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liquids_re
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FossFanatic | fa08bc89e7 | |
FossFanatic | 3347e9b42b | |
FossFanatic | 3884a9e548 | |
FossFanatic | a5f2a7817d | |
FossFanatic | 0fdc97162a | |
FossFanatic | 7824cd7d0f | |
FossFanatic | 4221ba6ccc | |
FossFanatic | 49521466fb | |
FossFanatic | 203c668cba | |
FossFanatic | 8bed0091e3 | |
FossFanatic | b0a8673efd | |
FossFanatic | 5bfefe1064 |
|
@ -4,5 +4,4 @@
|
|||
*.blend2
|
||||
*.blend3
|
||||
/.idea/
|
||||
*.xcf
|
||||
.Rproj.user
|
||||
*.xcf
|
|
@ -9,9 +9,10 @@ You can help with MineClone2's development in many different ways,
|
|||
whether you're a programmer or not.
|
||||
|
||||
## MineClone2's development target is to...
|
||||
- Create a stable, peformant, moddable, free/libre game based on Minecraft
|
||||
using the Minetest engine, usable in both singleplayer and multiplayer.
|
||||
- Currently, a lot of features are already implemented.
|
||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||
based on the Minetest engine with polished features, usable in both
|
||||
singleplayer and multiplayer. Currently, a lot of Minecraft features
|
||||
are already implemented.
|
||||
Polishing existing features is always welcome.
|
||||
|
||||
## Links
|
||||
|
@ -119,11 +120,11 @@ It's also a good idea to join the Discord server
|
|||
(or alternatively IRC or Matrix).
|
||||
|
||||
#### Textures
|
||||
For textures we prefer original art, but in the absence of that will accept
|
||||
Pixel Perfection texture pack contributions. Be warned many of the newer
|
||||
textures in it are copies or slight modifications of the original MC textures
|
||||
so great caution needs to be taken when using any textures coming from
|
||||
Minecraft texture packs.
|
||||
For textures we use the Pixel Perfection texture pack. For older Minecraft
|
||||
features that is mostly enough but a lot of the newer textures in it are
|
||||
copies or slight modifications of the original MC textures so great caution
|
||||
needs to be taken when using any textures coming from Minecraft texture
|
||||
packs.
|
||||
If you want to make such contributions, join our Discord server. Demands
|
||||
for textures will be communicated there.
|
||||
|
||||
|
@ -134,10 +135,7 @@ resource pack or minetest_game. Unfortunately, MineClone2 does not play
|
|||
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
|
||||
probably work together with a programmer, to write the code to actually
|
||||
play these sounds in game. All sounds should be released under an open
|
||||
source license with clear information on the source, licencing and any
|
||||
changes made by the contributor. Use the README files in the mod to
|
||||
communicate this information.
|
||||
play these sounds in game.
|
||||
|
||||
#### 3D Models
|
||||
Most of the 3D Models in MineClone2 come from
|
||||
|
@ -147,9 +145,9 @@ Blender on demand. Many of the models have to be patched, some new
|
|||
animations have to be added etc.
|
||||
|
||||
#### Crediting
|
||||
Asset contributions will be credited in their mods and their own respective
|
||||
sections in CREDITS.md. If you have commited the results yourself, you will
|
||||
also be credited in the Contributors section.
|
||||
Asset contributions will be credited in their own respective sections in
|
||||
CREDITS.md. If you have commited the results yourself, you will also be
|
||||
credited in the Contributors section.
|
||||
|
||||
### Contributing Translations
|
||||
|
||||
|
@ -184,12 +182,7 @@ information about the game's performance and let us know places to
|
|||
investigate optimization issues. This way we can make the game faster.
|
||||
|
||||
#### Using Minetest's profiler
|
||||
We frequently will use profiling to optimise our code. We recommend use of
|
||||
the JIT profiler (RIP Jude) to fully understand performance impact:
|
||||
|
||||
https://content.minetest.net/packages/jwmhjwmh/jitprofiler/
|
||||
|
||||
Minetest also has a built in profiler. Simply set `profiler.load = true` in
|
||||
Minetest has a built in profiler. Simply set `profiler.load = true` in
|
||||
your configuration file and restart the server. After running the server
|
||||
for some time, just run `/profiler save` in chat - then you will find a
|
||||
file in the world directory containing the results. Open a new issue and
|
||||
|
@ -220,14 +213,10 @@ they have made their donation Incognito).
|
|||
* Fork the repository (in case you have not already)
|
||||
* Do your change in a new branch
|
||||
* Create a pull request to get your changes merged into master
|
||||
* It is important that conflicts are resolved prior to merging the pull
|
||||
* Keep your pull request up to date by regularly merging upstream. It is
|
||||
imperative that conflicts are resolved prior to merging the pull
|
||||
request.
|
||||
* We update our branches via rebasing. Please avoid merging master into
|
||||
your branch unless it's the only way you can resolve a conflict. We can
|
||||
rebase branches from the GUI if the user has not merged master into the
|
||||
branch.
|
||||
* After the pull request got merged, you can delete the branch if the
|
||||
merger hasn't done this already.
|
||||
* After the pull request got merged, you can delete the branch
|
||||
|
||||
### Discuss first
|
||||
If you feel like a problem needs to fixed or you want to make a new
|
||||
|
@ -273,7 +262,9 @@ excessive git bureaucracy commits in master)
|
|||
* Submodules should only be used if a) upstream is highly reliable and
|
||||
b) it is 100% certain that no mcl2 specific changes to the code will be
|
||||
needed (this has never been the case before, hence mcl2 is submodule free so far)
|
||||
* Commit messages should be descriptive
|
||||
* Commit messages should be descriptive and never contain mcl2 specific
|
||||
issueids - there are other projects who might use commits from mcl2 and
|
||||
it will confuse their issue trackers.
|
||||
* Try to group your submissions best as you can:
|
||||
* 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.
|
||||
|
@ -357,24 +348,18 @@ end
|
|||
|
||||
### Developer status
|
||||
Active and trusted contributors are often granted write access to the
|
||||
MineClone2 repository as a contributor. Those that have demonstrated the right
|
||||
technical skills and behaviours may be granted developer access. These are the
|
||||
most trusted contributors who will contribute to ensure coding standards and
|
||||
processes are followed.
|
||||
MineClone2 repository.
|
||||
|
||||
#### Developer responsibilities
|
||||
- If you have developer/contributor privileges you can just open a new branch
|
||||
in the mcl2 repository (which is preferred). From that you create a pull request.
|
||||
- If you have developer privileges you can just open a new branch 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
|
||||
before they get merged.
|
||||
- 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.
|
||||
- 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
|
||||
and could result in merge conflicts for a larger older branch, or needs
|
||||
art/licencing reviewing. A PR needs at least one approval (by someone else other
|
||||
than the author).
|
||||
- The maintainers are usually relatively quick to react to new submissions.
|
||||
- Any developer is welcome to review, test and merge PRs. A PR needs
|
||||
at least one approval (by someone else than the author) but the maintainers
|
||||
are usually relatively quick to react to new submissions.
|
||||
|
||||
### Maintainer status
|
||||
Maintainers carry the main responsibility for the project.
|
||||
|
|
86
CREDITS.md
86
CREDITS.md
|
@ -6,42 +6,40 @@
|
|||
## Creator of MineClone2
|
||||
* Wuzzy
|
||||
|
||||
|
||||
## Maintainers
|
||||
* AncientMariner
|
||||
* Nicu
|
||||
|
||||
## Previous Maintainers
|
||||
* Fleckenstein
|
||||
* jordan4ibanez
|
||||
* cora
|
||||
|
||||
## Developers
|
||||
* bzoss
|
||||
* AFCMS
|
||||
* epCode
|
||||
* ryvnf
|
||||
* iliekprogrammar
|
||||
* MysticTempest
|
||||
* Rootyjr
|
||||
* aligator
|
||||
* Code-Sploit
|
||||
* NO11
|
||||
* kabou
|
||||
* rudzik8
|
||||
* chmodsayshello
|
||||
* PrairieWind
|
||||
* RandomLegoBrick
|
||||
* SumianVoice
|
||||
* MrRar
|
||||
* talamh
|
||||
* Faerraven / Michieal
|
||||
* FossFanatic
|
||||
* SmokeyDope
|
||||
|
||||
## Past Developers
|
||||
* jordan4ibanez
|
||||
* iliekprogrammar
|
||||
* kabou
|
||||
* kay27
|
||||
* Faerraven / Michieal
|
||||
* MysticTempest
|
||||
* NO11
|
||||
* SumianVoice
|
||||
|
||||
## Contributors
|
||||
* RandomLegoBrick
|
||||
* rudzik8
|
||||
* Code-Sploit
|
||||
* aligator
|
||||
* Rootyjr
|
||||
* ryvnf
|
||||
* bzoss
|
||||
* talamh
|
||||
* Laurent Rocher
|
||||
* HimbeerserverDE
|
||||
* TechDudie
|
||||
|
@ -70,10 +68,6 @@
|
|||
* Marcin Serwin
|
||||
* erlehmann
|
||||
* E
|
||||
* n_to
|
||||
* debiankaios
|
||||
* Gustavo6046 / wallabra
|
||||
* CableGuy67
|
||||
* Benjamin Schötz
|
||||
* Doloment
|
||||
* Sydney Gems
|
||||
|
@ -107,18 +101,25 @@
|
|||
* gldrk
|
||||
* atomdmac
|
||||
* emptyshore
|
||||
* FlamingRCCars
|
||||
* uqers
|
||||
* Niterux
|
||||
* appgurueu
|
||||
* seventeenthShulker
|
||||
|
||||
## Music
|
||||
* 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/
|
||||
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
|
||||
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
|
||||
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
|
||||
## MineClone5
|
||||
* kay27
|
||||
* Debiankaios
|
||||
* epCode
|
||||
* NO11
|
||||
* j45
|
||||
* chmodsayshello
|
||||
* 3raven
|
||||
* PrairieWind
|
||||
* Gustavo6046 / wallabra
|
||||
* CableGuy67
|
||||
* MrRar
|
||||
|
||||
## Mineclonia
|
||||
* erlehmann
|
||||
* Li0n
|
||||
* E
|
||||
* n_to
|
||||
|
||||
## Original Mod Authors
|
||||
* Wuzzy
|
||||
|
@ -150,18 +151,14 @@
|
|||
* 4Evergreen4
|
||||
* jordan4ibanez
|
||||
* paramat
|
||||
* debian044 / debian44
|
||||
* chmodsayshello
|
||||
* cora
|
||||
* Faerraven / Michieal
|
||||
* PrairieWind
|
||||
|
||||
## 3D Models
|
||||
* 22i
|
||||
* tobyplowy
|
||||
* epCode
|
||||
* Faerraven / Michieal
|
||||
* SumianVoice
|
||||
|
||||
## Textures
|
||||
* XSSheep
|
||||
|
@ -178,8 +175,6 @@
|
|||
* Faerraven / Michieal
|
||||
* Nicu
|
||||
* Exhale
|
||||
* Wbjitscool
|
||||
* SmokeyDope
|
||||
|
||||
## Translations
|
||||
* Wuzzy
|
||||
|
@ -196,9 +191,6 @@
|
|||
* SakuraRiu
|
||||
* anarquimico
|
||||
* syl
|
||||
* Temak
|
||||
* megustanlosfrijoles
|
||||
* kbundg
|
||||
|
||||
## Funders
|
||||
* 40W
|
||||
|
@ -206,6 +198,12 @@
|
|||
* Cora
|
||||
|
||||
## Special thanks
|
||||
* The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible
|
||||
* celeron55 for creating Minetest
|
||||
* Jordach for the jukebox music compilation from Big Freaking Dig
|
||||
* wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.
|
||||
* The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game
|
||||
* Notch and Jeb for being the major forces behind Minecraft
|
||||
* Notch and Jeb for being the major forces behind Minecraft
|
||||
* Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/
|
||||
* Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
|
||||
* Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
|
||||
* Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)
|
||||
|
|
2
LEGAL.md
2
LEGAL.md
|
@ -5,7 +5,7 @@ Copying is an act of love. Please copy and share! <3
|
|||
Here's the detailed legalese for those who need it:
|
||||
|
||||
## License of source code
|
||||
MineClone 2 (by Lizzy Fleckenstein, Wuzzy, davedevils and countless others)
|
||||
MineClone 2 (by kay27, EliasFleckenstein, Wuzzy, davedevils and countless others)
|
||||
is an imitation of Minecraft.
|
||||
|
||||
MineClone 2 is free software: you can redistribute it and/or modify
|
||||
|
|
28
README.md
28
README.md
|
@ -79,32 +79,34 @@ The MineClone2 repository is hosted at Mesehub. To contribute or report issues,
|
|||
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
|
||||
* Discord: <https://discord.gg/xE4z8EEpDC>
|
||||
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
|
||||
* IRC: <https://web.libera.chat/#mineclone2>
|
||||
* Matrix: <https://app.element.io/#/room/#mc2:matrix.org>
|
||||
* Reddit: <https://www.reddit.com/r/MineClone2/>
|
||||
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
|
||||
* OpenCollective: <https://opencollective.com/mineclone2>
|
||||
* Mastodon: <https://fosstodon.org/@MineClone2>
|
||||
* Lemmy: <https://lemmy.world/c/mineclone2>
|
||||
* Matrix space: <https://app.element.io/#/room/#mcl2:matrix.org>
|
||||
* Minetest forums: <https://forum.minetest.net/viewtopic.php?f=50&t=16407>
|
||||
* Reddit: <https://www.reddit.com/r/MineClone2/>
|
||||
* IRC (barely used): <https://web.libera.chat/#mineclone2>
|
||||
|
||||
## Target
|
||||
- Create a stable, moddable, free/libre game based on Minecraft
|
||||
on the Minetest engine with polished features, usable in both
|
||||
- Crucially, create a stable, moddable, free/libre clone of Minecraft
|
||||
based on the Minetest engine with polished features, usable in both
|
||||
singleplayer and multiplayer. Currently, a lot of **Minecraft Java
|
||||
Edition** features are already implemented and polishing existing
|
||||
features are prioritized over new feature requests.
|
||||
- Implement features targetting
|
||||
- With lessened priority yet strictly, 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.
|
||||
by the Minetest Engine). This means features in parity with the listed
|
||||
Minecraft experiences are prioritized over those that don't fulfill this
|
||||
scope.
|
||||
- Optionally, create a performant experience that will run relatively
|
||||
well on really low spec computers. Unfortunately, due to Minecraft's
|
||||
mechanisms and Minetest engine's limitations along with a very small
|
||||
playerbase on low spec computers, optimizations are hard to investigate.
|
||||
|
||||
## Completion status
|
||||
This game is currently in **beta** stage.
|
||||
It is playable, but not yet feature-complete.
|
||||
Backwards-compability is not entirely guaranteed, updating your world might cause small bugs.
|
||||
If you want to use the development version of MineClone2 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 testing branch often features some experimental PRs and should be considered less stable.
|
||||
|
||||
The following main features are available:
|
||||
|
||||
|
|
12
RELEASE.md
12
RELEASE.md
|
@ -71,13 +71,5 @@ Note: If you have to do more than 1 hotfix release, can do it on the same releas
|
|||
|
||||
##### 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 Discord announcement post and @everyone with link to video, forum post and release notes.
|
||||
* Share the news on reddit + Lemmy. Good subs to share with:
|
||||
* r/linux_gaming
|
||||
* r/opensourcegames
|
||||
* r/opensource
|
||||
* r/freesoftware
|
||||
* r/linuxmasterrace
|
||||
* r/MineClone2
|
||||
* Add a comment to the forum post with the release number and what is involved, and maintainer will update main post.
|
||||
* Add a comment in Discord announcement
|
|
@ -12,13 +12,13 @@ GIMP Tutorials has an excellent guide to making pixel art in GIMP. If you would
|
|||
|
||||
### GIMP
|
||||
|
||||
GIMP (GNU Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
|
||||
GIMP (Gnu Image Manipulation Program) is a very popular and free image editing software supported on Windows, MacOS, and most Linux distributions. It is recommended to use GIMP to create and modify textures within the minetest engine.
|
||||
|
||||
Download GIMP [here](http://gimp.org/)
|
||||
|
||||
# Getting Started
|
||||
## Creating a new file
|
||||
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing "New".
|
||||
the first thing to do is open GIMP and create a new file to work in by opening the File menu and choosing New.
|
||||
|
||||
Choose width of 16 and height of 16 for the image size. While higher resolution textures are possible, The default size is 16x16. It is recommended you use this size as well, as it is universally supported on all systems.
|
||||
|
||||
|
@ -50,7 +50,7 @@ For those running a GNU/linux distribution, you most likely have the 'optipng' c
|
|||
|
||||
First, Open up the terminal in the directory where your exported texture is located (or navigate to the directory with the 'cd your/directory/path/to/textures'), then run this command
|
||||
```
|
||||
optipng -o7 -zm1-9 -nc -clobber -strip all *.png
|
||||
optipng -o7 -zm1-9 -nc -clobber *.png
|
||||
```
|
||||
This will further optimize all the textures in the directory.
|
||||
|
||||
|
|
|
@ -1 +1 @@
|
|||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more.
|
||||
A survival sandbox game. Survive, gather, hunt, mine, build, explore, and do much more. Faithful clone of Minecraft 1.12. This is a work in progress! Expect bugs!
