre's development in many different ways, You can help with MineClone2's development in many different ways,
whether you're a programmer or not. whether you're a programmer or not.
## VoxeLibre's development target is to... ## MineClone2's development target is to...
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft - Create a stable, peformant, moddable, free/libre game based on Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer. using the Minetest engine, usable in both singleplayer and multiplayer.
- Currently, a lot of features are already implemented. - Currently, a lot of features are already implemented.
Polishing existing features is always welcome. Polishing existing features is always welcome.
## Links ## Links
* [Mesehub](https://git.minetest.land/VoxeLibre/VoxeLibre) * [Mesehub](https://git.minetest.land/MineClone2/MineClone2)
* [Discord](https://discord.gg/xE4z8EEpDC) * [Discord](https://discord.gg/xE4z8EEpDC)
* [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A) * [YouTube](https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A)
* [Matrix](https://app.element.io/#/room/#voxelibre:matrix.org) * [IRC](https://web.libera.chat/#mineclone2)
* [Reddit](https://www.reddit.com/r/VoxeLibre/) * [Matrix](https://app.element.io/#/room/#mc2:matrix.org)
* [Reddit](https://www.reddit.com/r/MineClone2/)
* [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407) * [Minetest forums](https://forum.minetest.net/viewtopic.php?f=50&t=16407)
* [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/) * [ContentDB](https://content.minetest.net/packages/wuzzy/mineclone2/)
* [OpenCollective](https://opencollective.com/mineclone2) * [OpenCollective](https://opencollective.com/mineclone2)
## Using git ## Using git
VoxeLibre is developed using the version control system MineClone2 is developed using the version control system
[git](https://git-scm.com/). If you want to contribute code to the [git](https://git-scm.com/). If you want to contribute code to the
project, it is **highly recommended** that you learn the git basics. project, it is **highly recommended** that you learn the git basics.
For non-programmers and people who do not plan to contribute code to For non-programmers and people who do not plan to contribute code to
VoxeLibre, git is not required. However, git is a tool that will be MineClone2, git is not required. However, git is a tool that will be
referenced frequently because of its usefulness. As such, it is valuable referenced frequently because of its usefulness. As such, it is valuable
in learning how git works and its terminology. It can also help you in learning how git works and its terminology. It can also help you
keeping your game updated, and easily test pull requests. keeping your game updated, and easily test pull requests.
Look at our wiki for some concrete guides: Look at our wiki for some concrete guides:
https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/ https://git.minetest.land/MineClone2/MineClone2/wiki/
## How you can help as a non-programmer ## How you can help as a non-programmer
As someone who does not know how to write programs in Lua or does not As someone who does not know how to write programs in Lua or does not
know how to use the Minetest API, you can still help us out a lot. For know how to use the Minetest API, you can still help us out a lot. For
example, by opening an issue in the example, by opening an issue in the
[Issue tracker](https://git.minetest.land/VoxeLibre/VoxeLibre/issues), [Issue tracker](https://git.minetest.land/MineClone2/MineClone2/issues),
you can report a bug or request a feature. you can report a bug or request a feature.
### Rules about both bugs and feature requests ### Rules about both bugs and feature requests
@ -59,7 +60,8 @@ actually an issue with Minetest itself, and if it is, head to the
[Minetest issue tracker](https://github.com/minetest/minetest/issues) [Minetest issue tracker](https://github.com/minetest/minetest/issues)
instead. instead.
* If you need any help regarding creating a Mesehub account or opening * If you need any help regarding creating a Mesehub account or opening
an issue, feel free to ask on the Discord or Matrix space. an issue, feel free to ask on the Discord / Matrix server or the IRC
channel.
The link to the mesehub registration page is: https://git.minetest.land/user/sign_up The link to the mesehub registration page is: https://git.minetest.land/user/sign_up
(It appears to sometimes get lost on the page itsself) (It appears to sometimes get lost on the page itsself)
@ -73,7 +75,7 @@ in singleplayer, post a screenshot of the message that Minetest showed
when the crash happened (or copy the message into your issue). If you when the crash happened (or copy the message into your issue). If you
are a server admin, you can find error messages in the log file of the are a server admin, you can find error messages in the log file of the
server. server.
* Tell us which VoxeLibre and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file). * Tell us which MineClone2 and Minetest versions you are using (from Minetest 5.7 type /ver, for previous versions, check the game.conf or README.md file).
* Tell us how to reproduce the problem: What you were doing to trigger * Tell us how to reproduce the problem: What you were doing to trigger
the bug, e.g. before the crash happened or what causes the faulty the bug, e.g. before the crash happened or what causes the faulty
behavior. behavior.
@ -82,14 +84,14 @@ behavior.
* Ensure the requested feature fulfills our development targets and * Ensure the requested feature fulfills our development targets and
goals. goals.
* Begging or excessive attention seeking does not help us in the * Begging or excessive attention seeking does not help us in the
slightest, and may very well disrupt VoxeLibre development. It's better slightest, and may very well disrupt MineClone2 development. It's better
to put that energy into helping or researching the feature in question. to put that energy into helping or researching the feature in question.
After all, we're just volunteers working on our spare time. After all, we're just volunteers working on our spare time.
* Ensure the requested feature has not been implemented in VoxeLibre * Ensure the requested feature has not been implemented in MineClone2
latest or development versions. latest or development versions.
### Testing code ### Testing code
If you want to help us with speeding up VoxeLibre development and If you want to help us with speeding up MineClone2 development and
making the game more stable, a great way to do that is by testing out making the game more stable, a great way to do that is by testing out
new features from contributors. For most new things that get into the new features from contributors. For most new things that get into the
game, a pull request is created. A pull request is essentially a game, a pull request is created. A pull request is essentially a
@ -101,21 +103,20 @@ tell us if the code works as expected without any issues. Ideally, you
would report issues will pull requests similar to when you were would report issues will pull requests similar to when you were
reporting bugs that are the mainline (See Reporting bugs section). You reporting bugs that are the mainline (See Reporting bugs section). You
can find currently open pull requests here: can find currently open pull requests here:
<https://git.minetest.land/VoxeLibre/VoxeLibre/pulls>. Note that pull <https://git.minetest.land/MineClone2/MineClone2/pulls>. Note that pull
requests that start with a `WIP:` are not done yet and therefore could requests that start with a `WIP:` are not done yet and therefore could
still undergo substantial change. Testing these is still helpful however still undergo substantial change. Testing these is still helpful however
because that is the reason developers put them up as WIP so other people because that is the reason developers put them up as WIP so other people
can have a look at the PR. The wiki has an article with instructions can have a look at the PR.
on how to test Pull Requests:
<https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/Testing-Pull-Requests>.
### Contributing assets ### Contributing assets
Due to license problems, VoxeLibre cannot use Minecraft's assets, Due to license problems, MineClone2 cannot use Minecraft's assets,
therefore we are always looking for asset contributions. therefore we are always looking for asset contributions.
To contribute assets, it can be useful to learn git basics and read To contribute assets, it can be useful to learn git basics and read
the section for Programmers of this document, however this is not required. the section for Programmers of this document, however this is not required.
It's also a good idea to join the Discord server and/or Matrix space. It's also a good idea to join the Discord server
(or alternatively IRC or Matrix).
#### Textures #### Textures
For textures we prefer original art, but in the absence of that will accept For textures we prefer original art, but in the absence of that will accept
@ -127,9 +128,9 @@ If you want to make such contributions, join our Discord server. Demands
for textures will be communicated there. for textures will be communicated there.
#### Sounds #### Sounds
VoxeLibre currently does not have a consistent way to handle sounds. MineClone2 currently does not have a consistent way to handle sounds.
The sounds in the game come from different sources, like the SnowZone The sounds in the game come from different sources, like the SnowZone
resource pack or minetest_game. Unfortunately, VoxeLibre does not play resource pack or minetest_game. Unfortunately, MineClone2 does not play
a sound in every situation you would get one in Minecraft. Any help with a sound in every situation you would get one in Minecraft. Any help with
sounds is greatly appreciated, however if you add new sounds you should sounds is greatly appreciated, however if you add new sounds you should
probably work together with a programmer, to write the code to actually probably work together with a programmer, to write the code to actually
@ -139,7 +140,7 @@ changes made by the contributor. Use the README files in the mod to
communicate this information. communicate this information.
#### 3D Models #### 3D Models
Many of the 3D Models in VoxeLibre come from Most of the 3D Models in MineClone2 come from
[22i's repository](https://github.com/22i/minecraft-voxel-blender-models). [22i's repository](https://github.com/22i/minecraft-voxel-blender-models).
Similar to the textures, we need people that can make 3D Models with Similar to the textures, we need people that can make 3D Models with
Blender on demand. Many of the models have to be patched, some new Blender on demand. Many of the models have to be patched, some new
@ -153,13 +154,13 @@ also be credited in the Contributors section.
### Contributing Translations ### Contributing Translations
#### Workflow #### Workflow
To add/update support for your language to VoxeLibre, you should take To add/update support for your language to MineClone2, you should take
the steps documented in the section for Programmers, add/update the the steps documented in the section for Programmers, add/update the
translation files of the mods that you want to update. You can add translation files of the mods that you want to update. You can add
support for all mods, just some of them or only one mod; you can update support for all mods, just some of them or only one mod; you can update
the translation file entirely or only partly; basically any effort is the translation file entirely or only partly; basically any effort is
valued. If your changes are small, you can also send them to developers valued. If your changes are small, you can also send them to developers
via E-Mail, Discord or Matrix - they will credit you appropriately. via E-Mail, Discord, IRC or Matrix - they will credit you appropriately.
#### Things to note #### Things to note
You can use the script at `tools/check_translate_files.py` to compare You can use the script at `tools/check_translate_files.py` to compare
@ -177,7 +178,7 @@ If you have commited the results yourself, you will also be credited in
the Contributors section. the Contributors section.
### Profiling ### Profiling
If you own a server, a great way to help us improve VoxeLibre's code If you own a server, a great way to help us improve MineClone2's code
is by giving us profiler results. Profiler results give us detailed is by giving us profiler results. Profiler results give us detailed
information about the game's performance and let us know places to information about the game's performance and let us know places to
investigate optimization issues. This way we can make the game faster. investigate optimization issues. This way we can make the game faster.
@ -202,23 +203,18 @@ decisions. Also, note that a lot of discussion takes place on the
Discord server, so it's definitely worth checking it out. Discord server, so it's definitely worth checking it out.
### Funding ### Funding
You can help pay for our infrastructure (Mesehub) and other unforeseen You can help pay for our infrastructure (Mesehub) by donating to our
expenses (in the last few years, only payments for Mesehub have been done) OpenCollective link (See Links section).
by donating to our OpenCollective link (See Links section).
### Crediting ### Crediting
If you opened or have contributed to an issue, you receive the If you opened or have contributed to an issue, you receive the
`Community` role on our Discord (after asking for it). `Community` role on our Discord (after asking for it).
If you have been an author of a PR that got merged or contributed
significantly to art that got merged into the game, you receive the
`Contributor` role on our Discord (after asking for it).
Please note that what counts as "significant" is decided by Maintainers.
OpenCollective Funders are credited in their own section in OpenCollective Funders are credited in their own section in
`CREDITS.md` and receive a special role "Funder" on our discord (unless `CREDITS.md` and receive a special role "Funder" on our discord (unless
they have made their donation Incognito). they have made their donation Incognito).
## How you can help as a programmer ## How you can help as a programmer
(Almost) all the VoxeLibre development is done using pull requests. (Almost) all the MineClone2 development is done using pull requests.
### Recommended workflow ### Recommended workflow
* Fork the repository (in case you have not already) * Fork the repository (in case you have not already)
@ -241,11 +237,11 @@ is no issue on the topic, open one. If there is an issue, tell us that
you'd like to take care of it, to avoid duplicate work. you'd like to take care of it, to avoid duplicate work.
### Don't hesitate to ask for help ### Don't hesitate to ask for help
We appreciate any contributing effort to VoxeLibre. If you are a We appreciate any contributing effort to MineClone2. If you are a
relatively new programmer, you can reach us on Discord or Matrix relatively new programmer, you can reach us on Discord, Matrix or IRC
for questions about git, Lua, Minetest API, VoxeLibre codebase or for questions about git, Lua, Minetest API, MineClone2 codebase or
anything related to VoxeLibre. We can help you avoid writing code that anything related to MineClone2. We can help you avoid writing code that
would be deemed inadequate, or help you become familiar with VoxeLibre would be deemed inadequate, or help you become familiar with MineClone2
better, or assist you use development tools. better, or assist you use development tools.
### Maintain your own code, even if already got merged ### Maintain your own code, even if already got merged
@ -254,52 +250,40 @@ scenarios by testing every time before merging it, but if your merged
work causes problems, we ask you fix the issues as soon as possible. work causes problems, we ask you fix the issues as soon as possible.
### Changing Gameplay ### Changing Gameplay
Pull Requests that change gameplay are always subject to discussion. Pull Requests that change gameplay have to be properly researched and
Opinions from the community on such PRs are valued, and Maintainer need to state their sources. These PRs also need the maintainer's approval
should approve the concept (which is usually granted) as well as before they are merged.
the implementation (for which changes are often requested for either You can use these sources:
code quality or game design reasons).
* Testing things inside of Minecraft (Attach screenshots / video footage
of the results)
* Looking at [Minestom](https://github.com/Minestom/Minestom) code. An open source Minecraft Server implementation
* [Official Minecraft Wiki](https://minecraft.fandom.com/wiki/Minecraft_Wiki)
(Include a link to the specific page you used)
### Guidelines ### Guidelines
#### Git Guidelines #### Git Guidelines
* Pushing to master is disabled - don't even try it! * Pushing to master is disabled - don't even try it.
* Every change is tracked as a PR * Every change is tracked as a PR.
* All changes require at least one approval from a Developer * All but the tiniest changes require at least one approval from a Developer
* Maintainers may merge PRs without formal approval, but should also
take others' opinions and testing into account
* To update branches we use rebase not merge (so we don't end up with * To update branches we use rebase not merge (so we don't end up with
excessive git bureaucracy commits in master) excessive git bureaucracy commits in master)
* We use merge to add the commits from a PR/branch to master * We use merge to add the commits from a PR/branch to master
* Smaller PRs may be squashed before merging (especially if the commit history
on them isn't valuable), but when in doubt prefer merging
* Manual merging may be done by a Maintainer if there are technical problems
with the branch, with Gitea, or the PR had been merged to from master and
the author can't fix it for whatever reason
* PR from a fork (usually the author has no contributor/developer privileges)
can be retargeted and merged first into a buffer (normal new) branch on the repo
when adopted by a Developer, and only later into master
* Submodules should only be used if a) upstream is highly reliable and * Submodules should only be used if a) upstream is highly reliable and
b) it is 100% certain that no VL specific changes to the code will be b) it is 100% certain that no mcl2 specific changes to the code will be
needed (this has never been the case before, hence VL is submodule free so far) needed (this has never been the case before, hence mcl2 is submodule free so far)
* Subtrees may be used for including outside mods that don't need changes
in the foreseeable future
* Commit messages should be descriptive * Commit messages should be descriptive
* Try to group your submissions best as you can: * Try to group your submissions best as you can:
* Try to keep your PRs small: In some cases things reasonably be can't * Try to keep your PRs small: In some cases things reasonably be can't
split up but in general multiple small PRs are better than a big one split up but in general multiple small PRs are better than a big one.
* Similarly multiple small commits are better than a giant one. (use git commit -p) * Similarly multiple small commits are better than a giant one. (use git commit -p)
#### Code Guidelines #### Code Guidelines
* Each mod must provide `mod.conf`. * Each mod must provide `mod.conf`.
* Mod names are snake case, and newly added mods (or substantially changed mods * Mod names are snake case, and newly added mods start with `mcl_`, e.g.
that are included from the outside) start with `vl_`, e.g. `mcl_core`, `mcl_farming`, `mcl_monster_eggs`. Keep in mind Minetest
`vl_hollow_logs`, . Keep in mind Minetest
does not support capital letters in mod names. does not support capital letters in mod names.
* In the past mods were prefixed with `mcl_`, e.g.
`mcl_core`, `mcl_farming`, `mcl_monster_eggs`. New mods should **never** use this prefix.
* Mods included from outside with no significant changes to the API
(especially those using git-subtree or such) aren't prefixed.
* To export functions, store them inside a global table named like the * To export functions, store them inside a global table named like the
mod, e.g. mod, e.g.
@ -373,21 +357,17 @@ end
### Developer status ### Developer status
Active and trusted contributors are often granted write access to the Active and trusted contributors are often granted write access to the
VoxeLibre repository as a contributor. This means that they can push MineClone2 repository as a contributor. Those that have demonstrated the right
directly to the branches of our repo (except for `master`). technical skills and behaviours may be granted developer access. These are the
Pushing to others' branches without asking is discouraged, open a PR most trusted contributors who will contribute to ensure coding standards and
targeting that branch instead (PRs can target any branch). processes are followed.
Those that have demonstrated the right technical skills and behaviour
may be granted developer access. These are the most trusted contributors
who will contribute to ensure coding standards and processes are followed.
#### Developer responsibilities #### Developer responsibilities
- If you have developer/contributor privileges you can just open a new branch - If you have developer/contributor privileges you can just open a new branch
in the VL repository (which is preferred). From that you create a pull request. in the mcl2 repository (which is preferred). From that you create a pull request.
This way other people can review your changes and make sure they work This way other people can review your changes and make sure they work
before they get merged. before they get merged.
- If you do not (yet) have contributor or developer privs you do your work on a branch - If you do not (yet) have developer privs you do your work on a branch
on your private repository e.g. using the "fork" function on mesehub. on your private repository e.g. using the "fork" function on mesehub.
- Any developer is welcome to review, test and approve PRs. A maintainer may prefer - Any developer is welcome to review, test and approve PRs. A maintainer may prefer
to merge the PR especially if it is in a similar area to what has been worked on to merge the PR especially if it is in a similar area to what has been worked on
@ -410,14 +390,14 @@ merged.
- Resolving conflicts and problems within the community - Resolving conflicts and problems within the community
#### Current maintainers #### Current maintainers
* AncientMariner - responsible for gameplay review, publishing releases * AncientMariner - responsible for gameplay review, publishing releases,
* Herowl - responsible for gameplay review, publishing releases,
technical guidelines technical guidelines
* Nicu - responsible for community related issues
#### Release process #### Release process
* Run `tools/generate_ingame_credits.lua` to update the ingame credits * Run `tools/generate_ingame_credits.lua` to update the ingame credits
from `CREDITS.md` and commit the result (if anything changed) from `CREDITS.md` and commit the result (if anything changed)
* Launch VoxeLibre to make sure it still runs * Launch MineClone2 to make sure it still runs
* Update the version number in README.md * Update the version number in README.md
* Use `git tag <version number>` to tag the latest commit with the * Use `git tag <version number>` to tag the latest commit with the
version number version number
@ -435,5 +415,6 @@ become part of a free/libre software.
### Crediting ### Crediting
Contributors, Developers and Maintainers will be credited in Contributors, Developers and Maintainers will be credited in
`CREDITS.md`. There are also Discord roles for Contributors, `CREDITS.md`. If you make your first time contribution, please add
yourself to this file. There are also Discord roles for Contributors,
Developers and Maintainers. Developers and Maintainers.

View File

@ -3,7 +3,7 @@
## Creator of MineClone ## Creator of MineClone
* davedevils * davedevils
## Creator of VoxeLibre ## Creator of MineClone2
* Wuzzy * Wuzzy
## Maintainers ## Maintainers
@ -24,8 +24,6 @@
* SmokeyDope * SmokeyDope
* Faerraven / Michieal * Faerraven / Michieal
* Codiac * Codiac
* rudzik8
* teknomunk
## Past Developers ## Past Developers
* jordan4ibanez * jordan4ibanez
@ -39,6 +37,7 @@
## Contributors ## Contributors
* RandomLegoBrick * RandomLegoBrick
* rudzik8
* Code-Sploit * Code-Sploit
* aligator * aligator
* Rootyjr * Rootyjr
@ -130,22 +129,12 @@
* Bakawun * Bakawun
* JoseDouglas26 * JoseDouglas26
* Zasco * Zasco
* PrWalterB
* michaljmalinowski
* nixnoxus
* Potiron
* Tuxilio
* Impulse
* Doods
* SOS-Games
* Bram
* qoheniac
## Music ## Music
* Jordach for the jukebox music compilation from Big Freaking Dig * Jordach for the jukebox music compilation from Big Freaking Dig
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/ * Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
* Jester for helping to finely tune VoxeLibre (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0) * Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful VoxeLibre tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0) * Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0) * Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
## Original Mod Authors ## Original Mod Authors

View File

@ -25,7 +25,7 @@ The basic digging time groups determine by which tools a node can be dug.
* `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess * `handy=1`: Breakable by hand and this node gives it useful drop when dug by hand. All nodes which are breakable by pickaxe, axe, shovel, sword or shears are also automatically breakable by hand, but not neccess
* `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group * `creative_breakable=1`: Block is breakable by hand in creative mode. This group is implied if the node belongs to any other digging group
Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as VoxeLibre is based on the same system. Please read <http://minecraft.gamepedia.com/Breaking> to learn how digging times work in Minecraft, as MineClone 2 is based on the same system.
### Groups for interactions ### Groups for interactions
@ -117,7 +117,7 @@ These groups correspond to the Minecraft materials. They classify the block into
* `material_glass=1`: Glass * `material_glass=1`: Glass
Currently, these groups are used for the note block. Currently, these groups are used for the note block.
Note that not all Minecraft materials are used so far. More Minecraft materials will likely only be added when they are needed for a concrete use case. Note that not all Minecraft materials are used so far. More Minecraft materials will lilely only be added when they are needed for a concrete use case.
### Declarative groups ### Declarative groups
These groups are used mostly for informational purposes These groups are used mostly for informational purposes

View File

@ -1,4 +1,4 @@
Survive, farm, build, explore, play with friends, and do much more. Inspired by a well-known block game, pushing beyond. Survive, farm, build, explore, play with friends, and do much more. Inspired by a well known block game, pushing beyond.
How to play: How to play:
@ -6,18 +6,16 @@ How to play:
- Navigate to https://www.minetest.net/ to download the client. - Navigate to https://www.minetest.net/ to download the client.
- Once installed, open and select the "Content" tab - Once installed, open and select the "Content" tab
#### Install VoxeLibre from ContentDB #### Install MineClone2 from ContentDB
- Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box) - Click "Browse Online Content" and filter by Games (select "Games" from the dropdown box)
- Find "VoxeLibre" (should be first on the list or on the first page) - Find "MineClone2" (should be first on the list or on the first page)
- Click the [+] button next to VoxeLibre and wait for download to finish - Click the [+] button next to MineClone2 and wait for download to finish
- Click "Back to Main Menu" - Click "Back to Main Menu"
#### Create new world and play #### Create new world and play
- Click "Start Game" tab - Click "Start Game" tab
- At the bottom click the VoxeLibre icon (the stone & sandstone ball with the letters VL) - At the bottom click the MineClone2 icon (the 2 dirt with grass blocks)
- Click "New", give your world a name - Click "New", give your world a name
- You can leave seed blank or put in a word of your choice - You can leave seed blank or put in a word of your choice
- Pick a mapgen or leave the default (v7, valleys or carpathian mapgens are recommended)
- Pick mapgen options on the right (enabling everything is recommended)
- Select your new world - Select your new world
- Click "Play Game" and enjoy! - Click "Play Game" and enjoy!

View File

@ -1,14 +1,14 @@
# Legal information # Legal information
This is a game inspired by Minecraft with unique content. This is a fan game, not developed or endorsed by Mojang AB.
Copying is an act of love. Please copy and share! <3 Copying is an act of love. Please copy and share! <3
Here's the detailed legalese for those who need it: Here's the detailed legalese for those who need it:
## License of source code ## License of source code
VoxeLibre (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others) MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
is inspired by Minecraft. is an imitation of Minecraft.
VoxeLibre is free software: you can redistribute it and/or modify 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 it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or the Free Software Foundation, either version 3 of the License, or
(at your option) any later version. (at your option) any later version.
@ -22,15 +22,15 @@ details.
In the mods you might find in the read-me or license In the mods you might find in the read-me or license
text files a different license. This counts as dual-licensing. text files a different license. This counts as dual-licensing.
You can choose which license applies to you: Either the You can choose which license applies to you: Either the
license of VoxeLibre (GNU GPLv3) or the mod's license. license of MineClone 2 (GNU GPLv3) or the mod's license.
VoxeLibre is a direct continuation of the discontinued MineClone MineClone 2 is a direct continuation of the discontinued MineClone
project by davedevils. project by davedevils.
Mod credits: Mod credits:
See `README.txt` or `README.md` in each mod directory for information about other authors. 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 For mods that do not have such a file, the license is the source code license
of VoxeLibre and the author is Wuzzy. of MineClone 2 and the author is Wuzzy.
## License of media (textures and sounds) ## License of media (textures and sounds)
No non-free licenses are used anywhere. No non-free licenses are used anywhere.

View File

@ -1,10 +1,10 @@
# Models in Minetest/VoxeLibre # Models in Minetest/Mineclone2
Models are an important part of all entities & unique nodes in VoxeLibre. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in VoxeLibre. Models are an important part of all entities & unique nodes in Mineclone2. They provide a 3 dimensional map of an object for which textures are then applied to. This document is for modders, it quickly highlights some important information for the software needed to open models in Mineclone2.
## Minetest Wiki ## Minetest Wiki
For more detailed information on actually using blender to create and modify models for Minetest/VoxeLibre, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender) For more detailed information on actually using blender to create and modify models for Minetest/Mineclone2, please visit the Minetest wiki's page on using Blender [Here](https://wiki.minetest.net/Using_Blender)
## Recommended software ## Recommended software

View File

@ -1,6 +1,6 @@
# VoxeLibre # MineClone2
A game inspired by Minecraft for Minetest. Forked from MineClone by davedevils. An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people, see CREDITS.md for a complete list. Developed by many people. Not developed or endorsed by Mojang AB.
### Gameplay ### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore You start in a randomly-generated world made entirely of cubes. You can explore
@ -64,44 +64,47 @@ Use the `/giveme` chat command to obtain them. See the in-game help for
an explanation. an explanation.
## Installation ## Installation
To run the game with the best performance and support, we recommend the latest This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
stable version of [Minetest](http://minetest.net), be we always make an effort later). So you need to install Minetest first. Only stable versions of Minetest
to support one version behind the latest stable version. In some cases, older are officially supported.
versions might still be good enough but you would be missing out on important There is no support for running MineClone2 in development versions of Minetest.
Minetest features that enable important features for our game.
There is no support for running VoxeLibre in development versions of Minetest. To install MineClone2 (if you haven't already), move this directory into the
To install VoxeLibre (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of “games” directory of your Minetest data directory. Consult the help of
Minetest to learn more. Minetest to learn more.
## Useful links ## Useful links
The VoxeLibre repository is hosted at Mesehub. To contribute or report issues, head there. The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
* Mesehub: <https://git.minetest.land/VoxeLibre/VoxeLibre> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC> * Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2> * OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@VoxeLibre> * Mastodon: <https://fosstodon.org/@MineClone2>
* Lemmy: <https://lemm.ee/c/voxelibre> * Lemmy: <https://lemmy.world/c/mineclone2>
* Matrix space: <https://app.element.io/#/room/#voxelibre:matrix.org> * Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407> * Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit: <https://www.reddit.com/r/VoxeLibre/> * Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2> * IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target ## Target
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft - Create a stable, moddable, free/libre game based on Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer. on the Minetest engine with polished features, usable in both
- Currently, a lot of features are already implemented. singleplayer and multiplayer. Currently, a lot of **Minecraft Java
Polishing existing features is always welcome. Edition** features are already implemented and polishing existing
features are prioritized over new feature requests.
- Implement features targetting
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine).
- Create a performant experience that will run relatively
well on really low spec computers.
## Completion status ## Completion status
This game is currently in **beta** stage. This game is currently in **beta** stage.
It is playable, but not yet feature-complete. It is playable, but not yet feature-complete.
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs. Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
If you want to use the development version of VoxeLibre in production, the master branch is usually relatively stable. If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable.
The following main features are available: The following main features are available:
@ -184,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest) * Different engine (Minetest)
* Different easter eggs * Different easter eggs
… and finally, VoxeLibre is free software (“free” as in “freedom”)! … and finally, MineClone2 is free software (“free” as in “freedom”)!
## Other readme files ## Other readme files

View File

@ -1,8 +1,7 @@
# VoxeLibre # MineClone2
Un jeu inspiré de Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
Développé par de nombreuses personnes, voir CREDITS.md pour une liste complète.
### Gameplay ### Gameplay
Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément. Vous atterissez dans un monde fait entièrement de cubes et généré aléatoirement. Vous pouvez explorer le monde, miner et construire presque n'importe quel bloc pour créer de nouvelles structures. Vous pouvez choisir de jouer en "mode survie" dans lequel vous devez combattre des monstres et la faim et progresser lentement dans différents aspects du jeu, comme l'extraction de minerai, l'agriculture, la construction de machines et ainsi de suite. Ou alors vous pouvez jouer en "mode créatif" où vous pouvez construire à peu près n'importe quoi instantanément.
### Résumé du Gameplay ### Résumé du Gameplay
@ -22,7 +21,7 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
### Commencer ### Commencer
* **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois * **Frappez un arbre** jusqu'à ce qu'il casse et donne du bois
* Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois * Placez le **bois dans la grille 2x2** (la "grille de fabrication" de votre menu d'inventaire) et fabriquez 4 planches de bois
* Placez les 4 planches de bois dans la grille 2x2 et **fabriquez un établi** * Placer les 4 planches de bois dans la grille 2x2 et **fabriquez un établi**
* **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles * **Faites un clic droit sur l'établi** (icone livre) pour apprendre toutes les recettes possibles
* **Fabriquez une pioche de bois** pour miner la pierre * **Fabriquez une pioche de bois** pour miner la pierre
* Différents outils minent différentes sortes de blocs. Essayez-les ! * Différents outils minent différentes sortes de blocs. Essayez-les !
@ -31,10 +30,10 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
### Agriculture ### Agriculture
* Trouvez des graines * Trouvez des graines
* Fabriquez une houe * Fabriquez une houe
* Faites un clic droit sur la terre ou un bloc similaire avec la houe pour créer des terres agricoles * Faites un clic droit sur la terre ou des blocs similaires avec la houe pour créer des terres agricoles
* Placez des graines sur des terres agricoles et regardez les pousser * Placer des graines sur des terres agricoles et regardez les pousser
* Récoltez les plantes une fois matûres * Récoltez les plantes une fois matûres
* Les terres agricoles proches de l'eau deviennent humides et accélèrent la croissance * Les terres agricoles proche de l'eau deviennent humides et accélèrent la croissance
### Four ### Four
* Fabriquez un four * Fabriquez un four
@ -47,7 +46,7 @@ Vous atterissez dans un monde fait entièrement de cubes et généré aléatoire
Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire. Plus d'aide à propos du jeu, des blocs, objets et plus encore peuvent être trouvés dans le jeu. Vous pouvez accéder à l'aide depuis le menu inventaire.
### Objets spéciaux ### Objets spéciaux
Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif. Les objets suivants sont intéressants pour le mode Créatif et pour les constructeurs de cartes d'aventure. Ils ne peuvent être obtenus dans le jeu ou dans l'inventaire créatif.
* Barrière : `mcl_core:barrier` * Barrière : `mcl_core:barrier`
@ -55,35 +54,33 @@ Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au
## Installation ## Installation
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées. Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
Il n'y a pas de support de VoxeLibre dans les versions développement de Minetest. Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
Pour installer VoxeLibre (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus. Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles ## Liens utiles
Le dépôt de VoxeLibre est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas. Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
* Mesehub : <https://git.minetest.land/VoxeLibre/VoxeLibre> * Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
* Discord : <https://discord.gg/xE4z8EEpDC> * Discord : <https://discord.gg/xE4z8EEpDC>
* YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A> * YouTube : <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* IRC : <https://web.libera.chat/#mineclone2>
* Matrix : <https://app.element.io/#/room/#mc2:matrix.org>
* Reddit : <https://www.reddit.com/r/MineClone2/>
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/> * ContentDB : <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective : <https://opencollective.com/mineclone2> * OpenCollective : <https://opencollective.com/mineclone2>
* Mastodon : <https://fosstodon.org/@VoxeLibre>
* Lemmy : <https://lemm.ee/c/voxelibre>
* Espace Matrix : <https://app.element.io/#/room/#voxelibre:matrix.org>
* Forums Minetest : <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
* Reddit : <https://www.reddit.com/r/VoxeLibre/>
* IRC (peu utilisé) : <https://web.libera.chat/#mineclone2>
## Objectif ## Objectif
* Créer un jeu stable, performant, moddable et libre inspiré de Minecraft en utilisant le moteur de jeu Minetest, utilisable à la fois en mode solo et multijoueur. * Essentiellement, créer un clone de Minecraft stable, moddable, libre et gratuit basé sur le moteur de jeu Minetest avec des fonctionnalités abouties, utilisable à la fois en mode solo et multijoueur. Actuellement, beaucoup des fonctionnalités de **Minecraft Java Edition** sont déjà implémentées et leur amélioration est prioritaire sur les nouvelles demandes.
* Actuellement, un grand nombre de fonctionnalités sont déjà implémentées. * Avec une priorité moindre, implémenter les fonctionnalités des versions **Minecraft + OptiFine** (OptiFine autant que supporté par le moteur Minetest). Cela signifie que les fonctionnalités présentes dans les versions listées sont priorisées.
L'amélioration des fonctionnalités existantes est toujours la bienvenue. * Dans l'idéal, créer une expérience performante qui tourne bien sur des ordinateurs à basse performance. Malheureusement, en raison des mécanismes de Minecraft et des limitations du moteur Minetest ainsi que de la petite taille de la communauté de joueurs sur des ordinateurs à basses performances, les optimisations sont difficiles à explorer.
## Statut de complétion ## Statut de complétion
Ce jeu est actuellement au stade **beta**. Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionnalités. Il est jouable mais incomplet en fonctionnalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs. La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de VoxeLibre en production, la branche master est habituellement relativement stable. Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionnalités suivantes sont disponibles : Les principales fonctionnalités suivantes sont disponibles :
@ -111,12 +108,12 @@ Les principales fonctionnalités suivantes sont disponibles :
* Horloge * Horloge
* Boussole * Boussole
* Éponge * Éponge
* Bloc de slime * Bloc de slime
* Petites plantes et pousses * Petites plantes et pousses
* Teintures * Teintures
* Bannières * Bannières
* Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus * Blocs de décoration : verre, verre teinté, vitres, barres de fer, terre cuites (et couleurs), têtes et plus
* Cadres d'objets * Cadres d'objets
* Juke-boxes * Juke-boxes
* Lits * Lits
* Menu d'inventaire * Menu d'inventaire
@ -125,7 +122,7 @@ Les principales fonctionnalités suivantes sont disponibles :
* Livres pour écrire * Livres pour écrire
* Commandes * Commandes
* Villages * Villages
* L'End * L'End
* et plus ! * et plus !
Les fonctionnalités suivantes sont incomplètes : Les fonctionnalités suivantes sont incomplètes :
@ -165,7 +162,7 @@ Différences techniques avec Minecraft :
* Un moteur de jeu différent (Minetest) * Un moteur de jeu différent (Minetest)
* Des bonus cachés différents * Des bonus cachés différents
...et enfin VoxeLibre est un logiciel libre ! ...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme ## Autres fichiers readme