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
title = MineClone 2
|
||||
description = A survival sandbox game. Survive, gather, hunt, build, explore, and do much more.
|
||||
disallowed_mapgens = v6
|
||||
version=0.85.0-SNAPSHOT
|
||||
version=0.84.0-SNAPSHOT
|
|
@ -96,8 +96,8 @@ function mcl_damage.finish_reason(mcl_reason)
|
|||
end
|
||||
|
||||
function mcl_damage.from_mt(mt_reason)
|
||||
if mt_reason._mcl_cached_reason then
|
||||
return mt_reason._mcl_cached_reason
|
||||
if mt_reason._mcl_chached_reason then
|
||||
return mt_reason._mcl_chached_reason
|
||||
end
|
||||
|
||||
local mcl_reason
|
||||
|
|
|
@ -437,9 +437,9 @@ cboat.selectionbox = {-0.7, -0.15, -0.7, 0.7, 0.75, 0.7}
|
|||
minetest.register_entity("mcl_boats:chest_boat", cboat)
|
||||
mcl_entity_invs.register_inv("mcl_boats:chest_boat","Boat",27)
|
||||
|
||||
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "boat_cherry", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove", "chest_boat_cherry" }
|
||||
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Cherry Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat"), S("Cherry Chest Boat") }
|
||||
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood", "mcl_cherry_blossom:cherrywood" }
|
||||
local boat_ids = { "boat", "boat_spruce", "boat_birch", "boat_jungle", "boat_acacia", "boat_dark_oak", "boat_obsidian", "boat_mangrove", "chest_boat", "chest_boat_spruce", "chest_boat_birch", "chest_boat_jungle", "chest_boat_acacia", "chest_boat_dark_oak", "chest_boat_mangrove" }
|
||||
local names = { S("Oak Boat"), S("Spruce Boat"), S("Birch Boat"), S("Jungle Boat"), S("Acacia Boat"), S("Dark Oak Boat"), S("Obsidian Boat"), S("Mangrove Boat"), S("Oak Chest Boat"), S("Spruce Chest Boat"), S("Birch Chest Boat"), S("Jungle Chest Boat"), S("Acacia Chest Boat"), S("Dark Oak Chest Boat"), S("Mangrove Chest Boat") }
|
||||
local craftstuffs = { "mcl_core:wood", "mcl_core:sprucewood", "mcl_core:birchwood", "mcl_core:junglewood", "mcl_core:acaciawood", "mcl_core:darkwood", "mcl_core:obsidian", "mcl_mangrove:mangrove_wood" }
|
||||
|
||||
for b=1, #boat_ids do
|
||||
local itemstring = "mcl_boats:"..boat_ids[b]
|
||||
|
|
|
@ -1,13 +0,0 @@
|
|||
# textdomain: mcl_boats
|
||||
Acacia Boat=Akaciebåd
|
||||
Birch Boat=Birkebåd
|
||||
Boat=Båd
|
||||
Boats are used to travel on the surface of water.=Både blier brugt til at rejse på vandoverflader.
|
||||
Dark Oak Boat=Mørk egetræsbåd
|
||||
Jungle Boat=Junglebåd
|
||||
Oak Boat=Egetræsbåd
|
||||
Rightclick on a water source to place the boat. Rightclick the boat to enter it. Use [Left] and [Right] to steer, [Forwards] to speed up and [Backwards] to slow down or move backwards. Use [Sneak] to leave the boat, punch the boat to make it drop as an item.=Højre-klik på en vand for at placere båden. Højre-klik på båden for at gå ombord. Brug [Left] og [Right] til at styre. [Forwards] for at øge hastigheden, og [Backwards] for at sænke farten eller sejle bagud. Brug [Sneak] for at forlade båden, slå båden for at lave den om til en genstand.
|
||||
Spruce Boat=Granbåd
|
||||
Water vehicle=Vandfartøj
|
||||
Sneak to dismount=Snig for at stige ud
|
||||
Obsidian Boat=Obsidianbåd
|
|
@ -12,7 +12,6 @@ Water vehicle=
|
|||
Sneak to dismount=
|
||||
Obsidian Boat=
|
||||
Mangrove Boat=
|
||||
Cherry Boat=
|
||||
Oak Chest Boat=
|
||||
Spruce Chest Boat=
|
||||
Birch Chest Boat=
|
||||
|
@ -20,4 +19,3 @@ Jungle Chest Boat=
|
|||
Acacia Chest Boat=
|
||||
Dark Oak Chest Boat=
|
||||
Mangrove Chest Boat=
|
||||
Cherry Chest Boat=
|
|
@ -1,36 +1,36 @@
|
|||
# mcl_dripping
|
||||
|
||||
Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
|
||||
|
||||
## Manual
|
||||
|
||||
- drops are generated rarely under solid nodes
|
||||
- they will stay some time at the generated block and than they fall down
|
||||
- when they collide with the ground, a sound is played and they are destroyed
|
||||
|
||||
Water and Lava have builtin drops registered.
|
||||
|
||||
## License
|
||||
|
||||
code & sounds: CC0
|
||||
|
||||
## API
|
||||
|
||||
```lua
|
||||
mcl_dripping.register_drop({
|
||||
-- The group the liquid's nodes belong to
|
||||
liquid = "water",
|
||||
-- The texture used (particles will take a random 2x2 area of it)
|
||||
texture = "default_water_source_animated.png",
|
||||
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
|
||||
light = 1,
|
||||
-- The nodes (or node group) the particles will spawn under
|
||||
nodes = { "group:opaque", "group:leaves" },
|
||||
-- The sound that will be played then the particle detaches from the roof, see SimpleSoundSpec in lua_api.txt
|
||||
sound = "drippingwater_drip",
|
||||
-- The interval for the ABM to run
|
||||
interval = 60,
|
||||
-- The chance of the ABM
|
||||
chance = 10,
|
||||
})
|
||||
```
|
||||
# mcl_dripping
|
||||
|
||||
Dripping Mod by kddekadenz, modified for MineClone 2 by Wuzzy, NO11 and AFCM
|
||||
|
||||
## Manual
|
||||
|
||||
- drops are generated rarely under solid nodes
|
||||
- they will stay some time at the generated block and than they fall down
|
||||
- when they collide with the ground, a sound is played and they are destroyed
|
||||
|
||||
Water and Lava have builtin drops registered.
|
||||
|
||||
## License
|
||||
|
||||
code & sounds: CC0
|
||||
|
||||
## API
|
||||
|
||||
```lua
|
||||
mcl_dripping.register_drop({
|
||||
-- The group the liquid's nodes belong to
|
||||
liquid = "water",
|
||||
-- The texture used (particles will take a random 2x2 area of it)
|
||||
texture = "mcl_core_water_source_animation.png",
|
||||
-- Define particle glow, ranges from `0` to `minetest.LIGHT_MAX`
|
||||
light = 1,
|
||||
-- The nodes (or node group) the particles will spawn under
|
||||
nodes = { "group:opaque", "group:leaves" },
|
||||
-- The sound that will be played then the particle detaches from the roof, see SimpleSoundSpec in lua_api.txt
|
||||
sound = "drippingwater_drip",
|
||||
-- The interval for the ABM to run
|
||||
interval = 60,
|
||||
-- The chance of the ABM
|
||||
chance = 10,
|
||||
})
|
||||
```
|
||||
|
|
|
@ -82,7 +82,7 @@ end
|
|||
|
||||
mcl_dripping.register_drop({
|
||||
liquid = "water",
|
||||
texture = "default_water_source_animated.png",
|
||||
texture = "mcl_core_water_source_animation.png",
|
||||
light = 1,
|
||||
nodes = { "group:opaque", "group:leaves" },
|
||||
sound = "drippingwater_drip",
|
||||
|
@ -92,7 +92,7 @@ mcl_dripping.register_drop({
|
|||
|
||||
mcl_dripping.register_drop({
|
||||
liquid = "lava",
|
||||
texture = "default_lava_source_animated.png",
|
||||
texture = "mcl_core_lava_source_animation.png",
|
||||
light = math.max(7, minetest.registered_nodes["mcl_core:lava_source"].light_source - 3),
|
||||
nodes = { "group:opaque" },
|
||||
sound = "drippingwater_lavadrip",
|
||||
|
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: mcl_falling_nodes
|
||||
@1 was smashed by a falling anvil.=@1 blev smadret af en nedfaldende ambolt.
|
||||
@1 was smashed by a falling block.=@1 blev smadret af en nedfaldende blok.
|
|
@ -85,93 +85,101 @@ local function hopper_take_item(self, dtime)
|
|||
for k, v in pairs(objs) do
|
||||
local ent = v:get_luaentity()
|
||||
|
||||
if ent and not ent._removed and ent.itemstring and ent.itemstring ~= "" then
|
||||
local taken_items = false
|
||||
if ent._removed or not ent.itemstring or ent.itemstring == "" then
|
||||
--minetest.log("Ignore this item")
|
||||
break
|
||||
end
|
||||
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
-- Don't forget actual hoppers
|
||||
|
||||
local inv = mcl_entity_invs.load_inv(self, 5)
|
||||
if not inv then return false end
|
||||
local taken_items = false
|
||||
|
||||
local current_itemstack = ItemStack(ent.itemstring)
|
||||
mcl_log("ent.name: " .. tostring(ent.name))
|
||||
mcl_log("ent pos: " .. tostring(ent.object:get_pos()))
|
||||
|
||||
mcl_log("inv. size: " .. self._inv_size)
|
||||
if inv:room_for_item("main", current_itemstack) then
|
||||
mcl_log("Room")
|
||||
inv:add_item("main", current_itemstack)
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
taken_items = true
|
||||
else
|
||||
mcl_log("no Room")
|
||||
end
|
||||
local inv = mcl_entity_invs.load_inv(self, 5)
|
||||
|
||||
if not taken_items then
|
||||
local items_remaining = current_itemstack:get_count()
|
||||
if not inv then
|
||||
mcl_log("No inv")
|
||||
return false
|
||||
end
|
||||
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, self._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
local current_itemstack = ItemStack(ent.itemstring)
|
||||
|
||||
mcl_log("i: " .. tostring(i))
|
||||
mcl_log("Items remaining: " .. items_remaining)
|
||||
mcl_log("Name: " .. tostring(stack:get_name()))
|
||||
mcl_log("inv. size: " .. self._inv_size)
|
||||
if inv:room_for_item("main", current_itemstack) then
|
||||
mcl_log("Room")
|
||||
inv:add_item("main", current_itemstack)
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
taken_items = true
|
||||
else
|
||||
mcl_log("no Room")
|
||||
end
|
||||
|
||||
if current_itemstack:get_name() == stack:get_name() then
|
||||
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
|
||||
if not taken_items then
|
||||
local items_remaining = current_itemstack:get_count()
|
||||
|
||||
local room_for = stack:get_stack_max() - stack:get_count()
|
||||
mcl_log("Room for: " .. tostring(room_for))
|
||||
-- This will take part of a floating item stack if no slot can hold the full amount
|
||||
for i = 1, self._inv_size, 1 do
|
||||
local stack = inv:get_stack("main", i)
|
||||
|
||||
if room_for == 0 then
|
||||
-- Do nothing
|
||||
mcl_log("No room")
|
||||
elseif room_for < items_remaining then
|
||||
mcl_log("We have more items remaining than space")
|
||||
mcl_log("i: " .. tostring(i))
|
||||
mcl_log("Items remaining: " .. items_remaining)
|
||||
mcl_log("Name: " .. tostring(stack:get_name()))
|
||||
|
||||
items_remaining = items_remaining - room_for
|
||||
stack:set_count(stack:get_stack_max())
|
||||
inv:set_stack("main", i, stack)
|
||||
taken_items = true
|
||||
else
|
||||
local new_stack_size = stack:get_count() + items_remaining
|
||||
stack:set_count(new_stack_size)
|
||||
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
|
||||
if current_itemstack:get_name() == stack:get_name() then
|
||||
mcl_log("We have a match. Name: " .. tostring(stack:get_name()))
|
||||
|
||||
inv:set_stack("main", i, stack)
|
||||
items_remaining = 0
|
||||
local room_for = stack:get_stack_max() - stack:get_count()
|
||||
mcl_log("Room for: " .. tostring(room_for))
|
||||
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
if room_for == 0 then
|
||||
-- Do nothing
|
||||
mcl_log("No room")
|
||||
elseif room_for < items_remaining then
|
||||
mcl_log("We have more items remaining than space")
|
||||
|
||||
taken_items = true
|
||||
break
|
||||
end
|
||||
items_remaining = items_remaining - room_for
|
||||
stack:set_count(stack:get_stack_max())
|
||||
inv:set_stack("main", i, stack)
|
||||
taken_items = true
|
||||
else
|
||||
local new_stack_size = stack:get_count() + items_remaining
|
||||
stack:set_count(new_stack_size)
|
||||
mcl_log("We have more than enough space. Now holds: " .. new_stack_size)
|
||||
|
||||
mcl_log("Count: " .. tostring(stack:get_count()))
|
||||
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
|
||||
--mcl_log("Is it empty: " .. stack:to_string())
|
||||
inv:set_stack("main", i, stack)
|
||||
items_remaining = 0
|
||||
|
||||
ent.object:get_luaentity().itemstring = ""
|
||||
ent.object:remove()
|
||||
|
||||
taken_items = true
|
||||
break
|
||||
end
|
||||
|
||||
if i == self._inv_size and taken_items then
|
||||
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
|
||||
current_itemstack:set_count(items_remaining)
|
||||
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
|
||||
ent.itemstring = current_itemstack:to_string()
|
||||
end
|
||||
mcl_log("Count: " .. tostring(stack:get_count()))
|
||||
mcl_log("stack max: " .. tostring(stack:get_stack_max()))
|
||||
--mcl_log("Is it empty: " .. stack:to_string())
|
||||
end
|
||||
|
||||
if i == self._inv_size and taken_items then
|
||||
mcl_log("We are on last item and still have items left. Set final stack size: " .. items_remaining)
|
||||
current_itemstack:set_count(items_remaining)
|
||||
--mcl_log("Itemstack2: " .. current_itemstack:to_string())
|
||||
ent.itemstring = current_itemstack:to_string()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--Add in, and delete
|
||||
if taken_items then
|
||||
mcl_log("Saving")
|
||||
mcl_entity_invs.save_inv(ent)
|
||||
return taken_items
|
||||
else
|
||||
mcl_log("No need to save")
|
||||
end
|
||||
|
||||
--Add in, and delete
|
||||
if taken_items then
|
||||
mcl_log("Saving")
|
||||
mcl_entity_invs.save_inv(ent)
|
||||
return taken_items
|
||||
else
|
||||
mcl_log("No need to save")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
|
@ -1,36 +0,0 @@
|
|||
# textdomain: mcl_minecarts
|
||||
Minecart=Minevogn
|
||||
Minecarts can be used for a quick transportion on rails.=Minevogne kan bruges til hurtig transport på spor.
|
||||
Minecarts only ride on rails and always follow the tracks. At a T-junction with no straight way ahead, they turn left. The speed is affected by the rail type.=Minevogne kan kun køre på spor, og følger dem altid. Ved et T-kryds uden en vej ligeud drejer de altid til venstre. Farten påvirkes af sportypen.
|
||||
You can place the minecart on rails. Right-click it to enter it. Punch it to get it moving.=Du kan placere minevogne på spor. Højre-klik for at stige ombord.
|
||||
To obtain the minecart, punch it while holding down the sneak key.=For at at få minevognen i din oppakning.
|
||||
A minecart with TNT is an explosive vehicle that travels on rail.=En minevogn med TNT as et eksplosivt fartøj som kører på spor.