View File

@ -1,4 +1,4 @@
# VoxeLibre # MineClone2
Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils. Неофициальная игра в стиле Minecraft для Minetest. Форк MineClone от davedevils.
Разработана многими людьми. Не разработана и не одобрена Mojang AB. Разработана многими людьми. Не разработана и не одобрена Mojang AB.
@ -67,13 +67,13 @@
## Установка ## Установка
Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или Эта игра требует [Minetest](http://minetest.net) для запуска (версия 5.4.1 или
выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются выше). Вам нужно сперва установить Minetest. Только стабильные версии поддерживаются
официально. Не поддерживается запуск VoxeLibre на разрабатываемых версиях Minetest. официально. Не поддерживается запуск MineClone2 на разрабатываемых версиях Minetest.
Чтобы установить VoxeLibre (если вы этого еще не сделали), переместите эту папку в Чтобы установить MineClone2 (если вы этого еще не сделали), переместите эту папку в
“games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше. “games” в папке данных Minetest. Смотрите справку Minetest, чтобы узнать больше.
## Полезные ссылки ## Полезные ссылки
Репозиторий VoxeLibre хранится на Mesehub. Зайдите туда, чтобы оставить запрос или Репозиторий MineClone2 хранится на Mesehub. Зайдите туда, чтобы оставить запрос или
поучаствовать в разработке. поучаствовать в разработке.
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2> * Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
@ -102,7 +102,7 @@ Edition** уже реализовано и доработка имеющегос
Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей. Игра сейчас на стадии **бета**. Она играбельна, но еще не имеет всех возможностей.
Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь Обратная совместимость целиком не гарантируется, обновление вашего мира может повлечь
за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию за собой небольшие ошибки. Если вы хотите использовать разрабатываемую версию
VoxeLibre, то ветка master обычно относительно стабильна. Mineclone2, то ветка master обычно относительно стабильна.
Следущие возможности уже доступны: Следущие возможности уже доступны:
@ -182,7 +182,7 @@ VoxeLibre, то ветка master обычно относительно стаб
* Другой движок (Minetest) * Другой движок (Minetest)
* Другие пасхалки * Другие пасхалки
… и наконец, VoxeLibre это свободное программное обеспечение! … и наконец, MineClone2 это свободное программное обеспечение!
## Другие readme файлы ## Другие readme файлы

View File

@ -1,6 +1,4 @@
This file is severely out of date. If you can help updating this translation, please reach out to us (contact in README.md - the English version). # MineClone 2
# VoxeLibre
一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。 一個非官方的Minetest遊戲遊玩方式和Minecraft類似。由davedevils從MineClone分拆。
由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too --> 由許多人開發。並非由Mojang Studios開發。<!-- "Mojang AB"'s Name changed at 2020/05, main README should change too -->
@ -85,11 +83,11 @@ Minetest to learn more.
The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software. The main goal of **MineClone 2** is to be a clone of Minecraft and to be released as free software.
* **開發目標:我的世界, Java版, 版本 1.12** * **開發目標:我的世界, Java版, 版本 1.12**
* VoxeLibre還包括Minetest支持的Optifine功能。 * MineClone2還包括Minetest支持的Optifine功能。
* 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。 * 後期Minecraft版本的功能可能會偷偷加入但它們的優先級較低。
* 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。 * 總的來說Minecraft的目標是在Minetest目前允許的情況下進行克隆。
* 克隆Minecraft是最優先的。 * 克隆Minecraft是最優先的。
* VoxeLibre將使用不同的圖形和聲音,但風格相似。 * MineClone2將使用不同的圖形和聲音,但風格相似。
* 克隆界面沒有優先權。只會被粗略地模仿。 * 克隆界面沒有優先權。只會被粗略地模仿。
* 在Minetest中發現的局限性將在開發過程中被記錄和報告。 * 在Minetest中發現的局限性將在開發過程中被記錄和報告。
@ -175,7 +173,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* 不同的聲音(各種來源) * 不同的聲音(各種來源)
* 不同的引擎Minetest * 不同的引擎Minetest
...最後,VoxeLibre是自由軟件! ...最後,MineClone2是自由軟件!
## 錯誤報告 ## 錯誤報告
請在此處報告所有錯誤和缺少的功能: 請在此處報告所有錯誤和缺少的功能:
@ -192,7 +190,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* `LICENSE.txt`GPLv3許可文本 * `LICENSE.txt`GPLv3許可文本
* `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊 * `CONTRIBUTING.md`: 為那些想參與貢獻的人提供資訊
* `MISSING_ENGINE_FEATURES.md`: VoxeLibre需要改进Minetest中缺失的功能列表。 * `MISSING_ENGINE_FEATURES.md`: MineClone2需要改进Minetest中缺失的功能列表。
* `API.md`: 關於MineClone2的API * `API.md`: 關於MineClone2的API
## 參與者 ## 參與者
@ -237,7 +235,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
* [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加 * [kingoscargames](https://github.com/kingoscargames):現有材質的各種編輯和添加
* [leorockway](https://github.com/leorockway):怪物紋理的一些編輯 * [leorockway](https://github.com/leorockway):怪物紋理的一些編輯
* [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換) * [xMrVizzy](https://minecraft.curseforge.com/members/xMrVizzy):釉陶(材質以後會被替換)
* yutyo <tanakinci2002@gmail.com>VoxeLibre標志 * yutyo <tanakinci2002@gmail.com>MineClone2標志
* 其他GUI圖片 * 其他GUI圖片
### 翻譯 ### 翻譯
@ -256,7 +254,7 @@ The main goal of **MineClone 2** is to be a clone of Minecraft and to be release
### 特殊感謝 ### 特殊感謝
* Wuzzy感謝他啟動和維護VoxeLibre多年。 * Wuzzy感謝他啟動和維護MineClone2多年。
* celeron55創建Minetest。 * celeron55創建Minetest。
* Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。 * Minetest的社區提供了大量的mods選擇其中一些最終被納入MineClone 2。
* Jordach為《Big Freaking Dig》的唱片機音樂合輯而來 * Jordach為《Big Freaking Dig》的唱片機音樂合輯而來

View File

@ -1,167 +1,89 @@
## Standard Release ### Standard Release
### Before releasing # File to document release steps with a view to evolving into a script
Make sure all PRs in the release milestone are merged and you are working on a clean branch based on the master branch, up-to-date with the one on the repo. # Update CREDITS.md
# Update version in game.conf
### Release process
1. Update CREDITS.md
2. Update version in game.conf
3. Run the script:
``` ```
lua tools/generate_ingame_credits.lua lua tools/generate_ingame_credits.lua
```
4. Make a commit for the above:
```
git add CREDITS.md git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua git add mods/HUD/mcl_credits/people.lua
git add game.conf git add game.conf
git commit -m "Updated release credits and set version for v0.87"
#git add RELEASE.md
git commit -m "Pre-release update credits and set version 0.83.0"
git tag 0.83.0
git push origin 0.83.0
``` ```
5. Add release notes to the `releasenotes` folder, named like
```
0_87-the_prismatic_release.md
```
6. Make a commit for the release notes:
```
git add releasenotes/0_87-the_prismatic_release.md
git commit -m "Add release notes for v0.87"
```
7. **Tag and push to the tag:**
```
git tag 0.87.0
git push origin 0.87.0
```
8. Update version in game.conf to the next version with -SNAPSHOT suffix:
```
git commit -m "Post-release set version 0.88.0-SNAPSHOT"
```
9. Push the above to a new branch, and make the release PR. Merge to finalize release process.
### Release via ContentDB # Update version in game.conf to the next version with -SNAPSHOT suffix
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/) `git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
2. Click [+Release] button
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.0"
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank
5. Click save. Release is now live.
### After releasing ### Hotfix Release
...inform people. ##### Prepare release branch
* Open a release meta issue on the tracker, unpin and close the issue for the previous release, pin the new one. When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
* Upload video to YouTube. To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link.
* Add a Discord announcement post and @everyone with link to the release issue, release notes and other content, like video and forum post.
* Add a Matrix announcement post and @room with links like above.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/VoxeLibre
* r/MineClone2 (*for now*)
* Create release branch from the last release tag, push it:
## Hotfix Release
### Before releasing
First, determine if the current state of the master branch is fine for the Hotfix.
In general, Hotfixes shouldn't contain new features to minimize the risk of regressions.
* If it hasn't been long since the release, and the only PRs merged so far are bugfixes and/or documentation changes,
it is certainly fine to use it as a base for the release.
* If there are some features merged, but they are aimed at fixing/alleviating important issues with the last released version, it may still be fine.
* If there are some simple QoL features merged that are irrelevant to the last release, it may still be fine to use it as a base for the Hotfix.
* If there are major features or large overhauls merged, it *most probably* is **not** fine to use as a base for the Hotfix.
If you decided that the current state of the master branch can be used as the Hotfix version, make sure that all the PRs merged since the last release
are in the Hotfix milestone and you are working on a clean branch based on the master branch, up-to-date with the one on the repo.
In this case, **skip** the following section.
### Prepare release branch
If you decided that the current state of the master branch shouldn't be used as the Hotfix version, you must prepare a release branch.
1. Create release branch from the last release tag, push it:
``` ```
git checkout -b release/0.82.1 0.82.0 git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1 git push origin release/0.82.1
``` ```
2. Cherry-pick the relevant commits from the master branch, or merge them from other (PR) branches.
3. Make sure your local copy of the branch contains all the relevant changes, **do not rebase**.
### Release process ##### Prepare feature branch and fix
1. Update CREDITS.md if it is needed * Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
2. Update version in game.conf
3. If you've changed CREDITS.md, run the script: `git checkout -b hotfix_bug_1_branch`
```
lua tools/generate_ingame_credits.lua * Fix crash/serious bug and commit
``` * Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
4. Make a commit for the above:
``` ##### Update version and tag the release
git add game.conf
git commit -m "Set version for hotfix v0.87.1" * After all fixes are in release branch, pull it locally (best to avoid a merge conflict as feature branch will need to be merged into master also, which already changed version):
```
or, if credits got updated: * Update version in game.conf to hotfix version and commit it. Example: version=0.82.1
```
git add CREDITS.md * Tag it, push tag and branch:
git add mods/HUD/mcl_credits/people.lua
git add game.conf
git commit -m "Updated release credits and set version for hotfix v0.87.1"
```
5. Add a section in the last releasnotes, like this:
```
## 0.87.1 hotfix
```
and describe the changes there
6. Make a commit for the releasenotes changes:
```
git add releasenotes/0_87-the_prismatic_release.md
git commit -m "Update release notes for hotfix v0.87.1"
```
7. **Tag and push to the tag:**
```
git tag 0.87.1
git push origin 0.87.1
```
8. If you are skipping some changes from the master branch (and thus are using a prepared master branch from the previous section),
push to the remote and skip the next two steps:
``` ```
git tag 0.82.1
git push origin 0.82.1
git push origin release/0.82.1 git push origin release/0.82.1
``` ```
9. If you're releasing master branch, update version in game.conf to the next version with -SNAPSHOT suffix:
``` Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
git commit -m "Post-hotfix reset version 0.88.0-SNAPSHOT"
```
10. If you're releasing master branch, push the above to a new branch, and make the release PR. Merge to finalize release process.
### Release via ContentDB ### Release via ContentDB
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/) * Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
2. Click [+Release] button * Click +Release
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.1" * Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank * In the minimum minetest version, put the oldest supported version (as of 14/02/2023 it is 5.5), leave the Maximum minetest version blank
5. Click save. Hotfix is now live. * Click save. Release is now live.
### After releasing ##### Inform people
...inform people. * Upload video to YouTube
* Add a comment to the forum post with the release number and change log. Maintainer will update main post with code link.
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link. * Add a Discord announcement post and @everyone with link to video, forum post and release notes.
* Add a Discord announcement post and @everyone with link to the release issue and release notes, and describe briefly what the hotfix does.
* Add a Matrix announcement post and @room with content like above.
* Share the news on reddit + Lemmy. Good subs to share with: * Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming * r/linux_gaming
* r/opensourcegames * r/opensourcegames
* r/opensource * r/opensource
* r/freesoftware * r/freesoftware
* r/linuxmasterrace * r/linuxmasterrace
* r/VoxeLibre * r/MineClone2
* r/MineClone2 (*for now*)

View File

@ -1,9 +1,9 @@
# Making Textures In VoxeLibre # Making Textures In Mineclone2
Textures are a crucial asset for all items, nodes, and models in VoxeLibre. This document is for artist who would like to make and modify textures for VoxeLibre. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization. Textures are a crucial asset for all items, nodes, and models in mineclone2. This document is for artist who would like to make and modify textures for mineclone2. While no means comprehensive, this document contains the basic important information for beginners to get started with texture curation and optimization.
## Minetest Wiki ## Minetest Wiki
For more detailed information on creating and modifing texture packs for Minetest/VoxeLibre, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs. For more detailed information on creating and modifing texture packs for Minetest/Mineclone2, please visit the Minetest wiki's page on creating a texture pack. Click [here](https://wiki.minetest.net/Creating_texture_packs) to view the wiki page on creating texture packs.
## GIMP Tutorials Pixel Art Guide ## GIMP Tutorials Pixel Art Guide
GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would like further clarification as well as screenshots for what we are about to cover, it is an excellent resource to turn to. Click [here](https://thegimptutorials.com/how-to-make-pixel-art/) to view the guide

View File

@ -1,4 +1,4 @@
title = VoxeLibre title = MineClone 2
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more. description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
disallowed_mapgens = v6 disallowed_mapgens = v6
version=0.88.0-SNAPSHOT version=0.87.0-SNAPSHOT

Binary file not shown.

Before

Width:  |  Height:  |  Size: 151 KiB

After

Width:  |  Height:  |  Size: 83 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 113 KiB

After

Width:  |  Height:  |  Size: 82 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 113 KiB

After

Width:  |  Height:  |  Size: 81 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 113 KiB

After

Width:  |  Height:  |  Size: 82 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 113 KiB

After

Width:  |  Height:  |  Size: 82 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 19 KiB

After

Width:  |  Height:  |  Size: 51 KiB

View File

@ -16,7 +16,7 @@ information.
How the mod is used How the mod is used
=================== ===================
In VoxeLibre, all diggable nodes have the hardness set in the custom field In MineClone 2, all diggable nodes have the hardness set in the custom field
"_mcl_hardness" (0 by default). These values are used together with digging "_mcl_hardness" (0 by default). These values are used together with digging
groups by this mod to create the correct digging times for nodes. Digging groups by this mod to create the correct digging times for nodes. Digging
groups are registered using the following code: groups are registered using the following code:

View File

@ -1,3 +1,3 @@
name = _mcl_autogroup name = _mcl_autogroup
author = ryvnf author = ryvnf
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times. description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

View File

@ -1,5 +1,5 @@
-- Overrides the builtin minetest.check_single_for_falling. -- Overrides the builtin minetest.check_single_for_falling.
-- We need to do this in order to handle nodes in VoxeLibre specific groups -- We need to do this in order to handle nodes in mineclone specific groups
-- "supported_node" and "attached_node_facedir". -- "supported_node" and "attached_node_facedir".
-- --
-- Nodes in group "supported_node" can be placed on any node that does not -- Nodes in group "supported_node" can be placed on any node that does not
@ -94,16 +94,5 @@ function minetest.check_single_for_falling(pos)
end end
end end
if get_item_group(node.name, "supported_node_facedir") ~= 0 then
local dir = facedir_to_dir(node.param2)
if dir then
local def = registered_nodes[get_node(vector.add(pos, dir)).name]
if def and def.drawtype == "airlike" then
drop_attached_node(pos)
return true
end
end
end
return false return false
end end

View File

@ -1,3 +1,3 @@
name = mcl_autogroup name = mcl_autogroup
author = ryvnf author = ryvnf
description = VoxeLibre core mod which automatically adds groups to all items. Very important for digging times. description = MineClone 2 core mod which automatically adds groups to all items. Very important for digging times.

View File

@ -1,8 +1,8 @@
--[[ --[[
Explosion API mod for Minetest (adapted to VoxeLibre) Explosion API mod for Minetest (adapted to MineClone 2)
This mod is based on the Minetest explosion API mod, but has been changed This mod is based on the Minetest explosion API mod, but has been changed
to have the same explosion mechanics as Minecraft and work with VoxeLibre to have the same explosion mechanics as Minecraft and work with MineClone.
The computation-intensive parts of the mod has been optimized to allow for The computation-intensive parts of the mod has been optimized to allow for
larger explosions and faster world updating. larger explosions and faster world updating.

View File

@ -1,8 +1,6 @@
-- Some global variables (don't overwrite them!) -- Some global variables (don't overwrite them!)
mcl_vars = {} mcl_vars = {}
minetest.log("action", "World seed = " .. minetest.get_mapgen_setting("seed"))
mcl_vars.redstone_tick = 0.1 mcl_vars.redstone_tick = 0.1
-- GUI / inventory menu settings -- GUI / inventory menu settings
@ -39,7 +37,7 @@ mcl_vars.mapgen_limit = math.max(1, tonumber(minetest.get_mapgen_setting("mapgen
mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000) mcl_vars.MAX_MAP_GENERATION_LIMIT = math.max(1, minetest.MAX_MAP_GENERATION_LIMIT or 31000)
-- Central chunk is offset from 0,0,0 coordinates by 32 nodes (2 blocks) -- Central chunk is offset from 0,0,0 coordinates by 32 nodes (2 blocks)
-- See more in https://git.minetest.land/VoxeLibre/VoxeLibre/wiki/World-structure%3A-positions%2C-boundaries%2C-blocks%2C-chunks%2C-dimensions%2C-barriers-and-the-void -- See more in https://git.minetest.land/MineClone2/MineClone2/wiki/World-structure%3A-positions%2C-boundaries%2C-blocks%2C-chunks%2C-dimensions%2C-barriers-and-the-void
local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2) local central_chunk_offset = -math.floor(mcl_vars.chunksize / 2)
mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE mcl_vars.central_chunk_offset_in_nodes = central_chunk_offset * mcl_vars.MAP_BLOCKSIZE
@ -185,7 +183,7 @@ mcl_vars.mg_end_exit_portal_pos = vector.new(0, mcl_vars.mg_end_min + 71, 0)
mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max mcl_vars.mg_realm_barrier_overworld_end_max = mcl_vars.mg_end_max
mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11 mcl_vars.mg_realm_barrier_overworld_end_min = mcl_vars.mg_end_max - 11
-- Use VoxeLibre-style dungeons -- Use MineClone 2-style dungeons
mcl_vars.mg_dungeons = true mcl_vars.mg_dungeons = true
-- Set default stack sizes -- Set default stack sizes

View File

@ -1,3 +1,3 @@
name = mcl_init name = mcl_init
author = Wuzzy author = Wuzzy
description = Initialization mod of VoxeLibre. Defines some common shared variables and sets up initial default settings which have to be set at the beginning. description = Initialization mod of MineClone 2. Defines some common shared variables and sets up initial default settings which have to be set at the beginning.

View File

@ -1,4 +1,4 @@
# Oxidization API for VoxeLibre # Oxidization API for MineClone 2
This mods adds the oxidization api, so that modders can easily use the same features that copper uses. This mods adds the oxidization api, so that modders can easily use the same features that copper uses.
## API ## API

View File

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

View File

@ -1,2 +1,3 @@
name = mcl_particles name = mcl_particles
author = Wuzzy author = Wuzzy
description = Contains particle images of MineClone 2. No code.

View File

@ -1,3 +1,3 @@
name = mcl_sounds name = mcl_sounds
author = Wuzzy author = Wuzzy
description = This mod contains the core sounds of VoxeLibre as well as helper function for mods to access them. description = This mod contains the core sounds of MineClone 2 as well as helper function for mods to access them.

View File

@ -1,7 +1,5 @@
mcl_util = {} mcl_util = {}
dofile(minetest.get_modpath(minetest.get_current_modname()).."/roman_numerals.lua")
-- Updates all values in t using values from to*. -- Updates all values in t using values from to*.
function table.update(t, ...) function table.update(t, ...)
for _, to in ipairs {...} do for _, to in ipairs {...} do
@ -115,7 +113,7 @@ end
-- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4 -- Minetest 5.3.0 or less can only measure the light level. This came in at 5.4
-- This function has been known to fail in multiple places so the error handling is added increase safety and improve -- This function has been known to fail in multiple places so the error handling is added increase safety and improve
-- debugging. See: -- debugging. See:
-- https://git.minetest.land/VoxeLibre/VoxeLibre/issues/1392 -- https://git.minetest.land/MineClone2/MineClone2/issues/1392
function mcl_util.get_natural_light (pos, time) function mcl_util.get_natural_light (pos, time)
local status, retVal = pcall(minetest.get_natural_light, pos, time) local status, retVal = pcall(minetest.get_natural_light, pos, time)
if status then if status then
@ -438,11 +436,10 @@ function mcl_util.generate_on_place_plant_function(condition)
if not def_under or not def_above then if not def_under or not def_above then
return itemstack return itemstack
end end
if def_under.buildable_to and def_under.name ~= itemstack:get_name() then if def_under.buildable_to then
place_pos = pointed_thing.under place_pos = pointed_thing.under
elseif def_above.buildable_to and def_above.name ~= itemstack:get_name() then elseif def_above.buildable_to then
place_pos = pointed_thing.above place_pos = pointed_thing.above
pointed_thing.under = pointed_thing.above
else else
return itemstack return itemstack
end end
@ -537,7 +534,6 @@ end
function mcl_util.use_item_durability(itemstack, n) function mcl_util.use_item_durability(itemstack, n)
local uses = mcl_util.calculate_durability(itemstack) local uses = mcl_util.calculate_durability(itemstack)
itemstack:add_wear(65535 / uses * n) itemstack:add_wear(65535 / uses * n)
tt.reload_itemstack_description(itemstack) -- update tooltip
end end
function mcl_util.deal_damage(target, damage, mcl_reason) function mcl_util.deal_damage(target, damage, mcl_reason)

View File

@ -1,4 +1,4 @@
name = mcl_util name = mcl_util
author = Wuzzy author = Wuzzy
description = Helper functions for VoxeLibre. description = Helper functions for MineClone 2.
depends = mcl_init depends = mcl_init

View File

@ -1,30 +0,0 @@
local converter = {
{1000, "M"},
{900, "CM"},
{500, "D"},
{400, "CD"},
{100, "C"},
{90, "XC"},
{50, "L"},
{40, "XL"},
{10, "X"},
{9, "IX"},
{5, "V"},
{4, "IV"},
{1, "I"}
}
mcl_util.to_roman = function(number)
local r = ""
local a = number
local i = 1
while a > 0 do
if a >= converter[i][1] then
a = a - converter[i][1]
r = r.. converter[i][2]
else
i = i + 1
end
end
return r
end

View File

@ -31,7 +31,7 @@ This function return the Minecraft dimension of <pos> ("overworld", "nether" or
* pos: position * pos: position
## mcl_worlds.layer_to_y(layer, mc_dimension) ## mcl_worlds.layer_to_y(layer, mc_dimension)
Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for VoxeLibre. Takes a Minecraft layer and a “dimension” name and returns the corresponding Y coordinate for MineClone 2.
mc_dimension can be "overworld", "nether", "end" (default: "overworld"). mc_dimension can be "overworld", "nether", "end" (default: "overworld").
* layer: int * layer: int

View File

@ -58,7 +58,7 @@ local pos_to_dimension = mcl_worlds.pos_to_dimension
-- Takes a Minecraft layer and a “dimension” name -- Takes a Minecraft layer and a “dimension” name
-- and returns the corresponding Y coordinate for -- and returns the corresponding Y coordinate for
-- VoxeLibre -- MineClone 2.
-- mc_dimension is one of "overworld", "nether", "end" (default: "overworld"). -- mc_dimension is one of "overworld", "nether", "end" (default: "overworld").
function mcl_worlds.layer_to_y(layer, mc_dimension) function mcl_worlds.layer_to_y(layer, mc_dimension)
if mc_dimension == "overworld" or mc_dimension == nil then if mc_dimension == "overworld" or mc_dimension == nil then

View File

@ -1,7 +1,7 @@
# tga_encoder # tga_encoder
A TGA Encoder written in Lua without the use of external Libraries. A TGA Encoder written in Lua without the use of external Libraries.
Created by fleckenstein for VoxeLibre, then improved by erlehmann. Created by fleckenstein for MineClone2, then improved by erlehmann.
May be used as a Minetest mod. May be used as a Minetest mod.

View File

@ -10,7 +10,7 @@ License of boat model:
GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html> GNU GPLv3 <https://www.gnu.org/licenses/gpl-3.0.html>
## Textures ## Textures
See the main VoxeLibre README.md file to learn more. See the main MineClone 2 README.md file to learn more.
## Code ## Code
Code based on Minetest Game, licensed under the MIT License (MIT). Code based on Minetest Game, licensed under the MIT License (MIT).

View File

@ -1,4 +1,4 @@
name = mcl_burning name = mcl_burning
description = Burning Objects for VoxeLibre description = Burning Objects for MineClone2
author = Fleckenstein author = Fleckenstein
depends = mcl_weather depends = mcl_weather

View File

@ -1,6 +1,6 @@
# mcl_dripping # mcl_dripping
Dripping Mod by kddekadenz, modified for VoxeLibre by Wuzzy, NO11 and AFCM Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
## Manual ## Manual

View File

@ -6,6 +6,9 @@ local pool = {}
local tick = false local tick = false
minetest.register_on_joinplayer(function(player) minetest.register_on_joinplayer(function(player)
pool[player:get_player_name()] = 0 pool[player:get_player_name()] = 0
end) end)
@ -127,7 +130,6 @@ local function try_object_pickup(player, inv, object, checkpos)
-- Add what we can to the inventory -- Add what we can to the inventory
local itemstack = ItemStack(le.itemstring) local itemstack = ItemStack(le.itemstring)
tt.reload_itemstack_description(itemstack)
local leftovers = inv:add_item("main", itemstack ) local leftovers = inv:add_item("main", itemstack )
check_pickup_achievements(object, player) check_pickup_achievements(object, player)
@ -170,17 +172,17 @@ minetest.register_globalstep(function(_)
local pos = player:get_pos() local pos = player:get_pos()
if tick == true and (pool[name] or 0) > 0 then if tick == true and pool[name] > 0 then
minetest.sound_play("item_drop_pickup", { minetest.sound_play("item_drop_pickup", {
pos = pos, pos = pos,
gain = 0.3, gain = 0.3,
max_hear_distance = 16, max_hear_distance = 16,
pitch = math.random(70, 110) / 100 pitch = math.random(70, 110) / 100
}) })
if (pool[name] or 0) > 6 then if pool[name] > 6 then
pool[name] = 6 pool[name] = 6
else else
pool[name] = (pool[name] or 1) - 1 pool[name] = pool[name] - 1
end end
end end
@ -449,7 +451,6 @@ function minetest.node_dig(pos, node, digger)
end end
end end
end end
tt.reload_itemstack_description(wielded) -- update tooltip
digger:set_wielded_item(wielded) digger:set_wielded_item(wielded)
end end

View File

@ -1,7 +1,7 @@
local mob_class = mcl_mobs.mob_class local mob_class = mcl_mobs.mob_class
local mob_class_meta = {__index = mcl_mobs.mob_class} local mob_class_meta = {__index = mcl_mobs.mob_class}
local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs local math, vector, minetest, mcl_mobs = math, vector, minetest, mcl_mobs
-- API for Mobs Redo: VoxeLibre Edition -- API for Mobs Redo: MineClone 2 Edition (MRM)
local PATHFINDING = "gowp" local PATHFINDING = "gowp"
local CRASH_WARN_FREQUENCY = 60 local CRASH_WARN_FREQUENCY = 60
@ -96,23 +96,15 @@ function mob_class:get_staticdata()
local tmp = {} local tmp = {}
for tag, stat in pairs(self) do for _,stat in pairs(self) do
local t = type(stat) local t = type(stat)
if t ~= "function" if t ~= "function"
and t ~= "nil" and t ~= "nil"
and t ~= "userdata" and t ~= "userdata"
and tag ~= "_cmi_components" then and _ ~= "_cmi_components" then
tmp[tag] = self[tag] tmp[_] = self[_]
end
end
tmp._mcl_potions = self._mcl_potions
if tmp._mcl_potions then
for name_raw, data in pairs(tmp._mcl_potions) do
local def = mcl_potions.registered_effects[name_raw:match("^_EF_(.+)$")]
if def and def.on_save_effect then def.on_save_effect(self.object) end
end end
end end
@ -314,10 +306,7 @@ function mob_class:mob_activate(staticdata, def, dtime)
self._run_armor_init = true self._run_armor_init = true
end end
if not self._mcl_potions then
self._mcl_potions = {}
end
mcl_potions._load_entity_effects(self)
if def.after_activate then if def.after_activate then
@ -484,7 +473,7 @@ local function warn_user_error ()
if time_since_warning > CRASH_WARN_FREQUENCY then if time_since_warning > CRASH_WARN_FREQUENCY then
last_crash_warn_time = current_time last_crash_warn_time = current_time
minetest.log("A game crashing bug was prevented. Please provide debug.log information to VoxeLibre dev team for investigation. (Search for: --- Bug report start)") minetest.log("A game crashing bug was prevented. Please provide debug.log information to MineClone2 dev team for investigation. (Search for: --- Bug report start)")
end end
end end

View File

@ -1,5 +1,5 @@
Mobs Redo: VoxeLibre Edition Mobs Redo: MineClone 2 Edition
API documentation API documentation
============================== ==============================
@ -231,7 +231,7 @@ functions needed for the mob to work properly which contains the following:
VoxeLibre extensions: MineClone 2 extensions:
'spawn_class' Classification of mod for the spawning algorithm: 'spawn_class' Classification of mod for the spawning algorithm:
"hostile", "passive", "ambient" or "water" "hostile", "passive", "ambient" or "water"
@ -434,7 +434,7 @@ true the mob will not spawn.
'name' is the name of the animal/monster 'name' is the name of the animal/monster
VoxeLibre extensions MineClone 2 extensions
---------------------- ----------------------
mcl_mobs:spawn_child(pos, mob_type) mcl_mobs:spawn_child(pos, mob_type)
@ -524,7 +524,7 @@ Does nothing and returns false.
This function is provided for compability with Mobs Redo for an attempt to This function is provided for compability with Mobs Redo for an attempt to
capture a mob. capture a mob.
Mobs cannot be captured in VoxeLibre. Mobs cannot be captured in MineClone 2.
In Mobs Redo, this is generally called inside the on_rightclick section of the mob In Mobs Redo, this is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob. See Mobs Redo documentation api code, it provides a chance of capturing the mob. See Mobs Redo documentation
@ -671,13 +671,6 @@ mob will spawn e.g.
mobs_animal:sheep_chance 11000 mobs_animal:sheep_chance 11000
mobs_monster:sand_monster_chance 100 mobs_monster:sand_monster_chance 100
Registering Mob Conversion
----------------
Sometimes you need to completely replace one mob with a different version. To do this, use:
mcl_mobs.register_conversion(old_name, new_name)
Rideable Horse Example Mob Rideable Horse Example Mob
-------------------------- --------------------------

View File

@ -78,7 +78,6 @@ function mob_class:feed_tame(clicker, feed_count, breed, tame, notake)
self.food = 0 self.food = 0
self.horny = true self.horny = true
self.persistent = true self.persistent = true
self._luck = mcl_luck.get_luck(clicker:get_player_name())
end end
end end
@ -274,7 +273,7 @@ function mob_class:check_breeding()
return return
end end
mcl_experience.throw_xp(pos, math.random(1, 7) + (parent1._luck or 0) + (parent2._luck or 0)) mcl_experience.throw_xp(pos, math.random(1, 7))
-- custom breed function -- custom breed function
if parent1.on_breed then if parent1.on_breed then

View File

@ -21,6 +21,8 @@ local function atan(x)
end end
end end
mcl_mobs.effect_functions = {}
-- check if daytime and also if mob is docile during daylight hours -- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile() function mob_class:day_docile()
@ -532,8 +534,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return return
end end
mcl_potions.update_haste_and_fatigue(hitter)
end end
local time_now = minetest.get_us_time() local time_now = minetest.get_us_time()
@ -605,13 +605,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
* tmp * ((armor[group] or 0) / 100.0) * tmp * ((armor[group] or 0) / 100.0)
end end
-- strength and weakness effects
local strength = mcl_potions.get_effect(hitter, "strength")
local weakness = mcl_potions.get_effect(hitter, "weakness")
local str_fac = strength and strength.factor or 1
local weak_fac = weakness and weakness.factor or 1
damage = damage * str_fac * weak_fac
if weapon then if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect") local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then if fire_aspect_level > 0 then
@ -653,7 +646,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then if def.tool_capabilities and def.tool_capabilities.punch_attack_uses then
local wear = math.floor(65535/tool_capabilities.punch_attack_uses) local wear = math.floor(65535/tool_capabilities.punch_attack_uses)
weapon:add_wear(wear) weapon:add_wear(wear)
tt.reload_itemstack_description(weapon) -- update tooltip
hitter:set_wielded_item(weapon) hitter:set_wielded_item(weapon)
end end
end, hitter:get_player_name()) end, hitter:get_player_name())
@ -965,7 +957,6 @@ function mob_class:do_states_attack (dtime)
if self.v_start then if self.v_start then
self.timer = self.timer + dtime self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime self.blinktimer = (self.blinktimer or 0) + dtime
self:set_animation("fuse")
if self.blinktimer > 0.2 then if self.blinktimer > 0.2 then
self.blinktimer = 0 self.blinktimer = 0
@ -1151,8 +1142,9 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage} damage_groups = {fleshy = self.damage}
}, nil) }, nil)
if self.dealt_effect then if self.dealt_effect then
mcl_potions.give_effect_by_level(self.dealt_effect.name, self.attack, mcl_mobs.effect_functions[self.dealt_effect.name](
self.dealt_effect.level, self.dealt_effect.dur) self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end end
end end
else else

View File

@ -314,7 +314,6 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime) return self:mob_activate(staticdata, def, dtime)
end, end,
after_activate = def.after_activate,
attack_state = def.attack_state, -- custom attack state attack_state = def.attack_state, -- custom attack state
on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom) on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom)
harmed_by_heal = def.harmed_by_heal, harmed_by_heal = def.harmed_by_heal,
@ -325,7 +324,6 @@ function mcl_mobs.register_mob(name, def)
attack_exception = def.attack_exception or function(p) return false end, attack_exception = def.attack_exception or function(p) return false end,
_spawner = def._spawner, _spawner = def._spawner,
_mcl_potions = {},
} }
if minetest.get_modpath("doc_identifier") ~= nil then if minetest.get_modpath("doc_identifier") ~= nil then
@ -342,17 +340,6 @@ function mcl_mobs.register_mob(name, def)
minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta)) minetest.register_entity(name, setmetatable(final_def,mcl_mobs.mob_class_meta))
end -- END mcl_mobs.register_mob function end -- END mcl_mobs.register_mob function
function mcl_mobs.register_conversion(old_name, new_name)
minetest.register_entity(old_name, {
on_activate = function(self, staticdata, dtime)
local obj = minetest.add_entity(self.object:get_pos(), new_name, staticdata)
local hook = (obj:get_luaentity() or {})._on_after_convert
if hook then hook(obj) end
self.object:remove()
end,
_convert_to = new_name,
})
end
function mcl_mobs.get_arrow_damage_func(damage, typ) function mcl_mobs.get_arrow_damage_func(damage, typ)
local typ = mcl_damage.types[typ] and typ or "arrow" local typ = mcl_damage.types[typ] and typ or "arrow"
@ -387,7 +374,7 @@ function mcl_mobs.register_arrow(name, def)
rotate = def.rotate, rotate = def.rotate,
on_punch = def.on_punch or function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage) on_punch = def.on_punch or function(self, puncher, time_from_last_punch, tool_capabilities, dir, damage)
local vel = self.object:get_velocity():length() local vel = self.object:get_velocity():length()
self.object:set_velocity(dir * vel) self.object:set_velocity({x=dir.x * vel, y=dir.y * vel, z=dir.z * vel})
self._puncher = puncher self._puncher = puncher
end, end,
collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0}, collisionbox = def.collisionbox or {0, 0, 0, 0, 0, 0},

View File

@ -87,8 +87,7 @@ function mob_class:check_item_pickup()
end end
if self.pick_up then if self.pick_up then
for k,v in pairs(self.pick_up) do for k,v in pairs(self.pick_up) do
local itemstack = ItemStack(l.itemstring) if not player_near(p) and self.on_pick_up and l.itemstring:find(v) then
if not player_near(p) and self.on_pick_up and itemstack:get_name():find(v) then
local r = self.on_pick_up(self,l) local r = self.on_pick_up(self,l)
if r and r.is_empty and not r:is_empty() then if r and r.is_empty and not r:is_empty() then
l.itemstring = r:to_string() l.itemstring = r:to_string()

View File

@ -1,5 +1,5 @@
name = mcl_mobs name = mcl_mobs
author = PilzAdam author = PilzAdam
description = Adds a mob API for mods to add animals or monsters, etc. description = Adds a mob API for mods to add animals or monsters, etc.
depends = mcl_particles, mcl_luck depends = mcl_particles
optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk optional_depends = mcl_weather, mcl_explosions, mcl_hunger, mcl_worlds, invisibility, lucky_block, cmi, doc_identifier, mcl_armor, mcl_portals, mcl_experience, mcl_sculk