|
||||
Place it on rails. Punch it to move it. The TNT is ignited with a flint and steel or when the minecart is on an powered activator rail.=Placér den på spor. Slå den for at flytte den. TNTet bliver antændt med flint og stål eller når minevognen er på et aktiveringsspor.
|
||||
To obtain the minecart and TNT, punch them while holding down the sneak key. You can't do this if the TNT was ignited.=For at få minevognen med TNT i din oppakning skal du slå den mens du holder snigeknappen nede. Du kan ikke gøre dette hvis TNTen er antændt.
|
||||
A minecart with furnace is a vehicle that travels on rails. It can propel itself with fuel.=En minevogn med ovn er et fartøj som kører på spor. Den kan køre af sig selv med brændstof.
|
||||
Place it on rails. If you give it some coal, the furnace will start burning for a long time and the minecart will be able to move itself. Punch it to get it moving.=Placér den på spor. Hvis du putter kul i den vil ovnen brænde i lang tid, og minevognen vil køre af sig selv. Slå den for at sætte den i bevægelse.
|
||||
To obtain the minecart and furnace, punch them while holding down the sneak key.=For at få minevognen med ovn i din oppakning skal du slå den mens du holder snigeknappen nede.
|
||||
Minecart with Chest=Minevogn med kiste
|
||||
Minecart with Furnace=Minevogn med ovn
|
||||
Minecart with Command Block=Minevogn med kommandoblok
|
||||
Minecart with Hopper=Minevogn med tragt
|
||||
Minecart with TNT=Minevogn med TNT
|
||||
Place them on the ground to build your railway, the rails will automatically connect to each other and will turn into curves, T-junctions, crossings and slopes as needed.=Placér dem på jorden for at bygge din jerbane. Sporene kobler sig automatisk sammen med hinanden og laver sving, T-kryds, kryds og skråninger efter behov.
|
||||
Rail=Spor
|
||||
Rails can be used to build transport tracks for minecarts. Normal rails slightly slow down minecarts due to friction.=Spor kan bruges til at bygge jernbaner til minevogne. Normale spor sænker minevognene en smule på grund af friktionsmodstand.
|
||||
Powered Rail=Strømspor
|
||||
Rails can be used to build transport tracks for minecarts. Powered rails are able to accelerate and brake minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Strømspor kan accelerere eller bremse minevogne.
|
||||
Without redstone power, the rail will brake minecarts. To make this rail accelerate minecarts, power it with redstone power.=Uden redstonekraft vil sporet bremse minevognen. For at accelerere minevognen skal den bruge redstoneskraft.
|
||||
Activator Rail=Aktiveringsspor
|
||||
Rails can be used to build transport tracks for minecarts. Activator rails are used to activate special minecarts.=Spor kan bruges til at bygge jernbaner til minevogne. Aktiveringsspor bruges til at aktivere specielle minevogne.
|
||||
To make this rail activate minecarts, power it with redstone power and send a minecart over this piece of rail.=For at få dette spor til at aktiere minevogne skal du give det redstonekraft og sende en minevogn over dette sporstykke.
|
||||
Detector Rail=Detektorspor
|
||||
Rails can be used to build transport tracks for minecarts. A detector rail is able to detect a minecart above it and powers redstone mechanisms.=Spor kan bruges til at bygge jernbaner til minevogne. Et detektorspor kan opdage en minevogn som kører over det og give kraft til redstonemekanismer.
|
||||
To detect a minecart and provide redstone power, connect it to redstone trails or redstone mechanisms and send any minecart over the rail.=For at opdage en minevogn og give redstonekraft skal den forbindes til redstonestøv eller redstonemekanismer og send en hvilkensomhelst minevogn hen over sporet.
|
||||
Track for minecarts=Spor til minevogne.
|
||||
Speed up when powered, slow down when not powered=Accelerérer når der er strøm, sænk hastigheden når der ikke er strøm.
|
||||
Activates minecarts when powered=Aktieverer minevogne når der er strøm.
|
||||
Emits redstone power when a minecart is detected=Udsender redstonekraft når en minevogn bliver opdaget.
|
||||
Vehicle for fast travel on rails=Fartøj til hurtig kørsel på spor.
|
||||
Can be ignited by tools or powered activator rail=Kan antændes med værktøj eller et aktivatorspor med strøm.
|
||||
Sneak to dismount=Snig for at stige af.
|
|
@ -873,13 +873,10 @@ function mob_class:do_states_attack (dtime)
|
|||
local dist = vector.distance(p, s)
|
||||
|
||||
if self.attack_type == "explode" then
|
||||
|
||||
if target_line_of_sight then
|
||||
local vec = { x = p.x - s.x, z = p.z - s.z }
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
end
|
||||
local vec = { x = p.x - s.x, z = p.z - s.z }
|
||||
yaw = (atan(vec.z / vec.x) +math.pi/ 2) - self.rotate
|
||||
if p.x > s.x then yaw = yaw +math.pi end
|
||||
yaw = self:set_yaw( yaw, 0, dtime)
|
||||
|
||||
local node_break_radius = self.explosion_radius or 1
|
||||
local entity_damage_radius = self.explosion_damage_radius
|
||||
|
@ -903,10 +900,10 @@ function mob_class:do_states_attack (dtime)
|
|||
end
|
||||
|
||||
-- walk right up to player unless the timer is active
|
||||
if self.v_start and (self.stop_to_explode or dist < self.reach) or not target_line_of_sight then
|
||||
self:set_velocity(0)
|
||||
if self.v_start and (self.stop_to_explode or dist < self.reach) then
|
||||
self:set_velocity( 0)
|
||||
else
|
||||
self:set_velocity(self.run_velocity)
|
||||
self:set_velocity( self.run_velocity)
|
||||
end
|
||||
|
||||
if self.animation and self.animation.run_start then
|
||||
|
|
|
@ -316,14 +316,8 @@ local function who_are_you_looking_at (self, dtime)
|
|||
|
||||
local stop_look_at_player = stop_look_at_player_chance == 1
|
||||
|
||||
if self.attack then
|
||||
if not self.target_time_lost then
|
||||
self._locked_object = self.attack
|
||||
else
|
||||
self._locked_object = nil
|
||||
end
|
||||
elseif self.following then
|
||||
self._locked_object = self.following
|
||||
if self.attack or self.following then
|
||||
self._locked_object = self.attack or self.following
|
||||
elseif self._locked_object then
|
||||
if stop_look_at_player then
|
||||
--minetest.log("Stop look: ".. self.name)
|
||||
|
|
|
@ -1,11 +0,0 @@
|
|||
# textdomain: mcl_mobs
|
||||
Peaceful mode active! No monsters will spawn.=Fredelig tilstand aktiveret! Ingen monstre vil spawne.
|
||||
This allows you to place a single mob.=Dette gør dig i stand til at placere et enkelt monster.
|
||||
Just place it where you want the mob to appear. Animals will spawn tamed, unless you hold down the sneak key while placing. If you place this on a mob spawner, you change the mob it spawns.=Placér det blot der hvor du ønsker, at monsteret skal komme. Dyr vil spawne tamme, medmindre du holder snige-knappen nede mens du placerer dem. Hvis du placerer denne på et monsterspawn, ændrer du hvilket monster det spawner.
|
||||
You need the “maphack” privilege to change the mob spawner.=Du skal have "maphack" privilegier for at ændre monsterspawneren.
|
||||
Name Tag=Navneskilt
|
||||
A name tag is an item to name a mob.=Et navneskilt bruges til at navngive et monster.
|
||||
Before you use the name tag, you need to set a name at an anvil. Then you can use the name tag to name a mob. This uses up the name tag.=Før du bruger navneskiltet, skal du vælge navnet ved en ambolt. Derefter kan du bruge navneskiltet til at navngive et monster. Dette opbruger navneskiltet.
|
||||
Only peaceful mobs allowed!=Kun fredelige monstre er tilladt!
|
||||
Give names to mobs=Giv navne til monstre
|
||||
Set name at anvil=Vælg navn ved en ambolt.
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain:mcl_paintings
|
||||
Painting=Maleri
|
|
@ -1,70 +0,0 @@
|
|||
# textdomain: mobs_mc
|
||||
Agent=Agent
|
||||
Axolotl=Salamander
|
||||
Bat=Flagermus
|
||||
Blaze=Blaze
|
||||
Chicken=Kylling
|
||||
Cow=Ko
|
||||
Mooshroom=Svamp
|
||||
Creeper=Creeper
|
||||
Ender Dragon=Enderdrage
|
||||
Enderman=Enderman
|
||||
Endermite=Endermide
|
||||
Ghast=Ghast
|
||||
Elder Guardian=Gammel beskytter
|
||||
Guardian=Beskytter
|
||||
Horse=Hest
|
||||
Skeleton Horse=Skelethest
|
||||
Zombie Horse=Zombiehest
|
||||
Donkey=Æsel
|
||||
Mule=Muldyr
|
||||
Iron Golem=Jerngolem
|
||||
Llama=Lama
|
||||
Ocelot=Ozelot
|
||||
Parrot=Papegøje
|
||||
Pig=Gris
|
||||
Polar Bear=Isbjørn
|
||||
Rabbit=Kanin
|
||||
Killer Bunny=Dræberkanin
|
||||
Sheep=Får
|
||||
Shulker=Shulker
|
||||
Silverfish=Sølvfisk
|
||||
Skeleton=Skelet
|
||||
Stray=Omstrejfer
|
||||
Wither Skeleton=Wither-skelet
|
||||
Magma Cube=Magmakube
|
||||
Slime=Slimklump
|
||||
Snow Golem=Snegolem
|
||||
Spider=Edderkop
|
||||
Cave Spider=Huleedderkop
|
||||
Squid=Blæksprutte
|
||||
Vex=Vex
|
||||
Evoker=Fremkalder
|
||||
Illusioner=Illusionist
|
||||
Villager=Landsbyboer
|
||||
Vindicator=Hævner
|
||||
Zombie Villager=Zombie landsbyboer
|
||||
Witch=Heks
|
||||
Wither=Wither
|
||||
Wolf=Ulv
|
||||
Husk=Udtørretskal
|
||||
Zombie=Zombie
|
||||
Zombie Pigman=Zombificeret piglin
|
||||
Farmer=Landmand
|
||||
Fisherman=Fisker
|
||||
Fletcher=Pilemager
|
||||
Shepherd=Fårehyrde
|
||||
Librarian=Bibliotikar
|
||||
Cartographer=Kartograf
|
||||
Armorer=Rustningesmed
|
||||
Leatherworker=Læderarbejder
|
||||
Butcher=Slagter
|
||||
Weapon Smith=Våbensmed
|
||||
Tool Smith=Værktøjssmed
|
||||
Cleric=Gejstlig
|
||||
Nitwit=Tåbe
|
||||
Cod=Torsk
|
||||
Salmon=Laks
|
||||
Dolphin=Delfin
|
||||
Pillager=Plyndrer
|
||||
Tropical fish=Tropisk fisk
|
|
@ -69,6 +69,3 @@ Salmon=Salmón
|
|||
Dolphin=Delfín
|
||||
Pillager=Saqueador
|
||||
Tropical fish=Pez tropical
|
||||
Hoglin=Hoglin
|
||||
Strider=Lavagante
|
||||
Glow Squid=Calamar luminoso
|
||||
|
|
|
@ -6,8 +6,6 @@ local S = minetest.get_translator("mobs_mc")
|
|||
--################### SHEEP
|
||||
--###################
|
||||
|
||||
local WOOL_REPLACE_RATE = 80
|
||||
|
||||
local colors = {
|
||||
-- group = { wool, textures }
|
||||
unicolor_white = { "mcl_wool:white", "#FFFFFF00" },
|
||||
|
@ -115,7 +113,7 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
|
|||
view_range = 12,
|
||||
|
||||
-- Eat grass
|
||||
replace_rate = WOOL_REPLACE_RATE,
|
||||
replace_rate = 80,
|
||||
replace_delay = 1.3,
|
||||
replace_what = {
|
||||
{ "mcl_core:dirt_with_grass", "mcl_core:dirt", -1 },
|
||||
|
@ -123,42 +121,25 @@ mcl_mobs.register_mob("mobs_mc:sheep", {
|
|||
},
|
||||
-- Properly regrow wool after eating grass
|
||||
on_replace = function(self, pos, oldnode, newnode)
|
||||
if not self.color or not colors[self.color] then
|
||||
self.color = "unicolor_white"
|
||||
end
|
||||
self.base_texture = sheep_texture(self.color)
|
||||
|
||||
self.drops = {
|
||||
{name = "mcl_mobitems:mutton",
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 2,},
|
||||
{name = colors[self.color][1],
|
||||
chance = 1,
|
||||
min = 1,
|
||||
max = 1,},
|
||||
}
|
||||
|
||||
self.state = "eat"
|
||||
self:set_animation("eat")
|
||||
self:set_velocity(0)
|
||||
|
||||
|
||||
|
||||
minetest.after(self.replace_delay, function()
|
||||
if self and self.object and self.object:get_velocity() and self.health > 0 then
|
||||
self.object:set_velocity(vector.zero())
|
||||
if not self.color or not colors[self.color] then
|
||||
self.color = "unicolor_white"
|
||||
end
|
||||
self.gotten = false
|
||||
self.base_texture = sheep_texture(self.color)
|
||||
self.object:set_properties({ textures = self.base_texture })
|
||||
end
|
||||
end)
|
||||
|
||||
minetest.after(2.5, function()
|
||||
if self and self.object and self.state == 'eat' and self.health > 0 then
|
||||
if self and self.object and self.state == 'eat' and self.health > 0 and self.object:get_velocity() then
|
||||
self.state = "walk"
|
||||
end
|
||||
end)
|
||||
|
||||
end,
|
||||
|
||||
-- Set random color on spawn
|
||||
|
|
|
@ -105,7 +105,8 @@ local skeleton = {
|
|||
if self.attack then
|
||||
self.object:set_yaw(minetest.dir_to_yaw(vector.direction(self.object:get_pos(), self.attack:get_pos())))
|
||||
end
|
||||
local dmg = math.random(2, 4)
|
||||
-- 2-4 damage per arrow
|
||||
local dmg = math.max(4, math.random(2, 8))
|
||||
mcl_bows.shoot_arrow("mcl_bows:arrow", pos, dir, self.object:get_yaw(), self.object, nil, dmg)
|
||||
end
|
||||
end,
|
||||
|
|
|
@ -169,9 +169,10 @@ local professions = {
|
|||
jobsite = "mcl_fletching_table:fletching_table",
|
||||
trades = {
|
||||
{
|
||||
{ { "mcl_core:stick", 32, 32 }, E1 },
|
||||
{ { "mcl_mobitems:string", 15, 20 }, E1 },
|
||||
{ E1, { "mcl_bows:arrow", 8, 12 } },
|
||||
{ { "mcl_core:gravel", 10, 10, "mcl_core:emerald", 1, 1 }, { "mcl_core:flint", 6, 10 } },
|
||||
{ { "mcl_core:stick", 32, 32 }, E1 },
|
||||
},
|
||||
{
|
||||
{ { "mcl_core:flint", 26, 26 }, E1 },
|
||||
|
@ -182,7 +183,7 @@ local professions = {
|
|||
{ { "mcl_core:emerald", 3, 3 }, { "mcl_bows:crossbow", 1, 1 } },
|
||||
},
|
||||
{
|
||||
{ { "mcl_mobitems:feather", 24, 24 }, E1 },
|
||||
{ { "mcl_mobitems:string", 24, 24 }, E1 },
|
||||
{ { "mcl_core:emerald", 7, 21 } , { "mcl_bows:bow_enchanted", 1, 1 } },
|
||||
},
|
||||
{
|
||||
|
@ -350,7 +351,7 @@ local professions = {
|
|||
leatherworker = {
|
||||
name = N("Leatherworker"),
|
||||
texture = "mobs_mc_villager_leatherworker.png",
|
||||
jobsite = "group:cauldron",
|
||||
jobsite = "mcl_cauldrons:cauldron",
|
||||
trades = {
|
||||
{
|
||||
{ { "mcl_mobitems:leather", 9, 12 }, E1 },
|
||||
|
@ -1007,15 +1008,7 @@ end
|
|||
----- JOBSITE LOGIC
|
||||
local function get_profession_by_jobsite(js)
|
||||
for k,v in pairs(professions) do
|
||||
if v.jobsite == js then
|
||||
return k
|
||||
-- Catch Nitwit doesn't have a jobsite
|
||||
elseif v.jobsite and v.jobsite:find("^group:") then
|
||||
local group = v.jobsite:gsub("^group:", "")
|
||||
if minetest.get_item_group(js, group) > 0 then
|
||||
return k
|
||||
end
|
||||
end
|
||||
if v.jobsite == js then return k end
|
||||
end
|
||||
end
|
||||
|
||||
|
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: lightning
|
||||
Let lightning strike at the specified position or player. No parameter will strike yourself.=Lad lynet slå ned på den angivne position eller spiller. Hvis du ikke skriver et parameter vil lynet ramme dig selv.