View File

@ -684,7 +684,7 @@ function mob_class:do_env_damage()
self.object:set_velocity({x = 0, y = 0, z = 0}) self.object:set_velocity({x = 0, y = 0, z = 0})
-- wither rose effect -- wither rose effect
elseif self.standing_in == "mcl_flowers:wither_rose" then elseif self.standing_in == "mcl_flowers:wither_rose" then
mcl_potions.give_effect_by_level("withering", self.object, 2, 2) mcl_potions.withering_func(self.object, 1, 2)
end end
local nodef = minetest.registered_nodes[self.standing_in] local nodef = minetest.registered_nodes[self.standing_in]

View File

@ -1,74 +1,74 @@
Mobs Redo: VoxeLibre Edition Mobs Redo: MineClone 2 Edition
Based on Mobs Redo from TenPlus1 Based on Mobs Redo from TenPlus1
Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint. Built from PilzAdam's original Simple Mobs with additional mobs by KrupnoPavel, Zeg9, ExeterDad and AspireMint.
This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc. This mod contains the API only for adding your own mobs into the world, so please use the additional modpacks to add animals, monsters etc.
https://forum.minetest.net/viewtopic.php?f=11&t=9917 https://forum.minetest.net/viewtopic.php?f=11&t=9917
------------ ------------
Credits: Credits:
mcl_mobs_mob_poof.ogg: mcl_mobs_mob_poof.ogg:
- by Planman (license: Creative Commons Zero) - by Planman (license: Creative Commons Zero)
- Source: <https://freesound.org/people/Planman/sounds/208111/> - Source: <https://freesound.org/people/Planman/sounds/208111/>
------------ ------------
Changelog from original Mobs Redo mod: Changelog from original Mobs Redo mod:
- 1.41- Mob pathfinding has been updated thanks to Elkien3 - 1.41- Mob pathfinding has been updated thanks to Elkien3
- 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work. - 1.40- Updated to use newer functions, requires Minetest 0.4.16+ to work.
- 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob - 1.39- Added 'on_breed', 'on_grown' and 'do_punch' custom functions per mob
- 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage - 1.38- Better entity checking, nametag setting and on_spawn function added to mob registry, tweaked light damage
- 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448 - 1.37- Added support for Raymoo's CMI (common mob interface) mod: https://forum.minetest.net/viewtopic.php?f=9&t=15448
- 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked - 1.36- Death check added, if mob dies in fire/lava/with lava pick then drops are cooked
- 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack - 1.35- Added owner_loyal flag for owned mobs to attack player enemies, also fixed group_attack
- 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code) - 1.34- Added function to fly mob using directional movement (thanks D00Med for flying code)
- 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112 - 1.33- Added functions to mount ride mobs (mobs.attach, mobs.detach, mobs.drive) many thanks to Blert2112
- 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs - 1.32- Added new spawn check to count specific mobs AND new minetest.conf setting to chance spawn chance and numbers, added ability to protect tamed mobs
- 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder. - 1.31- Added 'attack_animals' and 'specific_attack' flags for custom monster attacks, also 'mob_difficulty' .conf setting to make mobs harder.
- 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code - 1.30- Added support for invisibility mod (mobs cant attack what they cant see), tweaked and tidied code
- 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod - 1.29- Split original Mobs Redo into a modpack to make it easier to disable mob sets (animal, monster, npc) or simply use the Api itself for your own mod
- 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :) - 1.28- New damage system added with ability for mob to be immune to weapons or healed by them :)
- 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function. - 1.27- Added new sheep, lava flan and spawn egg textures. New Lava Pick tool smelts what you dig. New atan checking function.
- 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :) - 1.26- Pathfinding feature added thanks to rnd, when monsters attack they become scary smart in finding you :) also, beehive produces honey now :)
- 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak. - 1.25- Mobs no longer spawn within 12 blocks of player or despawn within same range, spawners now have player detection, Code tidy and tweak.
- 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition) - 1.24- Added feature where certain animals run away when punched (runaway = true in mob definition)
- 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings) - 1.23- Added mob spawner block for admin to setup spawners in-game (place and right click to enter settings)
- 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner - 1.22- Added ability to name tamed animals and npc using nametags, also npc will attack anyone who punches them apart from owner
- 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp) - 1.21- Added some more error checking to reduce serialize.h error and added height checks for falling off cliffs (thanks cmdskp)
- 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error - 1.20- Error checking added to remove bad mobs, out of map limit mobs and stop serialize.h error
- 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick - 1.19- Chickens now drop egg items instead of placing the egg, also throwing eggs result in 1/8 chance of spawning chick
- 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first - 1.18- Added docile_by_day flag so that monsters will not attack automatically during daylight hours unless hit first
- 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added - 1.17- Added 'dogshoot' attack type, shoots when out of reach, melee attack when in reach, also api tweaks and self.reach added
- 1.16- Mobs follow multiple items now, Npc's can breed - 1.16- Mobs follow multiple items now, Npc's can breed
- 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility. - 1.15- Added Feeding/Taming/Breeding function, right-click to pick up any sheep with X mark on them and replace with new one to fix compatibility.
- 1.14- All .self variables saved in staticdata, Fixed self.health bug - 1.14- All .self variables saved in staticdata, Fixed self.health bug
- 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's - 1.13- Added capture function (thanks blert2112) chance of picking up mob with hand; net; magic lasso, replaced some .x models with newer .b3d one's
- 1.12- Added animal ownership so that players cannot steal your tamed animals - 1.12- Added animal ownership so that players cannot steal your tamed animals
- 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy - 1.11- Added flying mobs (and swimming), fly=true and fly_in="air" or "deafult:water_source" for fishy
- 1,10- Footstep removed (use replace), explosion routine added for exploding mobs. - 1,10- Footstep removed (use replace), explosion routine added for exploding mobs.
- 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals - 1.09- reworked breeding routine, added mob rotation value, added footstep feature, added jumping mobs with sounds feature, added magic lasso for picking up animals
- 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added - 1.08- Mob throwing attack has been rehauled so that they can damage one another, also drops and on_die function added
- 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables - 1.07- Npc's can now be set to follow player or stand by using self.order and self.owner variables
- beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop - beta- Npc mob added, kills monsters, attacks player when punched, right click with food to heal or gold lump for drop
- 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal) - 1.06- Changed recovery times after breeding, and time taken to grow up (can be sped up by feeding baby animal)
- 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten - 1.05- Added ExeterDad's bunny's which can be picked up and tamed with 4 carrots from farming redo or farming_plus, also shears added to get wool from sheep and lastly Jordach/BSD's kitten
- 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :) - 1.04- Added mating for sheep, cows and hogs... feed animals to make horny and hope for a baby which is half size, will grow up quick though :)
- 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc. - 1.03- Added mob drop/replace feature so that chickens can drop eggs, cow/sheep can eat grass/wheat etc.
- 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions - 1.02- Sheared sheep are remembered and spawn shaven, Warthogs will attack when threatened, Api additions
- 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items - 1.01- Mobs that suffer fall damage or die in water/lava/sunlight will now drop items
- 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :) - 1.0 - more work on Api so that certain mobs can float in water while some sink like a brick :)
- 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked - 0.9 - Spawn eggs added for all mobs (admin only, cannot be placed in protected areas)... Api tweaked
- 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound - 0.8 - Added sounds to monster mobs (thanks Cyberpangolin for the sfx) and also chicken sound
- 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes - 0.7 - mobs.protected switch added to api.lua, when set to 1 mobs no longer spawn in protected areas, also bug fixes
- 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block - 0.6 - Api now supports multi-textured mobs, e.g oerkki, dungeon master, rats and chickens have random skins when spawning (sheep fix TODO), also new Honey block
- 0.5 - Mobs now float in water, die from falling, and some code improvements - 0.5 - Mobs now float in water, die from falling, and some code improvements
- 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :) - 0.4 - Dungeon Masters and Mese Monsters have much better aim due to shoot_offset, also they can both shoot through nodes that aren't walkable (flowers, grass etc) plus new sheep sound :)
- 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :) - 0.3 - Added LOTT's Spider mob, made Cobwebs, added KPavel's Bee with Honey and Beehives (made texture), Warthogs now have sound and can be tamed, taming of shaved sheep or milked cow with 8 wheat so it will not despawn, many bug fixes :)
- 0.2 - Cooking bucket of milk into cheese now returns empty bucket - 0.2 - Cooking bucket of milk into cheese now returns empty bucket
- 0.1 - Initial Release - 0.1 - Initial Release

163
mods/ENTITIES/mcl_mobs/spawning.lua Normal file → Executable file
View File

@ -23,7 +23,6 @@ local math_ceil = math.ceil
local math_cos = math.cos local math_cos = math.cos
local math_sin = math.sin local math_sin = math.sin
local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end local math_round = function(x) return (x > 0) and math_floor(x + 0.5) or math_ceil(x - 0.5) end
local math_sqrt = math.sqrt
local vector_distance = vector.distance local vector_distance = vector.distance
local vector_new = vector.new local vector_new = vector.new
@ -565,9 +564,6 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
return return
end end
assert(min_height)
assert(max_height)
-- chance/spawn number override in minetest.conf for registered mob -- chance/spawn number override in minetest.conf for registered mob
local numbers = minetest.settings:get(name) local numbers = minetest.settings:get(name)
@ -599,119 +595,25 @@ function mcl_mobs:spawn_specific(name, dimension, type_of_spawning, biomes, min_
spawn_dictionary[key]["max_height"] = max_height spawn_dictionary[key]["max_height"] = max_height
spawn_dictionary[key]["day_toggle"] = day_toggle spawn_dictionary[key]["day_toggle"] = day_toggle
spawn_dictionary[key]["check_position"] = check_position spawn_dictionary[key]["check_position"] = check_position
end end
-- Calculate the inverse of a piecewise linear function f(x). Line segments are represented as two
-- adjacent points specified as { x, f(x) }. At least 2 points are required. If there are most solutions,
-- the one with a lower x value will be chosen.
local function inverse_pwl(fx, f)
if fx < f[1][2] then
return f[1][1]
end
for i=2,#f do
local x0,fx0 = unpack(f[i-1])
local x1,fx1 = unpack(f[i ])
if fx < fx1 then
return (fx - fx0) * (x1 - x0) / (fx1 - fx0) + x0
end
end
return f[#f][1]
end
local SPAWN_DISTANCE_CDF_PWL = {
{0.000,0.00},
{0.083,0.40},
{0.416,0.75},
{1.000,1.00},
}
local two_pi = 2 * math.pi local two_pi = 2 * math.pi
local function get_next_mob_spawn_pos(pos) local function get_next_mob_spawn_pos(pos)
-- Select a distance such that distances closer to the player are selected much more often than -- TODO We should consider spawning something a little further away sporadically.
-- those further away from the player. -- It would be good for sky farms and variance, rather than all being on the 24 - 32 block away radius
local fx = (math_random(1,10000)-1) / 10000 local distance = math_random(MOB_SPAWN_ZONE_INNER, MOB_SPAWN_ZONE_MIDDLE)
local x = inverse_pwl(fx, SPAWN_DISTANCE_CDF_PWL) local angle = math_random() * two_pi
local distance = x * (MOB_SPAWN_ZONE_OUTER - MOB_SPAWN_ZONE_INNER) + MOB_SPAWN_ZONE_INNER
--print("Using spawn distance of "..tostring(distance).." fx="..tostring(fx)..",x="..tostring(x))
-- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts. -- TODO Floor xoff and zoff and add 0.5 so it tries to spawn in the middle of the square. Less failed attempts.
-- Use spherical coordinates https://en.wikipedia.org/wiki/Spherical_coordinate_system#Cartesian_coordinates local xoff = math_round(distance * math_cos(angle))
local theta = math_random() * two_pi local zoff = math_round(distance * math_sin(angle))
local phi = math_random() * two_pi return vector.offset(pos, xoff, 0, zoff)
local xoff = math_round(distance * math_sin(theta) * math_cos(phi)) end
local yoff = math_round(distance * math_cos(theta))
local zoff = math_round(distance * math_sin(theta) * math_sin(phi))
local goal_pos = vector.offset(pos, xoff, yoff, zoff)
if not ( math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT ) then local function decypher_limits(posy)
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos)) posy = math_floor(posy)
return nil return posy - MOB_SPAWN_ZONE_MIDDLE, posy + MOB_SPAWN_ZONE_MIDDLE
end
-- Calculate upper/lower y limits
local R1 = MOB_SPAWN_ZONE_OUTER
local d = vector_distance( pos, vector.new( goal_pos.x, pos.y, goal_pos.z ) ) -- distance from player to projected point on horizontal plane
local y1 = math_sqrt( R1*R1 - d*d ) -- absolue value of distance to outer sphere
local y_min
local y_max
if d >= MOB_SPAWN_ZONE_INNER then
-- Outer region, y range has both ends on the outer sphere
y_min = pos.y - y1
y_max = pos.y + y1
else
-- Inner region, y range spans between inner and outer spheres
local R2 = MOB_SPAWN_ZONE_INNER
local y2 = math_sqrt( R2*R2 - d*d )
if goal_pos.y > pos. y then
-- Upper hemisphere
y_min = pos.y + y2
y_max = pos.y + y1
else
-- Lower hemisphere
y_min = pos.y - y1
y_max = pos.y - y2
end
end
y_min = math_round(y_min)
y_max = math_round(y_max)
-- Limit total range of check to 32 nodes (maximum of 3 map blocks)
if y_max > goal_pos.y + 16 then
y_max = goal_pos.y + 16
end
if y_min < goal_pos.y - 16 then
y_min = goal_pos.y - 16
end
-- Ask engine for valid spawn locations
local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
) or {}
-- Select only the locations at a valid distance
local valid_positions = {}
for _,check_pos in ipairs(spawning_position_list) do
local dist = vector.distance(pos, check_pos)
if dist >= MOB_SPAWN_ZONE_INNER and dist <= MOB_SPAWN_ZONE_OUTER then
valid_positions[#valid_positions + 1] = check_pos
end
end
spawning_position_list = valid_positions
-- No valid locations, failed to find a position
if #spawning_position_list == 0 then
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
return nil
end
-- Pick a random valid location
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
return spawning_position_list[math_random(1, #spawning_position_list)]
end end
--a simple helper function for mob_spawn --a simple helper function for mob_spawn
@ -1036,16 +938,42 @@ if mobs_spawn then
local function find_spawning_position(pos, max_times) local function find_spawning_position(pos, max_times)
local spawning_position local spawning_position
local max_loops = max_times or 1
local max_loops = 1
if max_times then max_loops = max_times end
local y_min, y_max = decypher_limits(pos.y)
--mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT) --mcl_log("mapgen_limit: " .. SPAWN_MAPGEN_LIMIT)
while max_loops > 0 do local i = 0
local spawning_position = get_next_mob_spawn_pos(pos) repeat
if spawning_position then return spawning_position end local goal_pos = get_next_mob_spawn_pos(pos)
max_loops = max_loops - 1
end if math.abs(goal_pos.x) <= SPAWN_MAPGEN_LIMIT and math.abs(pos.y) <= SPAWN_MAPGEN_LIMIT and math.abs(goal_pos.z) <= SPAWN_MAPGEN_LIMIT then
return nil local spawning_position_list = find_nodes_in_area_under_air(
{x = goal_pos.x, y = y_min, z = goal_pos.z},
{x = goal_pos.x, y = y_max, z = goal_pos.z},
{"group:solid", "group:water", "group:lava"}
)
if #spawning_position_list > 0 then
mcl_log("Spawning positions available: " .. minetest.pos_to_string(goal_pos))
spawning_position = spawning_position_list[math_random(1, #spawning_position_list)]
else
mcl_log("Spawning position isn't good. Do not spawn: " .. minetest.pos_to_string(goal_pos))
end
else
mcl_log("Pos outside mapgen limits: " .. minetest.pos_to_string(goal_pos))
end
i = i + 1
if i >= max_loops then
mcl_log("Cancel finding spawn positions at: " .. max_loops)
break
end
until spawning_position
return spawning_position
end end
local cumulative_chance = nil local cumulative_chance = nil
@ -1271,6 +1199,7 @@ function mob_class:check_despawn(pos, dtime)
end end
end end
minetest.register_chatcommand("mobstats",{ minetest.register_chatcommand("mobstats",{
privs = { debug = true }, privs = { debug = true },
func = function(n,param) func = function(n,param)

View File

@ -1,4 +1,4 @@
name = mcl_wither_spawning name = mcl_wither_spawning
description = Wither Spawning for VoxeLibre description = Wither Spawning for MineClone2
author = Fleckenstein author = Fleckenstein
depends = mobs_mc, mcl_heads depends = mobs_mc, mcl_heads

View File

@ -33,11 +33,11 @@ This mod adds mobs which closely resemble the mobs from the game Minecraft, vers
* Husk * Husk
* Skeleton * Skeleton
* Stray * Stray
* Stalker * Creeper
* Slime * Slime
* Spider * Spider
* Cave Spider * Cave Spider
* Rover * Enderman
* Zombie Villager * Zombie Villager
* Zombie Piglin * Zombie Piglin
* Wither Skeleton * Wither Skeleton

View File

@ -122,7 +122,6 @@ mooshroom_def.on_rightclick = function(self, clicker)
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
item:add_wear(mobs_mc.shears_wear) item:add_wear(mobs_mc.shears_wear)
tt.reload_itemstack_description(item) -- update tooltip
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item) clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end end
-- Use bucket to milk -- Use bucket to milk

View File

@ -3,60 +3,14 @@
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
--################### --###################
--################### STALKER --################### CREEPER
--################### --###################
local function get_texture(self)
local on_name = self.standing_on
local texture
local texture_suff = ""
if on_name and on_name ~= "air" then
local tiles = minetest.registered_nodes[on_name].tiles
if tiles then
local tile = tiles[1]
local color
if type(tile) == "table" then
texture = tile.name or tile.image
if tile.color then
color = minetest.colorspec_to_colorstring(tile.color)
end
elseif type(tile) == "string" then
texture = tile
end
if not color then
color = minetest.colorspec_to_colorstring(minetest.registered_nodes[on_name].color)
end
if color then
texture_suff = "^[multiply:" .. color .. "^[hsl:0:0:20"
end
end
end
if not texture or texture == "" then
texture = "vl_stalker_default.png"
end
texture = texture:gsub("([\\^:\\[])","\\%1") -- escape texture modifiers
texture = "([combine:16x24:0,0=(" .. texture .. "):0,16=(" .. texture ..")".. texture_suff
if self.attack then
texture = texture .. ")^vl_mobs_stalker_overlay_angry.png"
else
texture = texture .. ")^vl_mobs_stalker_overlay.png"
end
return texture
end
local AURA = "vl_stalker_overloaded_aura.png"
local function get_overloaded_aura(timer)
local frame = math.floor(timer*16)
local f = tostring(frame)
local nf = tostring(16-f)
return "[combine:16x24:-" .. nf ..",0=" .. AURA .. ":" .. f .. ",0=" .. AURA
end
mcl_mobs.register_mob("mobs_mc:creeper", {
mcl_mobs.register_mob("mobs_mc:stalker", { description = S("Creeper"),
description = S("Stalker"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
spawn_in_group = 1, spawn_in_group = 1,
@ -67,16 +21,16 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3},
pathfinding = 1, pathfinding = 1,
visual = "mesh", visual = "mesh",
mesh = "vl_stalker.b3d", mesh = "mobs_mc_creeper.b3d",
-- head_swivel = "Head_Control", head_swivel = "Head_Control",
bone_eye_height = 2.35, bone_eye_height = 2.35,
head_eye_height = 1.8; head_eye_height = 1.8;
curiosity = 2, curiosity = 2,
textures = { textures = {
{get_texture({}), {"mobs_mc_creeper.png",
"mobs_mc_empty.png"}, "mobs_mc_empty.png"},
}, },
visual_size = {x=2, y=2}, visual_size = {x=3, y=3},
sounds = { sounds = {
attack = "tnt_ignite", attack = "tnt_ignite",
death = "mobs_mc_creeper_death", death = "mobs_mc_creeper_death",
@ -102,8 +56,8 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
-- Force-ignite stalker with flint and steel and explode after 1.5 seconds. -- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make stalker flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer ~= nil then
@ -132,11 +86,6 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength) self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end end
end end
local new_texture = get_texture(self)
if self._stalker_texture ~= new_texture then
self.object:set_properties({textures={new_texture, "mobs_mc_empty.png"}})
self._stalker_texture = new_texture
end
end, end,
on_die = function(self, pos, cmi_cause) on_die = function(self, pos, cmi_cause)
-- Drop a random music disc when killed by skeleton or stray -- Drop a random music disc when killed by skeleton or stray
@ -159,42 +108,35 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
looting = "common",}, looting = "common",},
-- Head -- Head
-- TODO: Only drop if killed by charged stalker -- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:stalker", {name = "mcl_heads:creeper",
chance = 200, -- 0.5% chance = 200, -- 0.5%
min = 1, min = 1,
max = 1,}, max = 1,},
}, },
animation = { animation = {
speed_normal = 30, speed_normal = 24,
speed_run = 60, speed_run = 48,
stand_start = 0, stand_start = 0,
stand_end = 23, stand_end = 23,
walk_start = 24, walk_start = 24,
walk_end = 49, walk_end = 49,
run_start = 24, run_start = 24,
run_end = 49, run_end = 49,
fuse_start = 49, hurt_start = 110,
fuse_end = 80, hurt_end = 139,
death_start = 140,
death_end = 189,
look_start = 50,
look_end = 108,
}, },
floats = 1, floats = 1,
fear_height = 4, fear_height = 4,
view_range = 16, view_range = 16,
})
_on_after_convert = function(obj) mcl_mobs.register_mob("mobs_mc:creeper_charged", {
obj:set_properties({ description = S("Charged Creeper"),
visual_size = {x=2, y=2},
mesh = "vl_stalker.b3d",
textures = {
{get_texture({}),
"mobs_mc_empty.png"},
},
})
end,
}) -- END mcl_mobs.register_mob("mobs_mc:stalker", {
mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
description = S("Overloaded Stalker"),
type = "monster", type = "monster",
spawn_class = "hostile", spawn_class = "hostile",
hp_min = 20, hp_min = 20,
@ -204,16 +146,15 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3},
pathfinding = 1, pathfinding = 1,
visual = "mesh", visual = "mesh",
mesh = "vl_stalker.b3d", mesh = "mobs_mc_creeper.b3d",
--BOOM --BOOM
textures = { textures = {
{get_texture({}), {"mobs_mc_creeper.png",
AURA}, "mobs_mc_creeper_charge.png"},
}, },
use_texture_alpha = true, visual_size = {x=3, y=3},
visual_size = {x=2, y=2},
sounds = { sounds = {
attack = "tnt_ignite", attack = "tnt_ignite",
death = "mobs_mc_creeper_death", death = "mobs_mc_creeper_death",
@ -237,8 +178,8 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
allow_fuse_reset = true, allow_fuse_reset = true,
stop_to_explode = true, stop_to_explode = true,
-- Force-ignite stalker with flint and steel and explode after 1.5 seconds. -- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make stalker flash after doing this as well. -- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code. -- TODO: Test and debug this code.
on_rightclick = function(self, clicker) on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then if self._forced_explosion_countdown_timer ~= nil then
@ -267,9 +208,6 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength) self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end end
end end
if not self._aura_timer or self._aura_timer > 1 then self._aura_timer = 0 end
self._aura_timer = self._aura_timer + dtime
self.object:set_properties({textures={get_texture(self), get_overloaded_aura(self._aura_timer)}})
end, end,
on_die = function(self, pos, cmi_cause) on_die = function(self, pos, cmi_cause)
-- Drop a random music disc when killed by skeleton or stray -- Drop a random music disc when killed by skeleton or stray
@ -284,7 +222,7 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
end end
end, end,
on_lightning_strike = function(self, pos, pos2, objects) on_lightning_strike = function(self, pos, pos2, objects)
mcl_util.replace_mob(self.object, "mobs_mc:stalker_overloaded") mcl_util.replace_mob(self.object, "mobs_mc:creeper_charged")
return true return true
end, end,
maxdrops = 2, maxdrops = 2,
@ -296,23 +234,27 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
looting = "common",}, looting = "common",},
-- Head -- Head
-- TODO: Only drop if killed by overloaded stalker -- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:stalker", {name = "mcl_heads:creeper",
chance = 200, -- 0.5% chance = 200, -- 0.5%
min = 1, min = 1,
max = 1,}, max = 1,},
}, },
animation = { animation = {
speed_normal = 30, speed_normal = 24,
speed_run = 60, speed_run = 48,
stand_start = 0, stand_start = 0,
stand_end = 23, stand_end = 23,
walk_start = 24, walk_start = 24,
walk_end = 49, walk_end = 49,
run_start = 24, run_start = 24,
run_end = 49, run_end = 49,
fuse_start = 49, hurt_start = 110,
fuse_end = 80, hurt_end = 139,
death_start = 140,
death_end = 189,
look_start = 50,
look_end = 108,
}, },
floats = 1, floats = 1,
fear_height = 4, fear_height = 4,
@ -320,25 +262,10 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
--Having trouble when fire is placed with lightning --Having trouble when fire is placed with lightning
fire_resistant = true, fire_resistant = true,
glow = 3, glow = 3,
})
_on_after_convert = function(obj)
obj:set_properties({
visual_size = {x=2, y=2},
mesh = "vl_stalker.b3d",
textures = {
{get_texture({}),
AURA},
},
})
end,
}) -- END mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
-- compat
mcl_mobs.register_conversion("mobs_mc:creeper", "mobs_mc:stalker")
mcl_mobs.register_conversion("mobs_mc:creeper_charged", "mobs_mc:stalker_overloaded")
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:stalker", "mobs_mc:creeper",
"overworld", "overworld",
"ground", "ground",
{ {
@ -486,6 +413,4 @@ mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max) mcl_vars.mg_overworld_max)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:stalker", S("Stalker"), "#0da70a", "#000000", 0) mcl_mobs.register_egg("mobs_mc:creeper", S("Creeper"), "#0da70a", "#000000", 0)
minetest.register_alias("mobs_mc:creeper", "mobs_mc:stalker")
mcl_mobs.register_egg("mobs_mc:stalker_overloaded", S("Overloaded Stalker"), "#00a77a", "#000000", 0)

View File

@ -31,9 +31,20 @@ local place_frequency_min = 235
local place_frequency_max = 245 local place_frequency_max = 245
minetest.register_entity("mobs_mc:ender_eyes", { minetest.register_entity("mobs_mc:ender_eyes", {
visual = "mesh",
mesh = "mobs_mc_spider.b3d",
visual_size = {x=1.01/3, y=1.01/3},
textures = {
"mobs_mc_enderman_eyes.png",
},
on_step = function(self) on_step = function(self)
self.object:remove() if self and self.object then
if not self.object:get_attach() then
self.object:remove()
end
end
end, end,
glow = 50,
}) })
local S = minetest.get_translator("mobs_mc") local S = minetest.get_translator("mobs_mc")
@ -55,8 +66,142 @@ end
local pr = PseudoRandom(os.time()*(-334)) local pr = PseudoRandom(os.time()*(-334))
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
-- and the textures have tranparent pixels.
local block_texture_overrides
do
local cbackground = "mobs_mc_enderman_cactus_background.png"
local ctiles = minetest.registered_nodes["mcl_core:cactus"].tiles
local ctable = {}
local last
for i=1, 6 do
if ctiles[i] then
last = ctiles[i]
end
table.insert(ctable, cbackground .. "^" .. last)
end
block_texture_overrides = {
["mcl_core:cactus"] = ctable,
-- FIXME: replace colorize colors with colors from palette
["mcl_core:dirt_with_grass"] =
{
"mcl_core_grass_block_top.png^[colorize:green:90",
"default_dirt.png",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)"}
}
end
-- Create the textures table for the enderman, depending on which kind of block
-- the enderman holds (if any).
local create_enderman_textures = function(block_type, itemstring)
local base = "mobs_mc_enderman.png^mobs_mc_enderman_eyes.png"
--[[ Order of the textures in the texture table:
Flower, 90 degrees
Flower, 45 degrees
Held block, backside
Held block, bottom
Held block, front
Held block, left
Held block, right
Held block, top
Enderman texture (base)
]]
-- Regular cube
if block_type == "cube" then
local tiles = minetest.registered_nodes[itemstring].tiles
local textures = {}
local last
if block_texture_overrides[itemstring] then
-- Texture override available? Use these instead!
textures = block_texture_overrides[itemstring]
else
-- Extract the texture names
for i = 1, 6 do
if type(tiles[i]) == "string" then
last = tiles[i]
elseif type(tiles[i]) == "table" then
if tiles[i].name then
last = tiles[i].name
end
end
table.insert(textures, last)
end
end
return {
"blank.png",
"blank.png",
textures[5],
textures[2],
textures[6],
textures[3],
textures[4],
textures[1],
base, -- Enderman texture
}
-- Node of plantlike drawtype, 45° (recommended)
elseif block_type == "plantlike45" then
local textures = minetest.registered_nodes[itemstring].tiles
return {
"blank.png",
textures[1],
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base,
}
-- Node of plantlike drawtype, 90°
elseif block_type == "plantlike90" then
local textures = minetest.registered_nodes[itemstring].tiles
return {
textures[1],
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base,
}
elseif block_type == "unknown" then
return {
"blank.png",
"blank.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
base, -- Enderman texture
}
-- No block held (for initial texture)
elseif block_type == "nothing" or block_type == nil then
return {
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base, -- Enderman texture
}
end
end
-- Select a new animation definition. -- Select a new animation definition.
local select_rover_animation = function(animation_type) local select_enderman_animation = function(animation_type)
-- Enderman holds a block -- Enderman holds a block
if animation_type == "block" then if animation_type == "block" then
return { return {
@ -109,8 +254,8 @@ local psdefs = {{
texture = "mcl_portals_particle"..math.random(1, 5)..".png", texture = "mcl_portals_particle"..math.random(1, 5)..".png",
}} }}
mcl_mobs.register_mob("mobs_mc:rover", { mcl_mobs.register_mob("mobs_mc:enderman", {
description = S("Rover"), description = S("Enderman"),
type = "monster", type = "monster",
spawn_class = "passive", spawn_class = "passive",
can_despawn = true, can_despawn = true,
@ -122,11 +267,23 @@ mcl_mobs.register_mob("mobs_mc:rover", {
xp_max = 5, xp_max = 5,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3}, collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3},
visual = "mesh", visual = "mesh",
mesh = "vl_rover.b3d", mesh = "mobs_mc_enderman.b3d",
textures = { "vl_mobs_rover.png^vl_mobs_rover_face.png" }, textures = create_enderman_textures(),
glow = 100, visual_size = {x=3, y=3},
visual_size = {x=10, y=10},
makes_footstep_sound = true, makes_footstep_sound = true,
on_spawn = function(self)
local spider_eyes=false
for n = 1, #self.object:get_children() do
local obj = self.object:get_children()[n]
if obj:get_luaentity() and self.object:get_luaentity().name == "mobs_mc:ender_eyes" then
spider_eyes = true
end
end
if not spider_eyes then
minetest.add_entity(self.object:get_pos(), "mobs_mc:ender_eyes"):set_attach(self.object, "head.top", vector.new(0,2.54,-1.99), vector.new(90,0,180))
minetest.add_entity(self.object:get_pos(), "mobs_mc:ender_eyes"):set_attach(self.object, "head.top", vector.new(1,2.54,-1.99), vector.new(90,0,180))
end
end,
sounds = { sounds = {
-- TODO: Custom war cry sound -- TODO: Custom war cry sound
war_cry = "mobs_sandmonster", war_cry = "mobs_sandmonster",
@ -135,8 +292,8 @@ mcl_mobs.register_mob("mobs_mc:rover", {
random = {name="mobs_mc_enderman_random", gain=0.5}, random = {name="mobs_mc_enderman_random", gain=0.5},
distance = 16, distance = 16,
}, },
walk_velocity = 2, walk_velocity = 0.2,
run_velocity = 4, run_velocity = 3.4,
damage = 7, damage = 7,
reach = 2, reach = 2,
particlespawners = psdefs, particlespawners = psdefs,
@ -147,7 +304,7 @@ mcl_mobs.register_mob("mobs_mc:rover", {
max = 1, max = 1,
looting = "common"}, looting = "common"},
}, },
animation = select_rover_animation("normal"), animation = select_enderman_animation("normal"),
_taken_node = "", _taken_node = "",
can_spawn = function(pos) can_spawn = function(pos)
return #minetest.find_nodes_in_area(vector.offset(pos,0,1,0),vector.offset(pos,0,3,0),{"air"}) > 2 return #minetest.find_nodes_in_area(vector.offset(pos,0,1,0),vector.offset(pos,0,3,0),{"air"}) > 2
@ -191,7 +348,6 @@ mcl_mobs.register_mob("mobs_mc:rover", {
-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE. -- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
if self.state == "attack" then if self.state == "attack" then
self.object:set_properties({textures={"vl_mobs_rover.png^vl_mobs_rover_face_angry.png"}})
if self.attack then if self.attack then
local target = self.attack local target = self.attack
local pos = target:get_pos() local pos = target:get_pos()
@ -202,7 +358,6 @@ mcl_mobs.register_mob("mobs_mc:rover", {
end end
end end
else --if not attacking try to tp to the dark else --if not attacking try to tp to the dark
self.object:set_properties({textures={"vl_mobs_rover.png^vl_mobs_rover_face.png"}})
if dim == 'overworld' then if dim == 'overworld' then
local light = minetest.get_node_light(enderpos) local light = minetest.get_node_light(enderpos)
if light and light > minetest.LIGHT_MAX then if light and light > minetest.LIGHT_MAX then
@ -334,17 +489,38 @@ mcl_mobs.register_mob("mobs_mc:rover", {
minetest.remove_node(take_pos) minetest.remove_node(take_pos)
local dug = minetest.get_node_or_nil(take_pos) local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then if dug and dug.name == "air" then
local node_obj = vl_held_item.create_item_entity(take_pos, node.name) self._taken_node = node.name
if node_obj then self.persistent = true
node_obj:set_attach(self.object, "held_node")
self._node_obj = node_obj
self._taken_node = node.name
node_obj:set_properties({visual_size={x=0.02, y=0.02}})
end
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
self.animation = select_rover_animation("block") -- Update animation and texture accordingly (adds visibly carried block)
local block_type
-- Cube-shaped
if def.drawtype == "normal" or
def.drawtype == "nodebox" or
def.drawtype == "liquid" or
def.drawtype == "flowingliquid" or
def.drawtype == "glasslike" or
def.drawtype == "glasslike_framed" or
def.drawtype == "glasslike_framed_optional" or
def.drawtype == "allfaces" or
def.drawtype == "allfaces_optional" or
def.drawtype == nil then
block_type = "cube"
elseif def.drawtype == "plantlike" then
-- Flowers and stuff
block_type = "plantlike45"
elseif def.drawtype == "airlike" then
-- Just air
block_type = nil
else
-- Fallback for complex drawtypes
block_type = "unknown"
end
self.base_texture = create_enderman_textures(block_type, self._taken_node)
self.object:set_properties({ textures = self.base_texture })
self.animation = select_enderman_animation("block")
self:set_animation(self.animation.current) self:set_animation(self.animation.current)
if def and def.sounds and def.sounds.dug then if def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true) minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true)
end end
end end
@ -366,14 +542,12 @@ mcl_mobs.register_mob("mobs_mc:rover", {
local def = minetest.registered_nodes[self._taken_node] local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block) -- Update animation accordingly (removes visible block)
self.persistent = false self.persistent = false
self.animation = select_rover_animation("normal") self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current) self:set_animation(self.animation.current)
if def and def.sounds and def.sounds.place then if def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true) minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true)
end end
self._node_obj:remove() self._taken_node = ""
self._node_obj = nil
self._taken_node = nil
end end
end end
end end
@ -471,41 +645,16 @@ mcl_mobs.register_mob("mobs_mc:rover", {
--end --end
end end
end, end,
after_activate = function(self, staticdata, def, dtime)
if not self._taken_node or self._taken_node == "" then
self.animation = select_rover_animation("normal")
self:set_animation(self.animation.current)
return
end
self.animation = select_rover_animation("block")
self:set_animation(self.animation.current)
local node_obj = vl_held_item.create_item_entity(self.object:get_pos(), self._taken_node)
if node_obj then
node_obj:set_attach(self.object, "held_node")
self._node_obj = node_obj
node_obj:set_properties({visual_size={x=0.02, y=0.02}})
end
end,
armor = { fleshy = 100, water_vulnerable = 100 }, armor = { fleshy = 100, water_vulnerable = 100 },
water_damage = 8, water_damage = 8,
view_range = 64, view_range = 64,
fear_height = 4, fear_height = 4,
attack_type = "dogfight", attack_type = "dogfight",
_on_after_convert = function(obj) })
obj:set_properties({
mesh = "vl_rover.b3d",
textures = { "vl_mobs_rover.png^vl_mobs_rover_face.png" },
visual_size = {x=10, y=10},
})
end
}) -- END mcl_mobs.register_mob("mobs_mc:rover", {
-- compat
mcl_mobs.register_conversion("mobs_mc:enderman", "mobs_mc:rover")
-- End spawn -- End spawn
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"end", "end",
"ground", "ground",
{ {
@ -525,7 +674,7 @@ mcl_vars.mg_end_min,
mcl_vars.mg_end_max) mcl_vars.mg_end_max)
-- Overworld spawn -- Overworld spawn
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"overworld", "overworld",
"ground", "ground",
{ {
@ -674,7 +823,7 @@ mcl_vars.mg_overworld_max)
-- Nether spawn (rare) -- Nether spawn (rare)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"nether", "nether",
"ground", "ground",
{ {
@ -691,7 +840,7 @@ mcl_vars.mg_nether_max)
-- Warped Forest spawn (common) -- Warped Forest spawn (common)
mcl_mobs:spawn_specific( mcl_mobs:spawn_specific(
"mobs_mc:rover", "mobs_mc:enderman",
"nether", "nether",
"ground", "ground",
{ {
@ -706,5 +855,4 @@ mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max) mcl_vars.mg_nether_max)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:rover", S("Rover"), "#252525", "#151515", 0) mcl_mobs.register_egg("mobs_mc:enderman", S("Enderman"), "#252525", "#151515", 0)
minetest.register_alias("mobs_mc:enderman", "mobs_mc:rover")