|
||||
No position specified and unknown player=Ingen position og ukendt spiller.
|
|
@ -1,3 +0,0 @@
|
|||
# textdomain: mcl_void_damage
|
||||
The void is off-limits to you!=Tomrummet er forbudt område for dig!
|
||||
@1 fell into the endless void.=@1 faldt ned i det uendelige tomrum.
|
|
@ -1,8 +0,0 @@
|
|||
# textdomain: mcl_weather
|
||||
Gives ability to control weather=Gør en i stand til at styre vejret
|
||||
Changes the weather to the specified parameter.=Ændrer vejret til det angivne.
|
||||
Error: No weather specified.=Fejl: Intet vejr angivet.
|
||||
Error: Invalid parameters.=Fejl: Ugyldige parametre.
|
||||
Error: Duration can't be less than 1 second.=Fejl: Vargihed kan ikke være under 1 sekund.
|
||||
Error: Invalid weather specified. Use “clear”, “rain”, “snow” or “thunder”.=Fejl: Ugyldigt vejr angivet. Brug "clear","rain","snow" eller "thunder".
|
||||
Toggles between clear weather and weather with downfall (randomly rain, thunderstorm or snow)=Skifter mellem klart vejr og vejr med nedbør (tilfældigt enten regn, tordenstorm eller sne)
|
|
@ -1,51 +0,0 @@
|
|||
# textdomain:doc
|
||||
<=<
|
||||
>=>
|
||||
Access to the requested entry has been denied; this entry is secret. You may unlock access by progressing in the game. Figure out on your own how to unlock this entry.=Adgang til det forespurgte blev nægtet; det er hemmeligt. Du kan få adgang ved at nå længere i spillet. Find selv ud af, hvordan du får adgang.
|
||||
All entries read.=Alle indtastninger læst.
|
||||
All help entries revealed!=Alle hjælpeindtastninger afsløret!
|
||||
All help entries are already revealed.=Alle hjælpeindtasterninger er allerede afsløret.
|
||||
Allows you to reveal all hidden help entries with /help_reveal=Gør dig i stand til at afsløre alle skjulte hjælpeindtaster med /help_reveal
|
||||
Category list=Kategoriliste
|
||||
Currently all entries in this category are hidden from you.=Alle indtastninger i denne kategori er i øjeblikket skjult for dig.
|
||||
Unlock new entries by progressing in the game.=Lås nye indtastninger op ved at nå længere i spillet.
|
||||
Help=Hjælp
|
||||
Entry=Indtastning
|
||||
Entry list=Indtastningsliste
|
||||
Error: Access denied.=Fejl: Adgang nægtet.
|
||||
Error: No help available.=Fejl: Igen hjælp tilgængelig.
|
||||
Go to category list=Gå til kategoriliste
|
||||
Go to entry list=Gå til indtastningsliste
|
||||
Help > @1=Hjælp > @1
|
||||
Help > @1 > @2= Hjælp > @1 > @2
|
||||
Help > @1 > (No Entry)=Hjælp > @1 > (Ingen indtasting)
|
||||
Help > (No Category)=Hjælp > (Ingen kategori)
|
||||
Hidden entries: @1=Skjult indtastning: @1
|
||||
Nameless entry (@1)=Unavngiven indtastning (@1)
|
||||
New entries: @1=Nye indtastninger: @1
|
||||
New help entry unlocked: @1 > @2=Ny hjælpeindtastning låst op: @1 > @2
|
||||
No categories have been registered, but they are required to provide help.=Nye kategorier er blevet registreret, men de er påkrævede for at give hjælp.
|
||||
The Documentation System [doc] does not come with help contents on its own, it needs additional mods to add help content. Please make sure such mods are enabled on for this world, and try again.= Dokumentationssystemet [doc] har ikke medfølgende hjælpeindhold, det behøver yderligere mods for at tilføje hjælpeindhold.
|
||||
Number of entries: @1=Antal indtastninger: @1
|
||||
OK=OK
|
||||
Open a window providing help entries about Minetest and more=Åbn et vindue med hjælpeindtastninger om Minetest og mere
|
||||
Please select a category you wish to learn more about:=Vælg venlist en kategori som du ønsker at lære mere om:
|
||||
Recommended mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.=Anbefalede mods: doc_basics, doc_items, doc_identifier, doc_encyclopedia.
|
||||
Reveal all hidden help entries to you=Afslør alle gemte hjælpeindtastninger for dig.
|
||||
Show entry=Vis indtastning
|
||||
Show category=Vis kategori
|
||||
Show next entry=Vis næste indtastning
|
||||
Show previous entry=Vis forrige indtastning
|
||||
This category does not have any entries.=Denne kategori har ingen indtastninger.
|
||||
This category has the following entries:=Denne kategori har følgende indtastninger:
|
||||
This category is empty.=Denne kategori er tom.
|
||||
This is the help.=Dette er hjælpen.
|
||||
You haven't chosen a category yet. Please choose one in the category list first.=Du har endnu ikke vagt en kategori. Vælg venligst én i kategoriliste før.
|
||||
You haven't chosen an entry yet. Please choose one in the entry list first.=Du har ikke valgt en indtastning endnu. Vælg venligst en fra indtastningslisten først.
|
||||
Collection of help texts=Samling at hjælpetekster.
|
||||
Notify me when new help is available=Giv mig besked når ny hjælp er tilgængelig.
|
||||
Play notification sound when new help is available=Afspil lyd når ny hjælp er tilgængeig.
|
||||
Show previous image=Vis forrige billede
|
||||
Show previous gallery page=Vis forrige galleriside
|
||||
Show next image=Vis næste billede
|
||||
Show next gallery page=Vis næste galleriside
|
|
@ -1,18 +0,0 @@
|
|||
# textdomain:doc_identifier
|
||||
Error: This node, item or object is undefined. This is always an error.=Fejl: Dette knudepunkt, genstand eller objekt er ikke defineret.
|
||||
This can happen for the following reasons:=Dette kan ske af følgende grunde:
|
||||
• The mod which is required for it is not enabled=• Det mod som er krævet er ikke aktiveret
|
||||
• The author of the game or a mod has made a mistake=• Ophavsmanden til spillet eller moddet har lavet en fejltagelse
|
||||
It appears to originate from the mod “@1”, which is enabled.=Det ser ud til at stamme fra moddet "@1" som er aktiveret.
|
||||
It appears to originate from the mod “@1”, which is not enabled!=Det ser ud til at stamme fra moddet "01" som er deaktiveret!
|
||||
Its identifier is “@1”.=Dets identificering er "@1".
|
||||
Lookup Tool=Opslagsværktøj
|
||||
No help entry for this block could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne blok.
|
||||
No help entry for this item could be found.=Der kunne ikke findes nogen hjælpeindtastning til denne genstand.
|
||||
No help entry for this object could be found.=Der kunne ikke findes nogen hjælpeindtastning for stte objekt.
|
||||
OK=OK
|
||||
Punch any block, item or other thing about you wish to learn more about. This will open up the appropriate help entry. The tool comes in two modes which are changed by using. In liquid mode, this tool points to liquids as well while in solid mode this is not the case.=Slå en hvilkensomhelst blok, genstand eller andre ting som du ønsker at vide mere om. Dette vil åbne den relevante hjælpeindtastning. Værktøjet findes i to tilstande som skiftes ved brug. I flydende tilstand vil værktøjet også peje på væsker, mens dette ikke er tilfældet i fast tilstand.
|
||||
This block cannot be identified because the world has not materialized at this point yet. Try again in a few seconds.=Denne blok kan ikke identificeres fordi verdenen ikke har materialiseret sig endnu. Forsøg igen om et par sekunder.
|
||||
This is a player.=Dette er en spiller.
|
||||
This useful little helper can be used to quickly learn more about about one's closer environment. It identifies and analyzes blocks, items and other things and it shows extensive information about the thing on which it is used.=Denne smarte lille hjælper kan bruges til hurtigt at lære mere om omgivelserne. Den identificerer og analyserer blokke, genstande og andre ting, og den viser udtømmende informationer om den ting den bliver brugt på.
|
||||
Show help for pointed thing=Vis hjælp til tingen
|
|
@ -1,143 +0,0 @@
|
|||
# textdomain:doc_items
|
||||
Using it as fuel turns it into: @1.=At bruge det som brændstof laver det om til: @1.
|
||||
@1 seconds=@1 sekunder
|
||||
# Item count times item name
|
||||
@1×@2=@1x@2
|
||||
# Itemname (25%)
|
||||
@1 (@2%)=@1 (@2%)
|
||||
# Itemname (<0.5%)
|
||||
@1 (<0.5%)= @1 (<0.5%)
|
||||
# Itemname (ca. 25%)
|
||||
@1 (ca. @2%)=@1 (ca. @2%)
|
||||
# List separator (e.g. “one, two, three”)
|
||||
, = ,
|
||||
# Final list separator (e.g. “One, two and three”)
|
||||
and = and
|
||||
1 second=1 sekund
|
||||
A transparent block, basically empty space. It is usually left behind after digging something.=En gennemsigtig blok, egentlig bare tom luft. Det efterlades typisk efter at have gravet.
|
||||
Air=Luft
|
||||
Blocks=Blokke
|
||||
Building another block at this block will place it inside and replace it.=At sætte en ny blok ved denne blok vil placere den indeni og erstatte den.
|
||||
Building this block is completely silent.=Det er helt lydløst at bygge denne blok.
|
||||
Collidable: @1=Kan kollidere: @1
|
||||
Description: @1=Beskrivelse: @1
|
||||
Falling blocks can go through this block; they destroy it when doing so.=Faldende blokke kan gå igennem denne blok; de ødelægger den idet i går igennem den.
|
||||
Full punch interval: @1 s=Tid mellem hele slag: @1
|
||||
Hand=Hånd
|
||||
Hold it in your hand, then leftclick to eat it.=Hold det i din hånd, og venstre-klik for at spise det.
|
||||
Hold it in your hand, then leftclick to eat it. But why would you want to do this?=Hold det i din hånd, og venstre-klik for at spise det. Men hvorfor i alverden ville du have lyst til dét?
|
||||
Item reference of all wieldable tools and weapons=Genstandsreference til alt værktøj og alle våden man kan bære.
|
||||
Item reference of blocks and other things which are capable of occupying space=Genstandsreference til blokke og andre ting som kan optage plads.
|
||||
Item reference of items which are neither blocks, tools or weapons (esp. crafting items)=Genstandsreference til genstanse som hverken er blokke, værktøj eller våben (især håndværksmateriale)
|
||||
Liquids can flow into this block and destroy it.=Væsker kan flyde ind i denne blok og ødelægge den.
|
||||
Maximum stack size: @1=Største stakstørrelse: @1
|
||||
Mining level: @1=Udvindingsevneevne: @1
|
||||
Mining ratings:=Udvindelsesvurdering
|
||||
• @1, rating @2: @3 s - @4 s=• @1, vurdering @2: @3 s -@4 s
|
||||
• @1, rating @2: @3 s=• @1, vurdering @2: @3 s
|
||||
Mining times:=Udvindingstider
|
||||
Mining this block is completely silent.=Det er helt lydløst at udvinde denne blok.
|
||||
Miscellaneous items=Diverse genstande
|
||||
No=Nej
|
||||
Pointable: No=Retningsbestemt: Nej
|
||||
Pointable: Only by special items=Retningsbestemt: Kun af særlige genstande
|
||||
Pointable: Yes=Retningsbestemt: Ja
|
||||
Punches with this block don't work as usual; melee combat and mining are either not possible or work differently.=Slag med denne blok virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
|
||||
Punches with this item don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette objekt virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
|
||||
Punches with this tool don't work as usual; melee combat and mining are either not possible or work differently.=Slag med dette værktøj virker ikke som normalt; nærkamp og udvinding er enten umulig eller virker anderledes.
|
||||
Range: @1=Rækkevidde: @1
|
||||
# Range: <Hand> (<Range>)
|
||||
Range: @1 (@2)=Rækkevidde: @1 (@2)
|
||||
Range: 4=Rækkevidde: 4
|
||||
# Rating used for digging times
|
||||
Rating @1=Vurdering: @1
|
||||
# @1 is minimal rating, @2 is maximum rating
|
||||
Rating @1-@2=Vurdering @1-@2
|
||||
The fall damage on this block is increased by @1%.=Faldskade på denne blok er øget med @1%.
|
||||
The fall damage on this block is reduced by @1%.=Faldskade på denne blok er reduceret med @1%.
|
||||
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Denne blok lader lys sprede sig med et lille tab af styrke, og sollys kan endda gå igennem uden tab.
|
||||
This block allows light to propagate with a small loss of brightness.=Denne blok tillader lys at sprede med et lille tab af styrke.
|
||||
This block allows sunlight to propagate without loss in brightness.=Denne blok tillader sollys at sprede sig uden tab af styrke.
|
||||
This block belongs to the @1 group.=Denne blok tilhører @1gruppen
|
||||
This block belongs to these groups: @1.=Denne blok hører til følgende grupper: @1.
|
||||
This block can be climbed.=Man kan klatre på denne blok.
|
||||
This block can be destroyed by any mining tool immediately.=Denne blok kan ødelægges straks med ethvert udvindingsværktøj.
|
||||
This block can be destroyed by any mining tool in half a second.=Denne blok kan ødelægges på et halvt sekund med ethvert udvindingsværktøj.
|
||||
This block can be mined by any mining tool immediately.=Denne blok kan udvindes straks med ethvert udvindingsværktøj.
|
||||
This block can be mined by any mining tool in half a second.=Denne blok kan udvindes på et halvt sekund med ethvert udvindingsværktøj.
|
||||
This block can be mined by mining tools which match any of the following mining ratings and its toughness level.=Denne blok kan udvindes med ethvert udvindingsværktøj som svarer til en hvilkensomhelst af følgende udvindingsvurderinger og hårdhedsgrad.
|
||||
This block can not be destroyed by ordinary mining tools.=Denne blok kan ikke ødelægges af normalt udvindingsværktøj.
|
||||
This block can not be mined by ordinary mining tools.=Denne blok kan ikke udvindes med normalt udvindingsværktøj.
|
||||
This block can serve as a smelting fuel with a burning time of @1.=Denne blok virker som brændstof til at smelte og har en brændetid på @1.
|
||||
This block causes a damage of @1 hit point per second.=Denne blok giver @1 skade per sekund.
|
||||
This block causes a damage of @1 hit points per second.=Denne blok giver @1 skade per sekund.
|
||||
This block connects to blocks of the @1 group.=Denne blok forbindes til blokke i @1gruppen.
|
||||
This block connects to blocks of the following groups: @1.=Denne blok forbindes til blokke i følgende grupper: @1.
|
||||
This block connects to these blocks: @1.=Denne blok forbindes til disse blokke: @1.
|
||||
This block connects to this block: @1.=Denne blok forbindes til denne blok: @1.
|
||||
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukningsskade hvert 2. sekund.
|
||||
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Denne blok nedsætter dit åndedræt og giver @1 drukneskade hvert 2. sekund.
|
||||
This block is a light source with a light level of @1.=Denne blok er en lyskilde med lysniveau @1.
|
||||
This block glows faintly with a light level of @1.=Denne blok gløder svagt med et lysniveau på @1.
|
||||
This block is a building block for creating various buildings.=Denne blok er en byggesten til at bygge forskellige bygninger.
|
||||
This block is a liquid with these properties:=Denne blok er en væske med følgende egenskaber:
|
||||
This block is affected by gravity and can fall.=Denne blok påvirkes af tyngdekraften og kan falde ned.
|
||||
This block is completely silent when mined or built.=Denne blok er helt lydløs når den udvindes eller bygges.
|
||||
This block is completely silent when walked on, mined or built.=Denne blok er helt lydløs når den betrædes, udvindes eller bygges.
|
||||
This block is destroyed when a falling block ends up inside it.=Denne blok ødelægges når en nedfaldende blok ender indeni den.
|
||||
This block negates all fall damage.=Denne blok modvirker al faldskade.
|
||||
This block points to liquids.=Denne blok orienteres mod væsker.
|
||||
This block will drop as an item when a falling block ends up inside it.=Denne blok dropper som genstand når en faldende blok ender indeni den.
|
||||
This block will drop as an item when it is not attached to a surrounding block.=Denne blok dropper som genstand når den ikke sidder fast på en tilstødende blok.
|
||||
This block will drop as an item when no collidable block is below it.=Denne blok dropper som genstand når der ikke er en bæredygtig blok under den.
|
||||
This block will drop the following items when mined: @1.=Denne blok dropper følgende genstande når den udvindes: @1.
|
||||
This block will drop the following when mined: @1×@2.=Denne blok dropper følgende når den udvindes: @1x@2.
|
||||
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
|
||||
This block will drop the following when mined: @1.=Denne blok dropper følgende når den udvindes: @1.
|
||||
This block will make you bounce off with an elasticity of @1%.=Denne blok får dig til at hoppe af med en elasticitet på @1%.
|
||||
This block will randomly drop one of the following when mined: @1.=Denne blok dropper en vilkårlig af følgende genstande når den udvindes: @1.
|
||||
This block will randomly drop up to @1 drops of the following possible drops when mined: @2.=Denne blok dropper et vilkårligt antal op til @1 af følgende mulige ting når den udvindes: @2.
|
||||
This block won't drop anything when mined.=Denne blok dropper ikke noget når den udvindes.
|
||||
This is a decorational block.=Dette er en pynteblok.
|
||||
This is a melee weapon which deals damage by punching.=Dette er et nærkampsvåben som giver skade ved at slå.
|
||||
Maximum damage per hit:=Højeste skade per slag:
|
||||
This item belongs to the @1 group.=Denne genstand hører til @1gruppen.
|
||||
This item belongs to these groups: @1.=Denne genstand hører til disse grupper: @1.
|
||||
This item can serve as a smelting fuel with a burning time of @1.=Denne genstand virker som brændstof til at smelte og har en brændetid på @1.
|
||||
This item is primarily used for crafting other items.=Denne genstand bruges mest til at lave andre genstande.
|
||||
This item points to liquids.=Denne genstand orienterer sig mod væsker.
|
||||
This tool belongs to the @1 group.=Dette værktøj hører til @1gruppen
|
||||
This tool belongs to these groups: @1.=Dette værktøj hører til disse grupper:
|
||||
This tool can serve as a smelting fuel with a burning time of @1.=Dette værktøj virker som brændstof til at smelte og har en brændetid på @1.
|
||||
This tool is capable of mining.=Dette værktøj kan bruges til udvinding.
|
||||
Maximum toughness levels:=Højeste hårdhedsgrad.
|
||||
This tool points to liquids.=Dette værktøj orienterer sig mod væsker.
|
||||
Tools and weapons=Værktøj og våben
|
||||
Unknown Node=Ukendt knudepunkt
|
||||
Usage help: @1=Hjælp til brug: @1
|
||||
Walking on this block is completely silent.=Det er helt lydløst at gå på denne blok.
|
||||
Whenever you are not wielding any item, you use the hand which acts as a tool with its own capabilities. When you are wielding an item which is not a mining tool or a weapon it will behave as if it would be the hand.=Når du ikke anvender en genstand, bruger du din hånd som fungerer som et værktøj med sine egne egenskaber. Når du anvender en genstand som ikke er et værktøj til udvinding eller våben virker det som om du bruger din hånd.
|
||||
Yes=Ja
|
||||
You can not jump while standing on this block.=Du kan ikke hoppe mens du står på dene blok.
|
||||
any level=hvilketsomhelst level
|
||||
level 0=level 0
|
||||
level 0-@1=level 0-@1
|
||||
unknown=ukendt
|
||||
Unknown item (@1)=ukendt genstand (@1)
|
||||
• @1: @2=
|
||||
• @1: @2 HP=• @1: @2 HP
|
||||
• @1: @2, @3=• @1: @2, @3
|
||||
• Flowing range: @1=• Flydende rækkevidde: @1
|
||||
• No flowing=• Ingen strøm
|
||||
• Not renewable=• Kan ikke genopfriskes
|
||||
• Renewable=• Kan genopfriskes
|
||||
• Viscosity: @1=• Viskositet: @1
|
||||
Itemstring: "@1"=Genstandsstreng: "@1"
|
||||
Durability: @1 uses=Holdbarhed: @1 anvendelser
|
||||
Durability: @1=Holdbarhed: @1
|
||||
Mining durability:=Udvindingsholdbarhed:
|
||||
• @1, level @2: @3 uses=• @1, level @2: @3 anvendelser
|
||||
• @1, level @2: Unlimited=• @1, level @2: Uendelig
|
||||
This block's rotation is affected by the way you place it: Place it on the floor or ceiling for a vertical orientation; place it at the side for a horizontal orientation. Sneaking while placing it leads to a perpendicular orientation instead.=Denne bloks rotation påvirkes af måden du placerer den på: Placér den på gulvet eller loftet for en lodret orientering; placér den på siden for en horisontal orientering. Hvis du sniger dig mens den placeres den vinkelret i stedet.
|
||||
Toughness level: @1=Hårdhedsgrad: @1
|
||||
This block is slippery.=Denne blok er glat.
|
|
@ -53,8 +53,8 @@ Range: 4=Range: 4
|
|||
Rating @1=Classificação @1
|
||||
# @1 is minimal rating, @2 is maximum rating
|
||||
Rating @1-@2=Classificação @1-@2
|
||||
The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @1%.
|
||||
The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @1%.
|
||||
The fall damage on this block is increased by @1%.=O dano por queda nesse bloco é aumentado em @ 1%.
|
||||
The fall damage on this block is reduced by @1%.=O dano por queda nesse bloco é reduzido em @ 1%.
|
||||
This block allows light to propagate with a small loss of brightness, and sunlight can even go through losslessly.=Esse bloco permite que a luz se propague com uma pequena perda de brilho, e a luz solar pode até passar sem perdas.
|
||||
This block allows light to propagate with a small loss of brightness.=Esse bloco permite que a luz se propague com uma pequena perda de brilho.
|
||||
This block allows sunlight to propagate without loss in brightness.=Esse bloco permite que a luz solar se propague sem perda de brilho.
|
||||
|
@ -78,7 +78,7 @@ This block connects to this block: @1.=Esse bloco se conecta a esse bloco: @1.
|
|||
This block decreases your breath and causes a drowning damage of @1 hit point every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 ponto de vida a cada 2 segundos.
|
||||
This block decreases your breath and causes a drowning damage of @1 hit points every 2 seconds.=Esse bloco diminui a sua respiração e causa um dano por afogamento de @1 pontos de vida a cada 2 segundos.
|
||||
This block is a light source with a light level of @1.=Esse bloco é uma fonte de luz com um nível de luz de @1.
|
||||
This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @1.
|
||||
This block glows faintly with a light level of @1.=Esse bloco tem um brilho fraco com um nível de luz de @ 1.
|
||||
This block is a building block for creating various buildings.=Esse bloco é um bloco de construção para criar vários edifícios.
|
||||
This block is a liquid with these properties:=Esse bloco é um líquido com as seguintes propriedades:
|
||||
This block is affected by gravity and can fall.=Esse bloco é afetado pela gravidade e pode cair.
|
||||
|
@ -123,7 +123,7 @@ any level=qualquer nível
|
|||
level 0=nível 0
|
||||
level 0-@1=nivel 0-@1
|
||||
unknown=desconhecido
|
||||
Unknown item (@1)=Item desconhecido (@1)
|
||||
Unknown item (@1)=Item desconhecido
|
||||
• @1: @2=
|
||||
• @1: @2 HP=
|
||||
• @1: @2, @3=
|
||||
|
|
|
@ -1,37 +0,0 @@
|
|||
# textdomain: craftguide
|
||||
Any shulker box=Hvilkensomhelst shulkerboks
|
||||
Any wool=Hvilkensomhelst uld
|
||||
Any wood planks=Hvilkensomhelst træplanker
|
||||
Any wood=Hvilkensomhelst træ
|
||||
Any sand=Hvilkensomhelst sand
|
||||
Any normal sandstone=Hvilkensomhelst normal sandsten
|
||||
Any red sandstone=Hvilkensomhelst rød sandsten
|
||||
Any carpet=HVilketsomhelst tæppe
|
||||
Any dye=Hvilkensomhelst farvestof
|
||||
Any water bucket=Hvilkensomhelst vandpand
|
||||
Any flower=Hvilkensomhelst blomst
|
||||
Any mushroom=Hvilkensomhelst svamp
|
||||
Any wooden slab=Hvilkensomhelst træplade
|
||||
Any wooden stairs=Hvilkensomhelst trætrappe
|
||||
Any coal=Hvilketsomhelst kul
|
||||
Any kind of quartz block=Hvilkensomhelst quartzblok
|
||||
Any kind of purpur block=Hvilkensomhelst pupurblok
|
||||
Any stone bricks=Hvilkensomhelst mursten af sten
|
||||
Any stick=Hvilkensomhelst pind
|
||||
Any item belonging to the @1 group=Hvilkensomhelst genstant i @1gruppen
|
||||
Any item belonging to the groups: @1=Hvilkensomhelst genstand som hører til grupperne: @1
|
||||
Search=Søg
|
||||
Reset=Nulstil
|
||||
Previous page=Forrige side
|
||||
Next page=Næste side
|
||||
Usage @1 of @2=Brug @1 af @2
|
||||
Recipe @1 of @2=Opskrift @1 af @2
|
||||
Burning time: @1=Brændetid: @1
|
||||
Cooking time: @1=Tilberedelsestid: @1
|
||||
Recipe is too big to be displayed (@1×@2)=Formen er for stor til at blive vist (@1x@2)
|
||||
Shapeless=Uformelig
|
||||
Cooking=Madlavning
|
||||
Increase window size=Øg vinduesstørrelsen
|
||||
Decrease window size=Mindsk vinduesstørrelsen
|
||||
No item to show=Ingen genstande at vise
|
||||
Collect items to reveal more recipes=Saml genstande for at afsløre flere opskrifter
|
|
@ -1,79 +0,0 @@
|
|||
# textdomain: mcl_doc
|
||||
Water can flow into this block and cause it to drop as an item.=Der kan flyde vandt i denne blok, hvilket får den til at droppe som en genstand.
|
||||
This block can be turned into dirt with a hoe.=Denne blok kan omdannes til jord med en hakke.
|
||||
This block can be turned into farmland with a hoe.=Denne blok kan omdannes til landbrugsjord med en hakke.
|
||||
This block acts as a soil for all saplings.=Denne blok virker som jord for alle spirer.
|
||||
This block acts as a soil for some saplings.=Denne blok virker som jord for nogle spirer.
|
||||
Sugar canes will grow on this block.=Sukkerrør gror på denne blok.
|
||||
Nether wart will grow on this block.=Nethervorder gror på denne blok.
|
||||
This block quickly decays when there is no wood block of any species within a distance of @1. When decaying, it disappears and may drop one of its regular drops. The block does not decay when the block has been placed by a player.=Denne blok forgår hurtigt når der ikke er træblokke af nogen art af træblokke indenfor en afstand af @1. Når den forgår, forsvinder den, og dropper måske et af sine normale drops. Blokken forgår ikke når den er blevet placeret af en spiller.
|
||||
This block quickly decays and disappears when there is no wood block of any species within a distance of @1. The block does not decay when the block has been placed by a player.=Denne blok forgår hurtigt og forsvinder når der ikke er nogen art af træblokke indenfor en afstand af @1. Blokken forgår ikke når den er blevet placeret af en spiller.
|
||||
This plant can only grow on grass blocks and dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Denne plante kan kun gro på græsblokke eller jord. For at overleve, har den brug for direkte udsyn til himlen, eller et lysniveau på 8 eller derover.
|
||||
This plant can grow on grass blocks, podzol, dirt and coarse dirt. To survive, it needs to have an unobstructed view to the sky above or be exposed to a light level of 8 or higher.=Denne plante kan gro på græsblokke, podsol, jord eller grov jord. For at overleve, har den brug for direkte udsyn til himlen, eller et lysniveau på 8 eller derover.
|
||||
This block is flammable.=Denne blok er brændfarlig.
|
||||
This block destroys any item it touches.=Denne blok ødelægger enhver genstand den berør.
|
||||
To eat it, wield it, then rightclick.=For at spise det skal du bære det og højre-klikke.
|
||||
You can eat this even when your hunger bar is full.=Du kan spise dette selvom din sultbjælke er fuld.
|
||||
You cannot eat this when your hunger bar is full.=Du kan ikke spise dette når din sultbjælke er fuld.
|
||||
To drink it, wield it, then rightclick.=For at drikke det skal du bære det og højre-klikke.
|
||||
You cannot drink this when your hunger bar is full.=Du kan ikke drikke dette når din sultbjælke er fuld.
|
||||
To consume it, wield it, then rightclick.=For at indtage det skal du bære det og højre-klikke.
|
||||
You cannot consume this when your hunger bar is full.=Du kan ikke indtage dette når din sultbjælke er fuld.
|
||||
You have to wait for about 2 seconds before you can eat or drink again.=Du er nødt til at vente omkring 2 sekunder før du kan drikke eller spise igen.
|
||||
Hunger points restored: @1=Sultpoint genvundet: @1
|
||||
Saturation points restored: @1%.1f=Mæthedspoint genvundet: @1%.1f
|
||||
This item can be repaired at an anvil with: @1.=Denne genstand kan repareres ved en ambolt med: @1.
|
||||
This item can be repaired at an anvil with any wooden planks.=Denne genstand kan repareres ved en ambolt med hvilkensomhelst træplanke.
|
||||
This item can be repaired at an anvil with any item in the “@1” group.=Denne genstand kan repareres ved en ambolt med hvilkensomhelst genstand i "@1"gruppen
|
||||
This item cannot be renamed at an anvil.=Denne genstand kan ikke omdøbes ved en ambolt.
|
||||
This block crushes any block it falls into.=Denn blok knuser enhver blok den falder ind i.
|
||||
When this block falls deeper than 1 block, it causes damage to any player it hits. The damage dealt is B×2−2 hit points with B @= number of blocks fallen. The damage can never be more than 40 HP.=Denne blok falder dybere end 1 blok, og giver skade til enhver spiller den rammer. Skaden givet er Bx2-2 ned B @= antal faldne blokke.
|
||||
Diamond Pickaxe=Minehakke i diamant
|
||||
Iron Pickaxe=Jernhakke
|
||||
Stone Pickaxe=Stenhakke
|
||||
Golden Pickaxe=Guldhakke
|
||||
Wooden Pickaxe=Træhakke
|
||||
Diamond Axe=Diamantøkse
|
||||
Iron Axe=Jernøkse
|
||||
Stone Axe=Stenøkse
|
||||
Golden Axe=Guldøkse
|
||||
Wooden Axe=Træøkse
|
||||
Diamond Shovel=Diamantskovl
|
||||
Iron Shovel=Jernskovl
|
||||
Stone Shovel=Stenskovl
|
||||
Golden Shovel=Guldskovl
|
||||
Wooden Shovel=Træskovl
|
||||
This block can be mined by any tool instantly.=Denne blok kan udvindes momentant med ethvert værktøj.
|
||||
This block can be mined by:=Denne blok kan udvindes med:
|
||||
Hardness: ∞= Hårdhed:∞
|
||||
Hardness: @1=Hårdhed @1
|
||||
This block will not be destroyed by TNT explosions.=Denne blok ødelægges ikke af TNT-eksplosioner.
|
||||
This block drops itself when mined by shears.=Denne blok dropper sig selv når den udvindes med sakse.
|
||||
@1×@2=@1x@2
|
||||
This blocks drops the following when mined by shears: @1=Denne blok dropper følgende når den udvindes med sakse: @1
|
||||
, =,
|
||||
• Shears=• Sakse
|
||||
• Sword=• Sværd
|
||||
• Hand=• Hånd
|
||||
This is a melee weapon which deals damage by punching.=Dette er et nærkampsvåben som giver skade ved at slå.
|
||||
Maximum damage: @1 HP=Højeste skade: @1
|
||||
Full punch interval: @1 s=Helt interval mellem slag: @1 s
|
||||
This tool is capable of mining.=Dette værktøj kan bruges til udvinding.