View File

@ -126,14 +126,13 @@ mcl_mobs.register_arrow("mobs_mc:fireball", {
end, end,
hit_mob = function(self, mob) hit_mob = function(self, mob)
local name = mob:get_luaentity().name
mob:punch(self.object, 1.0, { mob:punch(self.object, 1.0, {
full_punch_interval = 1.0, full_punch_interval = 1.0,
damage_groups = {fleshy = 6}, damage_groups = {fleshy = 6},
}, nil) }, nil)
mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true) mcl_mobs.mob_class.boom(self,self.object:get_pos(), 1, true)
local ent = mob:get_luaentity() local ent = mob:get_luaentity()
if (not ent or ent.health <= 0) and self._puncher and name == "mobs_mc:ghast" then if not ent or ent.health <= 0 then
awards.unlock(self._puncher:get_player_name(), "mcl:fireball_redir_serv") awards.unlock(self._puncher:get_player_name(), "mcl:fireball_redir_serv")
end end
end, end,

View File

@ -99,7 +99,9 @@ mcl_mobs.register_mob("mobs_mc:guardian", {
view_range = 16, view_range = 16,
}) })
mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10, mobs_mc.water_level) -- Spawning disabled due to size issues
-- TODO: Re-enable spawning
--mcl_mobs:spawn_specific("mobs_mc:guardian", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 25000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level - 10)
mcl_mobs:non_spawn_specific("mobs_mc:guardian","overworld",0,minetest.LIGHT_MAX+1) mcl_mobs:non_spawn_specific("mobs_mc:guardian","overworld",0,minetest.LIGHT_MAX+1)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0) mcl_mobs.register_egg("mobs_mc:guardian", S("Guardian"), "#5a8272", "#f17d31", 0)

View File

@ -105,14 +105,11 @@ mcl_mobs.register_mob("mobs_mc:guardian_elder", {
fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" }, fly_in = { "mcl_core:water_source", "mclx_core:river_water_source" },
jump = false, jump = false,
view_range = 16, view_range = 16,
dealt_effect = {
name = "fatigue",
level = 3,
dur = 30,
},
}) })
mcl_mobs:spawn_specific("mobs_mc:guardian_elder", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 40000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level-18, mobs_mc.water_level) -- Spawning disabled due to size issues <- what do you mean? -j4i
-- TODO: Re-enable spawning
-- mcl_mobs:spawn_specific("mobs_mc:guardian_elder", { "mcl_core:water_source", "mclx_core:river_water_source" }, { "mcl_core:water_source", "mclx_core:river_water_source" }, 0, minetest.LIGHT_MAX+1, 30, 40000, 2, mcl_vars.mg_overworld_min, mobs_mc.water_level-18)
-- spawn eggs -- spawn eggs
mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0) mcl_mobs.register_egg("mobs_mc:guardian_elder", S("Elder Guardian"), "#ceccba", "#747693", 0)

View File

@ -122,10 +122,10 @@ local horse = {
stand_speed = 25, stand_speed = 25,
stand_start = 0, stand_start = 0,
stand_end = 0, stand_end = 0,
walk_speed = 100, walk_speed = 25,
walk_start = 0, walk_start = 0,
walk_end = 40, walk_end = 40,
run_speed = 200, run_speed = 60,
run_start = 0, run_start = 0,
run_end = 40, run_end = 40,
}, },
@ -543,6 +543,11 @@ donkey.description = S("Donkey")
donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}} donkey.textures = {{"blank.png", "mobs_mc_donkey.png", "blank.png"}}
donkey.spawn_in_group = 3 donkey.spawn_in_group = 3
donkey.spawn_in_group_min = 1 donkey.spawn_in_group_min = 1
donkey.animation = {
speed_normal = 25,
stand_start = 0, stand_end = 0,
walk_start = 0, walk_end = 40,
}
donkey.sounds = { donkey.sounds = {
random = "mobs_mc_donkey_random", random = "mobs_mc_donkey_random",
damage = "mobs_mc_donkey_hurt", damage = "mobs_mc_donkey_hurt",

View File

@ -124,7 +124,9 @@ dofile(path .. "/witch.lua") -- Mesh and animation by toby109tt / https://githu
--Monsters --Monsters
dofile(path .. "/blaze.lua") -- Animation by daufinsyd dofile(path .. "/blaze.lua") -- Animation by daufinsyd
dofile(path .. "/creeper.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/ender_dragon.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/ender_dragon.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/enderman.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/endermite.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/endermite.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/villager_illusioner.lua") -- Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/villager_illusioner.lua") -- Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/ghast.lua") -- maikerumine dofile(path .. "/ghast.lua") -- maikerumine
@ -132,12 +134,10 @@ dofile(path .. "/guardian.lua") -- maikerumine Mesh and animation by toby109tt
dofile(path .. "/guardian_elder.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/guardian_elder.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/snowman.lua") dofile(path .. "/snowman.lua")
dofile(path .. "/iron_golem.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/iron_golem.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/rover.lua") -- Mesh and Animation by Herowl
dofile(path .. "/shulker.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/shulker.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i dofile(path .. "/silverfish.lua") -- maikerumine Mesh and animation by toby109tt / https://github.com/22i
dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton+stray.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/skeleton_wither.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/stalker.lua") -- Mesh and Animation by Herowl
dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S dofile(path .. "/zombie.lua") -- Mesh by Morn76 Animation by Pavel_S
dofile(path .. "/slime+magma_cube.lua") -- Wuzzy dofile(path .. "/slime+magma_cube.lua") -- Wuzzy
dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture) dofile(path .. "/spider.lua") -- Spider by AspireMint (fishyWET (CC-BY-SA 3.0 license for texture)

View File

@ -5,7 +5,7 @@ Blaze=Lohe
Chicken=Huhn Chicken=Huhn
Cow=Kuh Cow=Kuh
Mooshroom=Pilzkuh Mooshroom=Pilzkuh
Stalker=Stalker Creeper=Creeper
Ender Dragon=Enderdrache Ender Dragon=Enderdrache
Enderman=Enderman Enderman=Enderman
Endermite=Endermilbe Endermite=Endermilbe

View File

@ -6,7 +6,7 @@ Blaze=Blaze
Chicken=Kylling Chicken=Kylling
Cow=Ko Cow=Ko
Mooshroom=Svamp Mooshroom=Svamp
Stalker=Stalker Creeper=Creeper
Ender Dragon=Enderdrage Ender Dragon=Enderdrage
Enderman=Enderman Enderman=Enderman
Endermite=Endermide Endermite=Endermide
@ -67,4 +67,4 @@ Cod=Torsk
Salmon=Laks Salmon=Laks
Dolphin=Delfin Dolphin=Delfin
Pillager=Plyndrer Pillager=Plyndrer
Tropical fish=Tropisk fisk Tropical fish=Tropisk fisk

View File

@ -5,7 +5,7 @@ Chicken=Pollo
Cod=Bacalao Cod=Bacalao
Cow=Vaca Cow=Vaca
Mooshroom=Champivaca Mooshroom=Champivaca
Stalker=Stalker Creeper=Creeper
Dolphin=Delfín Dolphin=Delfín
Ender Dragon=Ender Dragon Ender Dragon=Ender Dragon
Enderman=Enderman Enderman=Enderman

View File

@ -6,7 +6,7 @@ Blaze=Blaze
Chicken=Poulet Chicken=Poulet
Cow=Vache Cow=Vache
Mooshroom=Champimeuh Mooshroom=Champimeuh
Stalker=Stalker Creeper=Creeper
Ender Dragon=Ender Dragon Ender Dragon=Ender Dragon
Enderman=Enderman Enderman=Enderman
Endermite=Endermite Endermite=Endermite

View File

@ -6,7 +6,7 @@ Blaze=Flamor
Chicken=Polet Chicken=Polet
Cow=Vacha Cow=Vacha
Mooshroom=Vachairòla Mooshroom=Vachairòla
Stalker=Stalker Creeper=Creeper
Ender Dragon=Dragon de Finuèit Ender Dragon=Dragon de Finuèit
Enderman=Finuèairi Enderman=Finuèairi
Endermite=Finuèibau Endermite=Finuèibau

View File

@ -6,7 +6,7 @@ Blaze=Blaze
Chicken=Galinha Chicken=Galinha
Cow=Vaca Cow=Vaca
Mooshroom=Coguvaca Mooshroom=Coguvaca
Stalker=Stalker Creeper=Creeper
Ender Dragon=Dragão do Fim Ender Dragon=Dragão do Fim
Enderman=Enderman Enderman=Enderman
Endermite=Endermite Endermite=Endermite

View File

@ -6,7 +6,7 @@ Blaze=Ифрит
Chicken=Курица Chicken=Курица
Cow=Корова Cow=Корова
Mooshroom=Грибная корова Mooshroom=Грибная корова
Stalker=Сталкер Creeper=Крипер
Ender Dragon=Дракон Края Ender Dragon=Дракон Края
Enderman=Эндермен Enderman=Эндермен
Endermite=Эндермит Endermite=Эндермит

View File

@ -6,7 +6,7 @@ Blaze=
Chicken= Chicken=
Cow= Cow=
Mooshroom= Mooshroom=
Stalker= Creeper=
Ender Dragon= Ender Dragon=
Enderman= Enderman=
Endermite= Endermite=

View File

@ -249,7 +249,6 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
}) })
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
item:add_wear(mobs_mc.shears_wear) item:add_wear(mobs_mc.shears_wear)
tt.reload_itemstack_description(item) -- update tooltip
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item) clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end end
return return

View File

@ -73,7 +73,7 @@ local skeleton = {
looting = "common",}, looting = "common",},
-- Head -- Head
-- TODO: Only drop if killed by charged stalker -- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:skeleton", {name = "mcl_heads:skeleton",
chance = 200, -- 0.5% chance chance = 200, -- 0.5% chance
min = 1, min = 1,
@ -113,8 +113,7 @@ local skeleton = {
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos()))) self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
end end
local dmg = math.random(2, 4) local dmg = math.random(2, 4)
local arrow = self.arrow:match("^(.+)_entity$") mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
mcl_bows.shoot_arrow(arrow, pos, dir, self.object:get_yaw(), self.object, nil, dmg)
end end
end, end,
shoot_interval = 2, shoot_interval = 2,
@ -141,10 +140,10 @@ stray.textures = {
"mcl_bows_bow_0.png", "mcl_bows_bow_0.png",
}, },
} }
stray.arrow = "mcl_potions:frost_arrow_entity"
-- TODO: different sound (w/ echo) -- TODO: different sound (w/ echo)
-- TODO: stray's arrow inflicts slowness status
table.insert(stray.drops, { table.insert(stray.drops, {
name = "mcl_potions:frost_arrow", name = "mcl_potions:slowness_arrow",
chance = 2, chance = 2,
min = 1, min = 1,
max = 1, max = 1,
@ -153,20 +152,13 @@ table.insert(stray.drops, {
local chance = 0.5 local chance = 0.5
for i = 1, lvl do for i = 1, lvl do
if chance > 1 then if chance > 1 then
return 1 -- TODO verify this logic, I think this is not how chance works return 1
end end
chance = chance + (1 - chance) / 2 chance = chance + (1 - chance) / 2
end end
return chance return chance
end, end,
}) })
table.insert(stray.drops, {
name = "mcl_mobitems:shiny_ice_crystal",
chance = 3,
min = 1,
max = 2,
looting = "rare",
})
mcl_mobs.register_mob("mobs_mc:stray", stray) mcl_mobs.register_mob("mobs_mc:stray", stray)

View File

@ -98,7 +98,7 @@ mcl_mobs.register_mob("mobs_mc:witherskeleton", {
fire_resistant = true, fire_resistant = true,
dealt_effect = { dealt_effect = {
name = "withering", name = "withering",
level = 1, factor = 1,
dur = 10, dur = 10,
}, },
}) })

View File

@ -131,7 +131,6 @@ mcl_mobs.register_mob("mobs_mc:snowman", {
-- Wear out -- Wear out
if not minetest.is_creative_enabled(clicker:get_player_name()) then if not minetest.is_creative_enabled(clicker:get_player_name()) then
item:add_wear(mobs_mc.shears_wear) item:add_wear(mobs_mc.shears_wear)
tt.reload_itemstack_description(item) -- update tooltip
clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item) clicker:get_inventory():set_stack("main", clicker:get_wield_index(), item)
end end
end end

View File

@ -138,7 +138,7 @@ cave_spider.sounds = table.copy(spider.sounds)
cave_spider.sounds.base_pitch = 1.25 cave_spider.sounds.base_pitch = 1.25
cave_spider.dealt_effect = { cave_spider.dealt_effect = {
name = "poison", name = "poison",
level = 2, factor = 2.5,
dur = 7, dur = 7,
} }
mcl_mobs.register_mob("mobs_mc:cave_spider", cave_spider) mcl_mobs.register_mob("mobs_mc:cave_spider", cave_spider)

View File

@ -608,8 +608,6 @@ local professions = {
{ {
{ { "mcl_nether:nether_wart_item", 22, 22 }, E1 }, { { "mcl_nether:nether_wart_item", 22, 22 }, E1 },
{ { "mcl_core:emerald", 3, 3 }, { "mcl_experience:bottle", 1, 1 } }, { { "mcl_core:emerald", 3, 3 }, { "mcl_experience:bottle", 1, 1 } },
{ { "mcl_core:emerald", 15, 15 }, { "mcl_mobitems:aery_charge", 1, 1 } }, -- TODO reconsider
{ { "mcl_core:emerald", 15, 15 }, { "mcl_mobitems:earthen_ash", 1, 1 } }, -- TODO reconsider
}, },
}, },
}, },

View File

@ -349,7 +349,7 @@ mcl_mobs.register_mob("mobs_mc:wither", {
mcl_util.deal_damage(objs[n], 8, {type = "magic"}) mcl_util.deal_damage(objs[n], 8, {type = "magic"})
hit_some = true hit_some = true
end end
mcl_potions.give_effect("withering", objs[n], 2, 10) mcl_mobs.effect_functions["withering"](objs[n], 0.5, 10)
end end
if hit_some then if hit_some then
mcl_mobs.effect(pos, 32, "mcl_particles_soul_fire_flame.png", 5, 10, self.reach, 1, 0) mcl_mobs.effect(pos, 32, "mcl_particles_soul_fire_flame.png", 5, 10, self.reach, 1, 0)
@ -469,7 +469,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
-- direct hit -- direct hit
hit_player = function(self, player) hit_player = function(self, player)
local pos = vector.new(self.object:get_pos()) local pos = vector.new(self.object:get_pos())
mcl_potions.give_effect("withering", player, 2, 10) mcl_mobs.effect_functions["withering"](player, 0.5, 10)
player:punch(self.object, 1.0, { player:punch(self.object, 1.0, {
full_punch_interval = 0.5, full_punch_interval = 0.5,
damage_groups = {fleshy = 8}, damage_groups = {fleshy = 8},
@ -484,7 +484,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull", {
hit_mob = function(self, mob) hit_mob = function(self, mob)
local pos = vector.new(self.object:get_pos()) local pos = vector.new(self.object:get_pos())
mcl_potions.give_effect("withering", mob, 2, 10) mcl_mobs.effect_functions["withering"](mob, 0.5, 10)
mob:punch(self.object, 1.0, { mob:punch(self.object, 1.0, {
full_punch_interval = 0.5, full_punch_interval = 0.5,
damage_groups = {fleshy = 8}, damage_groups = {fleshy = 8},
@ -522,7 +522,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", {
-- direct hit -- direct hit
hit_player = function(self, player) hit_player = function(self, player)
local pos = vector.new(self.object:get_pos()) local pos = vector.new(self.object:get_pos())
mcl_potions.give_effect("withering", player, 2, 10) mcl_mobs.effect_functions["withering"](player, 0.5, 10)
player:punch(self.object, 1.0, { player:punch(self.object, 1.0, {
full_punch_interval = 0.5, full_punch_interval = 0.5,
damage_groups = {fleshy = 12}, damage_groups = {fleshy = 12},
@ -541,7 +541,7 @@ mcl_mobs.register_arrow("mobs_mc:wither_skull_strong", {
hit_mob = function(self, mob) hit_mob = function(self, mob)
local pos = vector.new(self.object:get_pos()) local pos = vector.new(self.object:get_pos())
mcl_potions.give_effect("withering", mob, 2, 10) mcl_mobs.effect_functions["withering"](mob, 0.5, 10)
mob:punch(self.object, 1.0, { mob:punch(self.object, 1.0, {
full_punch_interval = 0.5, full_punch_interval = 0.5,
damage_groups = {fleshy = 12}, damage_groups = {fleshy = 12},