|
||||
Mining speed: @1=Udvindingshastighed: @1
|
||||
Painfully slow=Pinagtig langsom
|
||||
Very slow=Meget langsom
|
||||
Slow=Langsom
|
||||
Fast=Hurtig
|
||||
Very fast=Meget hurtig
|
||||
Extremely fast=Ekstremt hurtig
|
||||
Instantaneous=Momentan
|
||||
@1 uses=@1 anvendelser
|
||||
Unlimited uses=Uendelige anvendelser
|
||||
Block breaking strength: @1=Blokkens brudstyrke: @1
|
||||
Mining durability: @1=Udvindingsholdbarhed: @1
|
||||
Armor points: @1=Rustningspoint: @1
|
||||
Armor durability: @1=Rustningens holdbarhed: @1
|
||||
It can be worn on the head.=Den kan bæres på hovedet.
|
||||
It can be worn on the torso.=Den kan bæres på kroppen.
|
||||
It can be worn on the legs.=De kan bæres på benene.
|
||||
It can be worn on the feet.=De kan bæres på fødderne.
|
|
@ -0,0 +1 @@
|
|||
-- This mod has no code and is only a collection of textures.
|
|
@ -0,0 +1,3 @@
|
|||
name = mcl_base_textures
|
||||
author = Wuzzy
|
||||
description = Provides core textures needed by Minetest.
|
|
@ -14,36 +14,33 @@ return {
|
|||
}},
|
||||
{S("Previous Maintainers"), 0xFFFFFF, {
|
||||
"Fleckenstein",
|
||||
"jordan4ibanez",
|
||||
"cora",
|
||||
}},
|
||||
{S("Developers"), 0xF84355, {
|
||||
"bzoss",
|
||||
"AFCMS",
|
||||
"epCode",
|
||||
"ryvnf",
|
||||
"iliekprogrammar",
|
||||
"MysticTempest",
|
||||
"Rootyjr",
|
||||
"aligator",
|
||||
"Code-Sploit",
|
||||
"NO11",
|
||||
"kabou",
|
||||
"rudzik8",
|
||||
"chmodsayshello",
|
||||
"PrairieWind",
|
||||
"RandomLegoBrick",
|
||||
"SumianVoice",
|
||||
"MrRar",
|
||||
"talamh",
|
||||
"Faerraven / Michieal",
|
||||
"FossFanatic ",
|
||||
"SmokeyDope",
|
||||
}},
|
||||
{S("Past Developers"), 0xF84355, {
|
||||
"jordan4ibanez",
|
||||
"iliekprogrammar",
|
||||
"kabou",
|
||||
"kay27",
|
||||
"Faerraven / Michieal",
|
||||
"MysticTempest",
|
||||
"NO11",
|
||||
"SumianVoice",
|
||||
}},
|
||||
{S("Contributors"), 0x52FF00, {
|
||||
"RandomLegoBrick",
|
||||
"rudzik8",
|
||||
"Code-Sploit",
|
||||
"aligator",
|
||||
"Rootyjr",
|
||||
"ryvnf",
|
||||
"bzoss",
|
||||
"talamh",
|
||||
"Laurent Rocher",
|
||||
"HimbeerserverDE",
|
||||
"TechDudie",
|
||||
|
@ -72,10 +69,6 @@ return {
|
|||
"Marcin Serwin",
|
||||
"erlehmann",
|
||||
"E",
|
||||
"n_to",
|
||||
"debiankaios",
|
||||
"Gustavo6046 / wallabra",
|
||||
"CableGuy67",
|
||||
"Benjamin Schötz",
|
||||
"Doloment",
|
||||
"Sydney Gems",
|
||||
|
@ -109,18 +102,25 @@ return {
|
|||
"gldrk",
|
||||
"atomdmac",
|
||||
"emptyshore",
|
||||
"FlamingRCCars",
|
||||
"uqers",
|
||||
"Niterux",
|
||||
"appgurueu",
|
||||
"seventeenthShulker",
|
||||
}},
|
||||
{S("Music"), 0xA60014, {
|
||||
"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/",
|
||||
"Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)",
|
||||
"Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)",
|
||||
"Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)",
|
||||
{S("MineClone5"), 0xA60014, {
|
||||
"kay27",
|
||||
"Debiankaios",
|
||||
"epCode",
|
||||
"NO11",
|
||||
"j45",
|
||||
"chmodsayshello",
|
||||
"3raven",
|
||||
"PrairieWind",
|
||||
"Gustavo6046 / wallabra",
|
||||
"CableGuy67",
|
||||
"MrRar",
|
||||
}},
|
||||
{S("Mineclonia"), 0xFFFFFF, {
|
||||
"erlehmann",
|
||||
"Li0n",
|
||||
"E",
|
||||
"n_to",
|
||||
}},
|
||||
{S("Original Mod Authors"), 0x343434, {
|
||||
"Wuzzy",
|
||||
|
@ -152,18 +152,14 @@ return {
|
|||
"4Evergreen4",
|
||||
"jordan4ibanez",
|
||||
"paramat",
|
||||
"debian044 / debian44",
|
||||
"chmodsayshello",
|
||||
"cora",
|
||||
"Faerraven / Michieal",
|
||||
"PrairieWind",
|
||||
}},
|
||||
{S("3D Models"), 0x0019FF, {
|
||||
"22i",
|
||||
"tobyplowy",
|
||||
"epCode",
|
||||
"Faerraven / Michieal",
|
||||
"SumianVoice",
|
||||
}},
|
||||
{S("Textures"), 0xFF9705, {
|
||||
"XSSheep",
|
||||
|
@ -180,8 +176,6 @@ return {
|
|||
"Faerraven / Michieal",
|
||||
"Nicu",
|
||||
"Exhale",
|
||||
"Wbjitscool",
|
||||
"SmokeyDope",
|
||||
}},
|
||||
{S("Translations"), 0x00FF60, {
|
||||
"Wuzzy",
|
||||
|
@ -198,9 +192,6 @@ return {
|
|||
"SakuraRiu",
|
||||
"anarquimico",
|
||||
"syl",
|
||||
"Temak",
|
||||
"megustanlosfrijoles",
|
||||
"kbundg",
|
||||
}},
|
||||
{S("Funders"), 0xF7FF00, {
|
||||
"40W",
|
||||
|
@ -208,8 +199,14 @@ return {
|
|||
"Cora",
|
||||
}},
|
||||
{S("Special thanks"), 0x00E9FF, {
|
||||
"The Minetest team for making and supporting an engine, and distribution infrastructure that makes this all possible",
|
||||
"celeron55 for creating Minetest",
|
||||
"Jordach for the jukebox music compilation from Big Freaking Dig",
|
||||
"wsor for working tirelessly in the shadows for the good of all of us, particularly helping with solving contentDB and copyright issues.",
|
||||
"The workaholics who spent way too much time writing for the Minecraft Wiki. It's an invaluable resource for creating this game",
|
||||
"Notch and Jeb for being the major forces behind Minecraft",
|
||||
"Dark Reaven Music (https://soundcloud.com/dark-reaven-music) for the main menu theme (Calmed Cube) and Traitor (horizonchris96), which is licensed under https://creativecommons.org/licenses/by-sa/3.0/",
|
||||
"Jester for helping to finely tune MineClone2 (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)",
|
||||
"Exhale & Tim Unwin for some wonderful MineClone2 tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)",
|
||||
"Diminixed for 3 fantastic tracks and remastering and leveling volumes. Songs: Afternoon Lullaby (pianowtune02), Spooled (ambientwip02), Never Grow Up (License CC BY-SA 4.0)",
|
||||
}},
|
||||
}
|
||||
|
|
|
@ -178,9 +178,7 @@ local dispenserdef = {
|
|||
local pos = obj:get_pos()
|
||||
local used, texture = false
|
||||
if entname == "mobs_mc:sheep" then
|
||||
if entity.drops[2] then
|
||||
minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3))
|
||||
end
|
||||
minetest.add_item(pos, entity.drops[2].name .. " " .. math.random(1, 3))
|
||||
if not entity.color then
|
||||
entity.color = "unicolor_white"
|
||||
end
|
||||
|
|
|
@ -177,7 +177,7 @@ end
|
|||
|
||||
function mesecon.effector_get_rules(node)
|
||||
local effector = mesecon.get_effector(node.name)
|
||||
if effector and effector.rules then
|
||||
if effector then
|
||||
local rules = effector.rules
|
||||
if type(rules) == "function" then
|
||||
return rules(node)
|
||||
|
|
|
@ -104,14 +104,6 @@ function mesecon.register_button(basename, description, texture, recipeitem, sou
|
|||
end
|
||||
button_sounds["mesecons_button:button_"..basename.."_off"] = button_sound
|
||||
|
||||
if not longdesc then
|
||||
if groups_off.material_wood ~= 0 then
|
||||
longdesc = S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows.")
|
||||
else
|
||||
longdesc = S("A button is a redstone compent which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.", button_timer)
|
||||
end
|
||||
end
|
||||
|
||||
if push_by_arrow then
|
||||
groups_off.button_push_by_arrow = 1
|
||||
groups_on.button_push_by_arrow = 1
|
||||
|
@ -260,7 +252,7 @@ for w=1, #woods do
|
|||
{material_wood=1,handy=1,axey=1},
|
||||
1.5,
|
||||
true,
|
||||
nil,
|
||||
S("A wooden button is a redstone component made out of wood which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1.5 seconds. Wooden buttons may also be pushed by arrows."),
|
||||
"mesecons_button_push_wood")
|
||||
|
||||
minetest.register_craft({
|
||||
|
|
|
@ -17,4 +17,3 @@ A wooden button is a redstone component made out of wood which can be pushed to
|
|||
Provides redstone power when pushed=
|
||||
Push duration: @1s=
|
||||
Pushable by arrow=
|
||||
A button is a redstone compent which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for @1 seconds.=
|
||||
|
|
|
@ -153,11 +153,7 @@ function mesecon.register_pressure_plate(basename, description, textures_off, te
|
|||
groups_on.not_in_creative_inventory = 1
|
||||
groups_on.pressure_plate = 2
|
||||
if not longdesc then
|
||||
if groups_off.material_wood ~= 0 then
|
||||
longdesc = S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.")
|
||||
else
|
||||
longdesc = S("A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.")
|
||||
end
|
||||
longdesc = S("A pressure plate is a redstone component which supplies its surrounding blocks with redstone power while someone or something rests on top of it.")
|
||||
end
|
||||
local tt = S("Provides redstone power when pushed")
|
||||
if not activated_by then
|
||||
|
@ -242,7 +238,8 @@ for w=1, #woods do
|
|||
{{woods[w][2], woods[w][2]}},
|
||||
mcl_sounds.node_sound_wood_defaults(),
|
||||
{axey=1, material_wood=1},
|
||||
nil)
|
||||
nil,
|
||||
S("A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it."))
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
|
|
|
@ -1,19 +0,0 @@
|
|||
# textdomain: mcl_amethyst
|
||||
Amethyst Cluster=Ametystklynge
|
||||
Amethyst Cluster is the final growth of amethyst bud.=En ameystklynge er den sidste udvikling af en ametystspire.
|
||||
Amethyst Shard=Ametystskår
|
||||
An amethyst shard is a crystalline mineral.=Et ametystskår er et krystallisk mineral.
|
||||
Block of Amethyst=Blok af ametyst
|
||||
Budding Amethyst=Spirende ametyst
|
||||
Calcite=Calcedon
|
||||
Calcite can be found as part of amethyst geodes.=Calcedon kan findes som en del af krystalhuler med ametyst.
|
||||
Large Amethyst Bud=Stor ametystknop
|
||||
Large Amethyst Bud is the third growth of amethyst bud.=En stor ametystknop er den trejde udvikling af en ametystspire.
|
||||
Medium Amethyst Bud=Mellem ametystknop
|
||||
Medium Amethyst Bud is the second growth of amethyst bud.=En mellem ametystknop er den anden udvikling af en ametystspire.
|
||||
Small Amethyst Bud=Lille ametystknop
|
||||
Small Amethyst Bud is the first growth of amethyst bud.=En lille ametystknop er den første udvikling af en ametystspire.
|
||||
The Block of Amethyst is a decoration block crafted from amethyst shards.=En blok af ametyst er en udsmykningsblok som kan laves ametystskår.
|
||||
The Budding Amethyst can grow amethyst=Den spirende ametyst kan gro ametyst
|
||||
Tinted Glass=Farvet glas
|
||||
Tinted Glass is a type of glass which blocks lights while it is visually transparent.=Farvet glas er en glastype som er gennemsigtig, men lukker lys ude.
|
|
@ -1,16 +0,0 @@
|
|||
# textdomain: mcl_anvils
|
||||
Set Name=Navngiv
|
||||
Repair and Name=Reparér og navngiv
|
||||
Inventory=Oppakning
|
||||
Anvil=Ambolt
|
||||
The anvil allows you to repair tools and armor, and to give names to items. It has a limited durability, however. Don't let it fall on your head, it could be quite painful!=Ambolten gør dig i stand til at reparere værktøj og rustninger, og til at navngive genstande. Den har dog begrænset holdbarhed. Lad den ikke falde ned i hovedet på dig, det kunne gøre meget ondt!
|
||||
To use an anvil, rightclick it. An anvil has 2 input slots (on the left) and one output slot.=For at bruge ambolten skal du højre-klikke på den. En ambolt har to indgangspladser (til venstre), og én udgangsplads.
|
||||
To rename items, put an item stack in one of the item slots while keeping the other input slot empty. Type in a name, hit enter or “Set Name”, then take the renamed item from the output slot.=For at omdøbe en genstande skal du putte dem i den ene indgangsplads og lade den anden indgangsplads være tom. Skriv et navn, tryk på enter eller "Giv navn", og tag så den omdøbte genstand fra udgangspladsen.
|
||||
There are two possibilities to repair tools (and armor):=Der er to muligheder for at reparere værktøj (og rustninger)
|
||||
• Tool + Tool: Place two tools of the same type in the input slots. The “health” of the repaired tool is the sum of the “health” of both input tools, plus a 12% bonus.=• Værktøj + Værktøj: Placér to stykker værktøj af samme type i indgangspladserne. Holbarheden af det reparerede stykke værktøj er summen af holdbarheden på begge stykker værktøj plus 12% bonus.
|
||||
• Tool + Material: Some tools can also be repaired by combining them with an item that it's made of. For example, iron pickaxes can be repaired with iron ingots. This repairs the tool by 25%.=• Værktøj + Materiale: Noget værktøj kan også repareres ved at kombinere dem med en genstand de er lavet af. For eksempel kan en jernhakke repareres med jernbarre. Dette reparerer værktøjet med 25%.
|
||||
Armor counts as a tool. It is possible to repair and rename a tool in a single step.=Rustninger tæller som værktøj. Det er muligt at reparere og omdøbe værktøj i ét enkelt trin.
|
||||
The anvil has limited durability and 3 damage levels: undamaged, slightly damaged and very damaged. Each time you repair or rename something, there is a 12% chance the anvil gets damaged. Anvils also have a chance of being damaged when they fall by more than 1 block. If a very damaged anvil is damaged again, it is destroyed.=Ambolten har en begrænset holdbarhed og 3 skadeniveauer: Ubeskadiget, let beskadiget og meget beskadiget. Hver gang du reparerer eller omdøber noget er der en 12% chance for, at ambolten bliver beskadiget. Ambolte har også en risiko for at blive beskadiget når de falder mere end én blok ned. Hvis en beskadiget ambolt beskadiges igen bliver den ødelagt.
|
||||
Slightly Damaged Anvil=Let beskadiget ambolt
|
||||
Very Damaged Anvil=Meget beskadiget ambolt
|
||||
Repair and rename items=Reparér og omdøb genstande
|
|
@ -1,48 +0,0 @@
|
|||
# textdomain: mcl_armor
|
||||
This is a piece of equippable armor which reduces the amount of damage you receive.=Dette er et stykke rustning du kan tage på for at reducere den mængde du tager.
|
||||
To equip it, put it on the corresponding armor slot in your inventory menu.=For at tage den på, skal du putte den i den tilsvarende rustningsplads i din oppakningsmenu.
|
||||
Leather Cap=Læderhat
|
||||
Iron Helmet=Jernhjelm
|
||||
Golden Helmet=Guldhjelm
|
||||
Diamond Helmet=Diamanthjelm
|
||||
Chain Helmet=Brynjehjelm
|
||||
Netherite Helmet=Netherritehjelm
|
||||
Leather Tunic=Lædertunika
|
||||
Iron Chestplate=Jernbrystplade
|
||||
Golden Chestplate=Guldbrystplade
|
||||
Diamond Chestplate=Diamantbrystplade
|
||||
Chain Chestplate=Brynjeskjorte
|
||||
Netherite Chestplate=Netheritebrystplade
|
||||
Leather Pants=Læderbukser
|
||||
Iron Leggings=Jernbenplader
|
||||
Golden Leggings=Guldbenplader
|
||||
Diamond Leggings=Diamantbenplader
|
||||
Chain Leggings=Brynjebukser
|
||||
Netherite Leggings=Netheritebenplader
|
||||
Leather Boots=Læderstøvler
|
||||
Iron Boots=Jernstøvler
|
||||
Golden Boots=Guldstøvler
|
||||
Diamond Boots=Diamantstøvler
|
||||
Chain Boots=Brynjestøvler
|
||||
Netherite Boots=Netheritestøvler
|
||||
Elytra=Elytra
|
||||
|
||||
#Translations of enchantements
|
||||
Increases underwater mining speed.=Øger udvindingshastigheden under vand.
|
||||
Blast Protection=Eksplosionsbeskyttelse
|
||||
Reduces explosion damage and knockback.=Reducerer eksplosionsskade og -tilbageslag.
|
||||
Curse of Binding=Bindende forbandelse.
|
||||
Item cannot be removed from armor slots except due to death, breaking or in Creative Mode.=Objektet kan ikke fjernes fra rustninspladser undtagen ved død, hvis den går i stykker ikke i kreativ tilstand.
|
||||
Feather Falling=Fjerfald
|
||||
Reduces fall damage.=Reduerer faldskade.
|
||||
Fire Protection=Ildbeskyttelse
|
||||
Reduces fire damage.=Reducerer ildskade.
|
||||
Shooting consumes no regular arrows.=Det bruger ingen normale pile at skyde.
|
||||
Shoot 3 arrows at the cost of one.=Skyd 3 pile for én pils pris.
|
||||
Projectile Protection=Projektilbeskyttelse
|
||||
Reduces projectile damage.=Reducerer projektilskade
|
||||
Protection=Beskyttelse
|
||||
Reduces most types of damage by 4% for each level.=Reducerer det fleste skadestyper med 4% for hvert level.
|
||||
Thorns=Torne
|
||||
Reflects some of the damage taken when hit, at the cost of reducing durability with each proc.=Reflekterer skade ved træfning, men koster holdbarhed ved hver brug.
|
||||
Aqua Affinity=Vandaffinitet
|
|
@ -1,5 +0,0 @@
|
|||
# textdomain: mcl_armor_stand
|
||||
Armor Stand=Rustningsstativ
|
||||
An armor stand is a decorative object which can display different pieces of armor. Anything which players can wear as armor can also be put on an armor stand.=Et rustningsstativ er en udsmykningsgenstand som kan fremvise forskellige rustninger. Alt hvad spillere kan bære som rusning kan sættes på rustningsstativet.
|
||||
Just place an armor item on the armor stand. To take the top piece of armor from the armor stand, select your hand and use the place key on the armor stand.=Placér blot et rustningsstykke på rustningsstativet. For at take den øverste rustningsstykke skal du vælge din hånd og bruge placér knappen på rustningsstativet.
|
||||
Displays pieces of armor=Fremviser rustningsstykker.
|
|
@ -203,11 +203,11 @@ local bamboo_def = {
|
|||
if node_above_name ~= "mcl_core:water_source" and node_above_name ~= "mcl_core:lava_source"
|
||||
and node_above_name ~= "mcl_nether:nether_lava_source" then
|
||||
local _, position = minetest.item_place(place_item, placer, pointed_thing, fdir)
|
||||
if position then
|
||||
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
||||
itemstack:take_item(1)
|
||||
end
|
||||
if rand_height and rand_height > 1 then
|
||||
if not minetest.is_creative_enabled(placer:get_player_name()) then
|
||||
itemstack:take_item(1)
|
||||
end
|
||||
if rand_height and rand_height > 1 then
|
||||
if position then
|
||||
mcl_bamboo.mcl_log("Setting Height Data...")
|
||||
meta = minetest.get_meta(position)
|
||||
if meta then
|
||||
|
|
|
@ -1,36 +0,0 @@
|
|||
# textdomain: mcl_bamboo
|
||||
|
||||
|
||||
### init.lua ###
|
||||
|
||||
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=En bambusknap er en rødstenskomponent lavet af sten som giver rødstensenergi når den aktiveres. Når den aktiveres forsyner den tilstøende rødstenskomponenter i 1 sekund.
|
||||
|
||||
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=En trætrykplade er en rødstenskomponent som forsyner omkringliggende blokke med rødstensenergi når et bevægeligt objekt (inklusiv tabte genstande, spillere og monstre) er ovenpå den.
|
||||
|
||||
Bamboo=Bambus
|
||||
Bamboo Button=Bambusknap
|
||||
Bamboo Door.=Bambusdør
|
||||
Bamboo Fence=Bambushegn
|
||||
Bamboo Fence Gate=Bambushegnslåge
|
||||
Bamboo Plank=Bambusplanke
|
||||
Bamboo Plank Slab=Bambusplankeplade
|
||||
Bamboo Plank Stair=Bambusplanketrappe
|
||||
Bamboo Pressure Plate=Bambustrykplade
|
||||
Bamboo Sign=Bambusskilt
|
||||
Bamboo Slab=Bambusplade
|
||||
Bamboo Stair=Bambustrappe
|
||||
Bamboo Trapdoor.=Bambusfaldlem
|
||||
Double Bamboo Plank Slab=Dobbelbambusplanke
|
||||
Double Bamboo Slab=Dobbelbambusplade
|
||||
Double Stripped Bamboo Slab=Afbarket dobbelbambus
|
||||
Nether Brick Fence=Netherstenshegn
|
||||
Scaffolding=Stillads
|
||||
Scaffolding (horizontal)=Stillads (horisontal)
|
||||
Scaffolding block used to climb up or out across areas.=Stilladsblok som bruges til at kravle op ad eller på tværs af områder
|
||||
Stripped Bamboo Slab=Afbarket bambusplade
|
||||
Stripped Bamboo Stair=Afbarket bambustrappe
|
||||
|
||||
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Højre-klik eller send rødstensenergi til en faldlem for at åbne eller lukke den,
|
||||
|
||||
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Træfaldlemme er horisontale barrierer som kan åbnes og lukkes med håndkraft eller med rødstensenergi. De kan udgøre den øverste eller den nederste del af en blok afhængigt af hvordan de placeres. Når de er åbne, kan man bruge dem ligesom en stige.
|
||||
|
|
@ -1,45 +0,0 @@
|
|||
# textdomain: mcl_bamboo
|
||||
|
||||
### bamboo_base.lua ###
|
||||
|
||||
Bamboo=Бамбук
|
||||
Bamboo Mosaic Plank=Бамбуковая мозаика
|
||||
Bamboo Plank=Бамбуковые доски
|
||||
Stripped Bamboo Block=Блок обтёсанного бамбука
|
||||
Bamboo Block=Блок бамбука
|
||||
|
||||
### bamboo_items.lua ###
|
||||
|
||||
A bamboo button is a redstone component made out of stone which can be pushed to provide redstone power. When pushed, it powers adjacent redstone components for 1 second.=Бамбуковая кнопка - это компонент красного камня, который изготовлен из краснокаменной руды. Ее можно нажать, чтобы обеспечить питание красному камню. При нажатии он приводит в действие соседние компоненты красного камня на 1 секунду.
|
||||
|
||||
A wooden pressure plate is a redstone component which supplies its surrounding blocks with redstone power while any movable object (including dropped items, players and mobs) rests on top of it.=Деревянная нажимная пластина - это компонент красного камня, который снабжает окружающие блоки энергией красного камня, в то время как любой подвижный объект (включая выпавшие предметы, игроков и мобов) стоит на ней.
|
||||
|
||||
Bamboo=Бамбук
|
||||
Bamboo Button=Бамбуковая кнопка
|
||||
Bamboo Door=Бамбуковая дверь
|
||||
Bamboo Fence=Бамбуковый забор
|
||||
Bamboo Fence Gate=Бамбуковая калитка
|
||||
Bamboo Mosaic Slab=Плита из бамбуковой мозаики
|
||||
Bamboo Mosaic Stair=Ступеньки из бамбуковой мозаики
|
||||
Bamboo Plank Slab=Бамбуковая плита из досок
|
||||
Bamboo Plank Stair=Бамбуковые ступеньки из досок
|
||||
Bamboo Pressure Plate=Бамбуковая нажимная плита
|
||||
Bamboo Slab=Бамбуковая плита
|
||||
Bamboo Stair=Бамбуковые ступеньки
|
||||
Bamboo Trapdoor=Бамбуковый люк
|
||||
Double Bamboo Mosaic Slab=Двойная бамбуковая мозаичная плита
|
||||
Double Bamboo Plank Slab=Двойная бамбуковая дощатая плита
|
||||
Double Bamboo Slab=Двойная бамбуковая плита
|
||||
Double Stripped Bamboo Slab=Двойная обтесанная бамбуковая плита
|
||||
Scaffolding=Строительные леса
|
||||
Scaffolding (horizontal)=Строительные леса (горизонтальный)
|
||||
Scaffolding block used to climb up or out across areas.=Блок строительных лесов, используемый для подъема вверх или перемещения по другим участкам.
|
||||
Stripped Bamboo Slab=Обтесанная бамбуковая плита
|
||||
Stripped Bamboo Stair=Обтесанные бамбуковые ступеньки
|
||||
|
||||
To open or close the trapdoor, rightclick it or send a redstone signal to it.=Чтобы открыть или закрыть люк, щелкните по нему правой кнопкой мыши или отправьте на него сигнал redstone.
|
||||
|
||||
Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder.=Деревянные люки - это горизонтальные барьеры, которые можно открывать и закрывать вручную или по сигналу красного камня. Они занимают верхнюю или нижнюю часть блока, в зависимости от того, как они были размещены. Когда они открыты, по ним можно подниматься, как по лестнице.
|
||||
|
||||
Wooden doors are 2-block high barriers which can be opened or closed by hand and by a redstone signal.=Деревянные двери представляют собой барьеры высотой в 2 блока, которые можно открывать или закрывать вручную и по сигналу redstone.
|
||||
To open or close a wooden door, rightclick it or supply its lower half with a redstone signal.=Чтобы открыть или закрыть деревянную дверь, щелкните по ней правой кнопкой мыши или снабдите ее нижнюю половину сигналом красного камня.
|
|
@ -1,77 +0,0 @@
|
|||
# textdomain: mcl_banners
|
||||
White Banner=Hvidt vanner
|
||||
White=Hvid
|
||||
Grey Banner=Gråt banner
|
||||
Grey=Grå
|
||||
Light Grey Banner=Lysegråt banner
|
||||
Light Grey=Lysegrå
|
||||
Black Banner=Sort banner
|
||||
Black=Sort
|
||||
Red Banner=Rødt banner
|
||||
Red=Rød
|
||||
Yellow Banner=Gult banner
|
||||
Yellow=Gul
|
||||
Green Banner=Grønt banner
|
||||
Green=Grøn
|
||||
Cyan Banner=Cyanblåt banner
|
||||
Cyan=Cyanblå
|
||||
Blue Banner=Blåt banner
|
||||
Blue=Blå
|
||||
Magenta Banner=Magenta banner
|
||||
Magenta=Magenta
|
||||
Orange Banner=Orange banner
|
||||
Orange=Orange
|
||||
Purple Banner=Lilla banner
|
||||
Violet=Lilla
|
||||
Brown Banner=Brunt banner
|
||||
Brown=Brund
|
||||
Pink Banner=Lyserødt banner
|
||||
Pink=Lyserøde
|
||||
Lime Banner=Limegrønt banner
|
||||
Lime=Limegrøn
|
||||
Light Blue Banner=Lyseblåt banner
|
||||
Light Blue=Lyseblå
|
||||
Banners are tall colorful decorative blocks. They can be placed on the floor and at walls. Banners can be emblazoned with a variety of patterns using a lot of dye in crafting.=Bannere er høje, farverige udsmykningsblokke. De kan placeres på gulve og vægge. Bannere kan præges med et væld af mønste ved at bruge meget farvestof ved produktion.
|
||||
Use crafting to draw a pattern on top of the banner. Emblazoned banners can be emblazoned again to combine various patterns. You can draw up to 12 layers on a banner that way. If the banner includes a gradient, only 3 layers are possible.=Brug håndværk til at tegne et mønster på banneret. Prægede bannere kan præges igen for at skabe forskellige mønstre. Du kan lave op til 12 lag ovenpå hinanden. Hvis banneret har en gradient, kan du kun lave 3 lag.
|
||||
You can copy the pattern of a banner by placing two banners of the same color in the crafting grid—one needs to be emblazoned, the other one must be clean. Finally, you can use a banner on a cauldron with water to wash off its top-most layer.=Du kan kopiere menteret på et banner ved at placere to bannere i den samme farve i håndværksgitteret. Det ene skal være præget, det andet rent. Du kan også bruge et banner på en keddel med vand for at vaske det øverste lag af.
|
||||
@1 Bordure=@1 kantbånd
|
||||
@1 Bricks=@1 mursten
|
||||
@1 Roundel=@1 rundstok
|
||||
@1 Creeper Charge=@1 creeper
|
||||
@1 Saltire=@1 saltire
|
||||
@1 Bordure Indented=@1 kantbånd med savtakker
|
||||
@1 Per Bend Inverted=@1 nederste venstre diagnoal halvfarvning
|
||||
@1 Per Bend Sinister Inverted=@1 nederste højre diagonal halvfarvning
|
||||
@1 Per Bend=@1 øverste højre diagonal halvfarvning
|
||||
@1 Per Bend Sinister=@1 øverste venstre diagonal halvfarvning
|
||||
@1 Flower Charge=@1 blomst
|
||||
@1 Gradient=@1 gradvist oppefra
|
||||
@1 Base Gradient=@1 gradvist nedefra
|
||||
@1 Per Fess Inverted=@1 nederste halvdel
|
||||
@1 Per Fess=@1 øverste halvdel
|
||||
@1 Per Pale=@1 venstre halvdel
|
||||
@1 Per Pale Inverted=@1 højre halvdel
|
||||
@1 Thing Charge=Mojang
|
||||
@1 Lozenge=Rhombe
|
||||
@1 Skull Charge=@1 dødningehovde
|
||||
@1 Paly=@1 lodrette striber
|
||||
@1 Base Dexter Canton=@1 nederste højre hjørne
|
||||
@1 Base Sinister Canton=@1 nederste venstre hjørne
|
||||
@1 Chief Dexter Canton=@1 øverste højre hjørne
|
||||
@1 Chief Sinister Canton=@1 øverste venstre hjørne
|
||||
@1 Cross=@1 kryds
|
||||
@1 Base=@1 bundstribe
|
||||
@1 Pale=@1 lodret centerstribe
|
||||
@1 Bend Sinister=@1 diagonal stribe fra nederste venstre hjørne
|
||||
@1 Bend=@1 diagonal stribe fra nederste højre hjørne
|
||||
@1 Pale Dexter=@1 venstrestribe
|
||||
@1 Fess=@1 vandret midterstribe
|
||||
@1 Pale Sinister=@1 højrestribe
|
||||
@1 Chief=@1 topstribe
|
||||
@1 Chevron=@1 bundtrekant
|
||||
@1 Chevron Inverted=@1 toptrekant
|
||||
@1 Base Indented=@1 savtakker i bunden
|
||||
@1 Chief Indented=@1 savtakker i toppen
|
||||
And one additional layer=Og ét yderligere lag
|
||||
And @1 additional layers=Og @1 yderligere lag
|
||||
Paintable decoration=Udsmykning som kan males
|
|
@ -1,5 +0,0 @@
|
|||
# textdomain: mcl_barrels
|
||||
Barrel=Tønde
|
||||
Barrels are containers which provide 27 inventory slots.=Tønder er beholdere som kan give 27 oppakningspladser.
|
||||
To access its inventory, rightclick it. When broken, the items will drop out.=For at tilgå dens indhold kan du højre-klikke. Når den ødelægges falder genstandene ud.
|
||||
27 inventory slots=27 indholdsspladser.