View File

@ -38,7 +38,7 @@ local drops_common = {
local drops_zombie = table.copy(drops_common) local drops_zombie = table.copy(drops_common)
table.insert(drops_zombie, { table.insert(drops_zombie, {
-- Zombie Head -- Zombie Head
-- TODO: Only drop if killed by charged stalker -- TODO: Only drop if killed by charged creeper
name = "mcl_heads:zombie", name = "mcl_heads:zombie",
chance = 200, -- 0.5% chance = 200, -- 0.5%
min = 1, min = 1,

View File

@ -1,2 +1,2 @@
name = ENTITIES name = ENTITIES
description = Meta-modpack containing entity-related mods for VoxeLibre description = Meta-modpack containing entity-related mods for MineClone 2

View File

@ -1,40 +0,0 @@
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
vl_held_item = {}
local mod = vl_held_item
local held_item_entity = {
initial_properties = {
hp_max = 1,
physical = true,
pointable = false,
collide_with_objects = true,
static_save = false, -- TODO remove/change later when needed to persist
-- WARNING persisting held items not recommended, mob can recreate it after_activate
collision_box = { -0.5, -0.5, -0.5, 0.5, 0.5, 0.5 },
},
visual = "wielditem",
textures = { "mcl_core:dirt_with_grass" },
}
function held_item_entity:on_activate(staticdata, dtime_unloaded)
local staticdata = minetest.deserialize(staticdata)
self._staticdata = staticdata
local props = {
visual = "wielditem",
textures = { staticdata.itemname },
}
self.object:set_properties(props)
end
function held_item_entity:get_staticdata()
return minetest.serialize(self._staticdata)
end
minetest.register_entity("vl_held_item:held_item_entity", held_item_entity)
function mod.create_item_entity(pos, itemname)
local staticdata = {
itemname = itemname
}
return minetest.add_entity(pos, "vl_held_item:held_item_entity", minetest.serialize(staticdata))
end

View File

@ -1,4 +0,0 @@
name = vl_held_item
author = teknomunk, Herowl
description = An entity that represents an item held by a mob
depends = mcl_core

View File

@ -1,5 +1,5 @@
# lightning # lightning
Lightning mod for VoxeLibre with the following API: Lightning mod for MineClone2 with the following API:
## lightning.register_on_strike(function(pos, pos2, objects)) ## lightning.register_on_strike(function(pos, pos2, objects))
Custom function called when a lightning strikes. Custom function called when a lightning strikes.
@ -28,4 +28,4 @@ end)
minetest.register_on_respawnplayer(function(player) minetest.register_on_respawnplayer(function(player)
lightning.strike(player:get_pos()) lightning.strike(player:get_pos())
end) end)
``` ```

View File

@ -1,7 +1,7 @@
--[[ --[[
Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org> Copyright (C) 2016 - Auke Kok <sofar@foo-projects.org>
Adapted by VoxeLibre contributors Adapted by MineClone2 contributors
"lightning" is free software; you can redistribute it and/or modify "lightning" is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as it under the terms of the GNU Lesser General Public License as

View File

@ -104,9 +104,11 @@ function mcl_raids.promote_to_raidcaptain(c) -- object
mcl_raids.drop_obanner(pos) mcl_raids.drop_obanner(pos)
if cmi_cause and cmi_cause.type == "punch" and cmi_cause.puncher:is_player() then if cmi_cause and cmi_cause.type == "punch" and cmi_cause.puncher:is_player() then
awards.unlock(cmi_cause.puncher:get_player_name(), "mcl:voluntary_exile") awards.unlock(cmi_cause.puncher:get_player_name(), "mcl:voluntary_exile")
local lv = mcl_potions.get_effect_level(cmi_cause.puncher, "bad_omen") local lv = mcl_potions.player_get_effect(cmi_cause.puncher, "bad_omen")
if not lv then lv = 0
else lv = lv.factor end
lv = math.max(5,lv + 1) lv = math.max(5,lv + 1)
mcl_potions.give_effect_by_level("bad_omen", cmi_cause.puncher, lv, 6000) mcl_potions.bad_omen_func(cmi_cause.puncher,lv,6000)
end end
end end
if old_ondie then return old_ondie(self,pos,cmi_cause) end if old_ondie then return old_ondie(self,pos,cmi_cause) end
@ -294,7 +296,7 @@ mcl_events.register_event("raid",{
--minetest.log("Cond start raid") --minetest.log("Cond start raid")
local r = {} local r = {}
for _,p in pairs(minetest.get_connected_players()) do for _,p in pairs(minetest.get_connected_players()) do
if mcl_potions.has_effect(p,"bad_omen") then if mcl_potions.player_has_effect(p,"bad_omen") then
local raid_pos = mcl_raids.find_village(p:get_pos()) local raid_pos = mcl_raids.find_village(p:get_pos())
if raid_pos then if raid_pos then
--minetest.log("We have a raid position. Start raid") --minetest.log("We have a raid position. Start raid")
@ -308,8 +310,8 @@ mcl_events.register_event("raid",{
self.mobs = {} self.mobs = {}
self.health_max = 1 self.health_max = 1
self.health = 0 self.health = 0
local lv = mcl_potions.get_effect_level(minetest.get_player_by_name(self.player), "bad_omen") local lv = mcl_potions.player_get_effect(minetest.get_player_by_name(self.player), "bad_omen")
if lv > 1 then self.max_stage = 6 end if lv and lv.factor and lv.factor > 1 then self.max_stage = 6 end
end, end,
cond_progress = function(self) cond_progress = function(self)
if not is_player_near(self) then return false end if not is_player_near(self) then return false end
@ -329,7 +331,7 @@ mcl_events.register_event("raid",{
end, end,
on_complete = function(self) on_complete = function(self)
awards.unlock(self.player,"mcl:hero_of_the_village") awards.unlock(self.player,"mcl:hero_of_the_village")
mcl_potions.clear_effect(minetest.get_player_by_name(self.player),"bad_omen") mcl_potions.player_clear_effect(minetest.get_player_by_name(self.player),"bad_omen")
make_firework(self.pos,os.time()) make_firework(self.pos,os.time())
end, end,
}) })

View File

@ -1,6 +1,6 @@
`mcl_weather` `mcl_weather`
======================= =======================
Weather mod for VoxeLibre. Forked from the `weather_pack` mod by xeranas. Weather mod for MineClone 2. Forked from the `weather_pack` mod by xeranas.
Weathers included Weathers included
----------------------- -----------------------

View File

@ -120,26 +120,20 @@ mcl_weather.skycolor = {
override_day_night_ratio = function(player, ratio) override_day_night_ratio = function(player, ratio)
local meta = player:get_meta() local meta = player:get_meta()
local has_night_vision = meta:get_int("night_vision") == 1 local has_night_vision = meta:get_int("night_vision") == 1
local has_darkness = meta:get_int("darkness") == 1
local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1 local is_visited_shepherd = meta:get_int("mcl_shepherd:special") == 1
local arg local arg
if has_darkness and not is_visited_shepherd then -- Apply night vision only for dark sky
if has_night_vision then arg = 0.1 local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none"
else arg = 0 end local pos = player:get_pos()
else local dim = mcl_worlds.pos_to_dimension(pos)
-- Apply night vision only for dark sky if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
local is_dark = minetest.get_timeofday() > 0.8 or minetest.get_timeofday() < 0.2 or mcl_weather.state ~= "none" if ratio == nil then
local pos = player:get_pos() arg = NIGHT_VISION_RATIO
local dim = mcl_worlds.pos_to_dimension(pos)
if (has_night_vision or is_visited_shepherd) and is_dark and dim ~= "nether" and dim ~= "end" then
if ratio == nil then
arg = NIGHT_VISION_RATIO
else
arg = math.max(ratio, NIGHT_VISION_RATIO)
end
else else
arg = ratio arg = math.max(ratio, NIGHT_VISION_RATIO)
end end
else
arg = ratio
end end
player:override_day_night_ratio(arg) player:override_day_night_ratio(arg)
end, end,

View File

@ -1,2 +1,2 @@
name = ENVIRONMENT name = ENVIRONMENT
description = Meta-modpack containing environment and nature-related mods for VoxeLibre description = Meta-modpack containing environment and nature-related mods for MineClone 2

View File

@ -1,5 +1,5 @@
# Help # Help
VoxeLibre uses some of the mods found in the Help modpack by Wuzzy. MineClone 2 uses some of the mods found in the Help modpack by Wuzzy.
The goal of this modpack is to make using Minetest and mods easier for both The goal of this modpack is to make using Minetest and mods easier for both
newcomers and advanced users. newcomers and advanced users.
@ -11,7 +11,7 @@ directly into mods (via `doc_items`).
More information is given in the respective mods. More information is given in the respective mods.
Overview of the mods used in VoxeLibre: Overview of the mods used in MineClone 2:
* `doc`: Documentation System. Core API and user interface. Mods can add arbitrary categories and entries * `doc`: Documentation System. Core API and user interface. Mods can add arbitrary categories and entries
* `doc_items`: Item Help. Adds automatically generated help texts for items and an API * `doc_items`: Item Help. Adds automatically generated help texts for items and an API

View File

@ -255,7 +255,7 @@ local function factoid_toolcaps(tool_capabilities, check_uses)
formstring = formstring .. miningtimesstr formstring = formstring .. miningtimesstr
end end
if useslines > 0 then if useslines > 0 then
formstring = formstring .. S("Durability:") .. "\n" formstring = formstring .. S("Mining durability:") .. "\n"
formstring = formstring .. miningusesstr formstring = formstring .. miningusesstr
end end
if caplines > 0 or useslines > 0 or timelines > 0 then if caplines > 0 or useslines > 0 or timelines > 0 then

View File

@ -134,7 +134,7 @@ Unknown item (@1)=Unbekannter Gegenstand (@1)
Itemstring: "@1"=Itemstring: „@1“ Itemstring: "@1"=Itemstring: „@1“
Durability: @1 uses=Haltbarkeit: @1 Benutzungen Durability: @1 uses=Haltbarkeit: @1 Benutzungen
Durability: @1=Haltbarkeit: @1 Durability: @1=Haltbarkeit: @1
Durability:=Haltbarkeit: Mining durability:=Grabehaltbarkeit:
• @1, level @2: @3 uses=• @1, Stufe @2: @3 Benutzungen • @1, level @2: @3 uses=• @1, Stufe @2: @3 Benutzungen
• @1, level @2: Unlimited=• @1, Stufe @2: Unbegrenzt • @1, level @2: Unlimited=• @1, Stufe @2: Unbegrenzt
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Die Rotation dieses Blocks hängt davon ab, wie sie ihn platzieren: Platzieren Sie ihn auf den Boden oder an die Decke, um ihn vertikal aufzustellen; platzieren Sie in an der Seite für eine horizontale Ausrichtung. Wenn Sie während des Bauens schleichen, wird der Block stattdessen senkrecht zur üblichen Ausrichtung rotiert. This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Die Rotation dieses Blocks hängt davon ab, wie sie ihn platzieren: Platzieren Sie ihn auf den Boden oder an die Decke, um ihn vertikal aufzustellen; platzieren Sie in an der Seite für eine horizontale Ausrichtung. Wenn Sie während des Bauens schleichen, wird der Block stattdessen senkrecht zur üblichen Ausrichtung rotiert.

View File

@ -135,7 +135,7 @@ Unknown item (@1)=ukendt genstand (@1)
Itemstring: "@1"=Genstandsstreng: "@1" Itemstring: "@1"=Genstandsstreng: "@1"
Durability: @1 uses=Holdbarhed: @1 anvendelser Durability: @1 uses=Holdbarhed: @1 anvendelser
Durability: @1=Holdbarhed: @1 Durability: @1=Holdbarhed: @1
Durability:=Holdbarhed: Mining durability:=Udvindingsholdbarhed:
• @1, level @2: @3 uses=• @1, level @2: @3 anvendelser • @1, level @2: @3 uses=• @1, level @2: @3 anvendelser
• @1, level @2: Unlimited=• @1, level @2: Uendelig • @1, level @2: Unlimited=• @1, level @2: Uendelig
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Denne bloks rotation påvirkes af måden du placerer den på: Placér den på gulvet eller loftet for en lodret orientering; placér den på siden for en horisontal orientering. Hvis du sniger dig mens den placeres den vinkelret i stedet. This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Denne bloks rotation påvirkes af måden du placerer den på: Placér den på gulvet eller loftet for en lodret orientering; placér den på siden for en horisontal orientering. Hvis du sniger dig mens den placeres den vinkelret i stedet.

View File

@ -135,7 +135,7 @@ Unknown item (@1)=Objet inconnu (@1)
Itemstring: "@1"=Identifiant d'objet : "@1" Itemstring: "@1"=Identifiant d'objet : "@1"
Durability: @1 uses=Durabilité : @1 utilisations Durability: @1 uses=Durabilité : @1 utilisations
Durability: @1=Durabilité : @1 Durability: @1=Durabilité : @1
Durability:=Durabilité : Mining durability:=Durabilité de minage :
• @1, level @2: @3 uses=• @1, niveau @2 : @3 utilisations • @1, level @2: @3 uses=• @1, niveau @2 : @3 utilisations
• @1, level @2: Unlimited=• @1, niveau @2 : Illimité • @1, level @2: Unlimited=• @1, niveau @2 : Illimité
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=La manière dont vous placez ce bloc affecte sa rotation : placez-le au sol ou au plafond pour une orientation verticale ; placez-le sur un coté pour une orientation horizontale. Pour le placer de manière perpendiculaire, utilisez la touche déplacement discrêt en le plaçant. This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=La manière dont vous placez ce bloc affecte sa rotation : placez-le au sol ou au plafond pour une orientation verticale ; placez-le sur un coté pour une orientation horizontale. Pour le placer de manière perpendiculaire, utilisez la touche déplacement discrêt en le plaçant.

View File

@ -135,7 +135,7 @@ Unknown item (@1)=不明なアイテム (@1)
Itemstring: "@1"=アイテム文字列:"@1" Itemstring: "@1"=アイテム文字列:"@1"
Durability: @1 uses=耐久度:@1回 使用 Durability: @1 uses=耐久度:@1回 使用
Durability: @1=耐久度:@1 Durability: @1=耐久度:@1
Durability:=耐久度: Mining durability:=採掘耐久度:
• @1, level @2: @3 uses=・@1, レベル @2@3回 使用 • @1, level @2: @3 uses=・@1, レベル @2@3回 使用
• @1, level @2: Unlimited=・@1, レベル @2無限 • @1, level @2: Unlimited=・@1, レベル @2無限
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=このブロックの回転は、置き方に影響されます:床や天井に置くと垂直方向、横に置くと水平方向になります。スニークしながら置くと、代わって直角の方向に向きます。 This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=このブロックの回転は、置き方に影響されます:床や天井に置くと垂直方向、横に置くと水平方向になります。スニークしながら置くと、代わって直角の方向に向きます。

View File

@ -135,7 +135,7 @@ Unknown item (@1)=Nieznany przedmiot (@1)
Itemstring: "@1"=Id przedmiotu: "@1" Itemstring: "@1"=Id przedmiotu: "@1"
Durability: @1 uses=Wytrzymałość: @1 użyć Durability: @1 uses=Wytrzymałość: @1 użyć
Durability: @1=Wytrzymałość: @1 Durability: @1=Wytrzymałość: @1
Durability:=Wytrzymałość: Mining durability:=Wytrzymałość kopania:
• @1, level @2: @3 uses=• @1, poziom @2: @3 użyć • @1, level @2: @3 uses=• @1, poziom @2: @3 użyć
• @1, level @2: Unlimited=• @1, poziom @2: Nielimitowane • @1, level @2: Unlimited=• @1, poziom @2: Nielimitowane
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Na rotację tego bloku wpływa sposób postawienia: Postaw go na podłodze lub suficie aby uzyskać pionową orientację; postaw go na boku by uzyskać poziomą orientację. Skradanie się podczas postawiania sprawia, że zostanie postawiony prostopadle. This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Na rotację tego bloku wpływa sposób postawienia: Postaw go na podłodze lub suficie aby uzyskać pionową orientację; postaw go na boku by uzyskać poziomą orientację. Skradanie się podczas postawiania sprawia, że zostanie postawiony prostopadle.

View File

@ -135,7 +135,7 @@ Unknown item (@1)=Item desconhecido (@1)
Itemstring: "@1"= Itemstring: "@1"=
Durability: @1 uses= Durability: @1 uses=
Durability: @1= Durability: @1=
Durability:= Mining durability:=
• @1, level @2: @3 uses= • @1, level @2: @3 uses=
• @1, level @2: Unlimited= • @1, level @2: Unlimited=
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.= This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=

View File

@ -135,7 +135,7 @@ Unknown item (@1)=Item desconhecido (@1)
Itemstring: "@1"= Itemstring: "@1"=
Durability: @1 uses=Durabilidade: @1 usos Durability: @1 uses=Durabilidade: @1 usos
Durability: @1=Durabilidade: @1 Durability: @1=Durabilidade: @1
Durability:=Durabilidade: Mining durability:=
• @1, level @2: @3 uses= • @1, level @2: @3 uses=
• @1, level @2: Unlimited= • @1, level @2: Unlimited=
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.= This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=

View File

@ -135,7 +135,7 @@ Unknown item (@1)=Неизвестный предмет (@1)
Itemstring: "@1"=Техническое название: "@1" Itemstring: "@1"=Техническое название: "@1"
Durability: @1 uses=Прочность: @1 использований Durability: @1 uses=Прочность: @1 использований
Durability: @1=Прочность: @1 Durability: @1=Прочность: @1
Durability:=Прочность: Mining durability:=Прочность при добыче:
• @1, level @2: @3 uses=• @1, уровень @2: @3 раз(а) • @1, level @2: @3 uses=• @1, уровень @2: @3 раз(а)
• @1, level @2: Unlimited=• @1, уровень @2: Неограниченно • @1, level @2: Unlimited=• @1, уровень @2: Неограниченно
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Поворот этого блока зависит от того как вы его ставите: поставьте его на пол или потолок для вертикальной ориентации; поместите на стену для горизонтальной ориентации. Удерживайте [Красться] при размещении для перпендикулярной ориентации. This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Поворот этого блока зависит от того как вы его ставите: поставьте его на пол или потолок для вертикальной ориентации; поместите на стену для горизонтальной ориентации. Удерживайте [Красться] при размещении для перпендикулярной ориентации.

Some files were not shown because too many files have changed in this diff Show More