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: mcl_beacons
|
||||
Beacon=Magisk fyrtårn
|
||||
Beacon:=Magisk fyrtårn:
|
||||
Primary Power:=Primær kraft:
|
||||
Inventory:=Indhold:
|
||||
|
|
@ -1,6 +0,0 @@
|
|||
# textdomain: mcl_beacons
|
||||
Beacon=Маяк
|
||||
Beacon:=Маяк:
|
||||
Primary Power:=Основной эффект:
|
||||
Inventory:=Инвентарь:
|
||||
|
|
@ -1,43 +0,0 @@
|
|||
# textdomain: mcl_beds
|
||||
Beds allow you to sleep at night and make the time pass faster.=Senge giver dig mulighed for at sove om natten, og få tiden til at gå hurtigere.
|
||||
To use a bed, stand close to it and right-click the bed to sleep in it. Sleeping only works when the sun sets, at night or during a thunderstorm. The bed must also be clear of any danger.=For at lægge dig til at sove i en seng skal du stå tæt på den og højre-klikke. Man kan kun sove når solen går ned, om natten eller i tordenvejr.
|
||||
You have heard of other worlds in which a bed would set the start point for your next life. But this world is not one of them.=Du har hørt om andre verdener hvor en seng var udgangspunktet for dit næste liv, men denne verden er ikke en af dem.
|
||||
By using a bed, you set the starting point for your next life. If you die, you will start your next life at this bed, unless it is obstructed or destroyed.=Ved at bruge en sætter du udgangspunktet for dit næste liv. Hvis du dør, vil dit næste liv starte i denne seng, medmindre sengen bliver blokeret eller ødelagt.
|
||||
In this world, going to bed won't skip the night, but it will skip thunderstorms.=I denne verden, springer det ikke natten over at sove, men det springer tordenvejr over.
|
||||
Sleeping allows you to skip the night. The night is skipped when all players in this world went to sleep. The night is skipped after sleeping for a few seconds. Thunderstorms can be skipped in the same manner.=Du kan springe natten over ved at sove. Natten bliver sprunget over hvis alle spillere i verdenen sover. Natten bliver sprunget over efter at have sovet i nogle få sekunder. Tordenvejr kan springes over på samme måde.
|
||||
Bed=Seng
|
||||
Red Bed=Rød seng
|
||||
Blue Bed=Blå seng
|
||||
Cyan Bed=Cyanblå seng
|
||||
Grey Bed=Grå seng
|
||||
Light Grey Bed=Lysegrå seng
|
||||
Black Bed=Sort senge
|
||||
Yellow Bed=Gul senge
|
||||
Green Bed=Grøn seng
|
||||
Magenta Bed=Magenta seng
|
||||
Orange Bed=Orange seng
|
||||
Purple Bed=Lilla seng
|
||||
Brown Bed=Brun seng
|
||||
Pink Bed=Lyserød seng
|
||||
Lime Bed=Limegrøn seng
|
||||
Light Blue Bed=Lyseblå seng
|
||||
White Bed=Hvid seng
|
||||
You can't sleep, the bed's too far away!=Du kan ikke gå i seng, sengen er for langt væk!
|
||||
This bed is already occupied!=Denne seng er optaget!
|
||||
You have to stop moving before going to bed!=Du skal stå stille før du kan gå i seng.
|
||||
You can't sleep now, monsters are nearby!=Du kan ikke lægge dig til at sove nu, der er monstre tæt på!
|
||||
You can't sleep, the bed is obstructed!=Du kan ikke gå i seng, denne seng er blokeret!
|
||||
It's too dangerous to sleep here!=Det er for farligt at sove her!
|
||||
New respawn position set! But you can only sleep at night or during a thunderstorm.=Nyt genopståelsespunt sat! Men du kan kun sover om natten eller under et tordenvejr.
|
||||
You can only sleep at night or during a thunderstorm.=Du kan kun sover om natten eller under et tordenvejr.
|
||||
New respawn position set!=Nyt genopståelsespunkt sat!
|
||||
Leave bed=Forlad seng
|
||||
Abort sleep=Afbryd søvn
|
||||
Players in bed: @1/@2=@1 af @2 spillere er gået i seng.
|
||||
Note: Night skip is disabled.=Bemærk: Det er slået fra at springe natten over.
|
||||
You're sleeping.=Du sover.
|
||||
You will fall asleep when all players are in bed.=Du falder i søvn når alle andre spillere er gået i seng.
|
||||
You will fall asleep when @1% of all players are in bed.=Du falder i søvn når @1% af alle spillere er gået i seng.
|
||||
You're in bed.=Du er gået i seng.
|
||||
Allows you to sleep=Gør dig i stand til at sove.
|
||||
Respawn Anchor=Genopståelsesanker
|
|
@ -1,4 +0,0 @@
|
|||
Beehive=Bistade
|
||||
Artificial bee nest.=Kunstigt bibo.
|
||||
Bee Nest=Bibo
|
||||
A naturally generating block that houses bees and a tasty treat...if you can get it.=En naturligt genereret blok som indeholde bier og velsmagende godter... hvis du kan få fat i dem.
|
|
@ -1,2 +0,0 @@
|
|||
# textdomain: mcl_bells
|
||||
Bell=Klokke
|
|
@ -36,13 +36,7 @@ minetest.register_node("mcl_blackstone:blackstone_gilded", {
|
|||
_mcl_blast_resistance = 2,
|
||||
_mcl_hardness = 2,
|
||||
_mcl_silk_touch_drop = true,
|
||||
_mcl_fortune_drop = {
|
||||
discrete_uniform_distribution = true,
|
||||
items = {"mcl_core:gold_nugget"},
|
||||
min_count = 2,
|
||||
max_count = 5,
|
||||
cap = 5,
|
||||
},
|
||||
_mcl_fortune_drop = mcl_core.fortune_drop_ore,
|
||||
})
|
||||
minetest.register_node("mcl_blackstone:nether_gold", {
|
||||
description = S("Nether Gold Ore"),
|
||||
|
|
|
@ -1,28 +0,0 @@
|
|||
# textdomain: mcl_blackstone
|
||||
Blackstone=Sortsten
|
||||
Polished Blackstone=Poleret sortsten
|
||||
Chiseled Polished Blackstone=Majslet poleret sortsten
|
||||
Polished Blackstone Bricks=Poleret sortsten-mursten
|
||||
Basalt=Basalt
|
||||
Polished Basalt=Poleret basalt
|
||||
Blackstone Slab=Sortstensflise
|
||||
Polished Blackstone Slab=Poleret sortstensflise
|
||||
Chiseled Polished Blackstone Slab=Majslet poleret sortstensflise
|
||||
Polished Blackstone Brick Slab=Poleret sortstens-murstensflise
|
||||
Blackstone Stair=Sortstenstrappe
|
||||
Polished Blackstone Stair=Poleret sortstenstrappe
|
||||
Chiseled Polished Blackstone Stair=Majslet poleret sortstenstrappe
|
||||
Polished Blackstone Brick Stair=Poleret sortstens-murstenstrappe
|
||||
Quartz Bricks=Qvarts-mursten
|
||||
Soul Torch=Sjæleildsfakkel
|
||||
Soul Lantern=Sjældeildslaterne
|
||||
Soul Soil=Sjælejord
|
||||
Eternal Soul Fire=Evig sjæleild
|
||||
Gilded Blackstone=Forgyldt sortsten
|
||||
Nether Gold Ore=Nether guldmalm
|
||||
Smooth Basalt=Glat basalt
|
||||
Blackstone Wall=Sorstensmur
|
||||
Double Blackstone Slab=Dobbelt sortstensflise
|
||||
Polished Double Blackstone Slab=Poleret dobbelt sortstensflise
|
||||
Double Chiseled Polished Blackstone Slab=Dobbelt majslet poleret sortstensflise
|
||||
Double Polished Blackstone Brick Slab=Dobbelt poleret sortstens-murstensflise
|
|
@ -1,29 +0,0 @@
|
|||
# textdomain: mcl_blackstone
|
||||
Blackstone=Чернит
|
||||
Polished Blackstone=Полированный чернит
|
||||
Chiseled Polished Blackstone=Резной полированный чернит
|
||||
Polished Blackstone Bricks=Полированный чернокаменный кирпич
|
||||
Basalt=Базальт
|
||||
Polished Basalt=Полированный базальт
|
||||
Blackstone Slab=Чернитная плита
|
||||
Polished Blackstone Slab=Плита из полированного чернита
|
||||
Chiseled Polished Blackstone Slab=Резная полированная чернитная плита
|
||||
Polished Blackstone Brick Slab=Плита из полированно-чернитного кирпича
|
||||
Blackstone Stair=Чернитные ступеньки
|
||||
Polished Blackstone Stair=Ступеньки из полированно-чернитного кирпича
|
||||
Chiseled Polished Blackstone Stair=Резные полированные чернитные ступеньки
|
||||
Polished Blackstone Brick Stair=Ступеньки из полированно-чернитного кирпича
|
||||
Quartz Bricks=Кварцевые кирпичи
|
||||
Soul Torch=Факел душ
|
||||
Torches are light sources which can be placed at the side or on the top of most blocks.=Факелы - это источники света, которые могут быть размещены сбоку или сверху большинства блоков.
|
||||
Soul Lantern=Фонарь душ
|
||||
Soul Soil=Почва душ
|
||||
Eternal Soul Fire=Пламя душ
|
||||
Gilded Blackstone=Золочёный чернит
|
||||
Nether Gold Ore=Незерская золотая руда
|
||||
Smooth Basalt=Гладкий базальт
|
||||
Blackstone Wall=Чернитная стена
|
||||
Double Blackstone Slab=Двойная чернитная плита
|
||||
Polished Double Blackstone Slab=Полированная двойная чернитная плита
|
||||
Double Chiseled Polished Blackstone Slab=Двойная резная полированная чернитная плита
|
||||
Double Polished Blackstone Brick Slab=Двойная плита из полированно-чернитного кирпича
|
|
@ -1,8 +0,0 @@
|
|||
# textdomain: mcl_blast_furnace
|
||||
Inventory=Indhold
|
||||
Blast Furnace=Højovn
|
||||
Smelts ores faster than furnace=Smelter malm hurtere end en normal ovn.
|
||||
Use the recipe book to see what you can smelt, what you can use as fuel and how long it will burn.=Brug opskriftsbogen for at se hvad du kan smelte, hvad du kan bruge som brændsel og hvor længe det brænder.
|
||||
Use the furnace to open the furnace menu.\nPlace a furnace fuel in the lower slot and the source material in the upper slot.\nThe furnace will slowly use its fuel to smelt the item.\nThe result will be placed into the output slot at the right side.=Brug ovnen for at åbne ovnmenuen. \nPut ovnbrændsel i den nederste plads og det som skal smeltes i den øverste plads.\nOvnen vil langsom bruge dens brændsel til at smelte genstanden.\nResultatet vil blive puttet i pladsen på højre side.
|
||||
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, into something else.=Højovne kan, ved brug af brændsel, smelte flere genstande, hovedsageligt malm og rustning, og lave dem til noget andet.
|
||||
Active Blast Furnace=Aktiv højovn
|
|
@ -1,11 +0,0 @@
|
|||
# textdomain: mcl_blast_furnace
|
||||
Inventory=Inventario
|
||||
Blast Furnace=Alto horno
|
||||
Smelts ores faster than furnace=Funde menas más rápido que el horno
|
||||
Use the recipe book to see what ores you can smelt, what you can use as fuel and how long it will burn.=Use el libro de recetas para ver que menas puede fundir, qué puede usar como combustible y durante cuánto tiempo arderá.
|
||||
Use the blast furnace to open the furnace menu.=Use el alto horno para abrir el menú del horno.
|
||||
Place a furnace fuel in the lower slot and the source material in the upper slot.=Coloque un combustible de horno en la ranura inferior y el material de origen en la ranura superior.
|
||||
The blast furnace will slowly use its fuel to smelt the item.=El alto horno usará lentamente su combustible para fundir el artículo.
|
||||
The result will be placed into the output slot at the right side.=El resultado se colocará en la ranura de salida en el lado derecho.
|
||||
Blast Furnaces smelt several items, mainly ores and armor, using a furnace fuel, but twice as fast as a normal furnace.=Los altos hornos funden varios artículos, principalmente menas y armadura, usando combustible de horno, pero el doble de rápido que un horno normal.
|
||||
Active Blast Furnace=Alto horno activo
|
|
@ -1,28 +0,0 @@
|
|||
# textdomain: mcl_books
|
||||
Book=Bog
|
||||
Books are used to make bookshelves and book and quills.=Bøger bruges til at lave bogreoler og bog og fjerpen
|
||||
“@1”="@1"
|
||||
Copy of “@1”=Kopi af "@1"
|
||||
Copy of Copy of “@1”=Kopi af kopi af "@1"
|
||||
Tattered Book=Flosset bog
|
||||
by @1=af @1
|
||||
# as in “to sign a book”
|
||||
Sign=Underskriv
|
||||
Done=Færdig
|
||||
This item can be used to write down some notes.=Denne genstand kan bruges til at skrive notater.
|
||||
Hold it in the hand, then rightclick to read the current notes and edit then. You can edit the text as often as you like. You can also sign the book which turns it into a written book which you can stack, but it can't be edited anymore.=Hold den i hånden, højre-klik så for at læse og redigere aktuelle notater. Du kan redigere teksten så ofte du har lyst. Du kan også signere bogen hvilken gør den til en skrevet bog som du kan gemme, men som ikke kan redigeres mere.
|
||||
A book can hold up to 4500 characters. The title length is limited to 64 characters.=En bog kan indeholde op til 4500 anslag. Titellængden er begrænset til 64 anslag.
|
||||
Enter book title:=Indtast bogens titel:
|
||||
by @1=af @1
|
||||
Note: The book will no longer be editable after signing=Bemærk: Bogen vil ikke længere kunne redigeres efter signering.
|
||||
Sign and Close=Signér og luk
|
||||
Cancel=Afbryd
|
||||
Nameless Book=Unavngiven bog
|
||||
Written Book=Skrevet bog
|
||||
Written books contain some text written by someone. They can be read and copied, but not edited.=Skrevne bøger indeholder tekst som nogen har skrevet. De kan læses og kopieres, men ikke redigeres.
|
||||
Hold it in your hand, then rightclick to read the book.=Hold den i hånden og højre-klik for at læse bogen.
|
||||
To copy the text of the written book, place it into the crafting grid together with a book and quill (or multiple of those) and craft. The written book will not be consumed. Copies of copies can not be copied.=For at kopiere teksten i den skrevne bog skal du placere den i arbejdsgitteret sammen med en (eller flere) bog og fjerdpen og udfør. Den skrevne bog bliver ikke opbrugt. Kopier kan ikke kopieres.
|
||||
Bookshelf=Bogreol
|
||||
Bookshelves are used for decoration.=Bogreoler bruges til udsmykning.
|
||||
Book and Quill=Bog og fjerdpen
|
||||
Write down some notes=Skriv nogle notater
|
|
@ -105,20 +105,8 @@ local function player_shoot_arrow(wielditem, player, power, damage, is_critical)
|
|||
local yaw = player:get_look_horizontal()
|
||||
|
||||
if has_multishot_enchantment then
|
||||
-- calculate rotation by 10 degrees 'left' and 'right' of facing direction
|
||||
local pitch = player:get_look_vertical()
|
||||
local pitch_c = math.cos(pitch)
|
||||
local pitch_s = math.sin(pitch)
|
||||
local yaw_c = math.cos(yaw + math.pi / 2)
|
||||
local yaw_s = math.sin(yaw + math.pi / 2)
|
||||
|
||||
local rot_left = {x = yaw_c * pitch_s * math.pi / 18, y = pitch_c * math.pi / 18, z = yaw_s * pitch_s * math.pi / 18}
|
||||
local rot_right = {x = - yaw_c * pitch_s * math.pi / 18, y = - pitch_c * math.pi / 18, z = - yaw_s * pitch_s * math.pi / 18}
|
||||
local dir_left = vector.rotate(dir, rot_left)
|
||||
local dir_right = vector.rotate(dir, rot_right)
|
||||
|
||||
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_left.x, y=dir_left.y, z=dir_left.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
|
||||
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir_right.x, y=dir_right.y, z=dir_right.z}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
|
||||
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir.x, y=dir.y, z=dir.z + .2}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
|
||||
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, {x=dir.x, y=dir.y, z=dir.z - .2}, yaw, player, power, damage, is_critical, player:get_wielded_item(), false)
|
||||
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)
|
||||
else
|
||||
mcl_bows_s.shoot_arrow_crossbow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage, is_critical, player:get_wielded_item(), true)
|
||||
|
|
|
@ -1,5 +0,0 @@
|
|||
# textdomain: mcl_campfires
|
||||
Campfire=Fogata
|
||||
Soul Campfire=Fogata de almas
|
||||
Cooks food and keeps bees happy.=Cocina comida y mantiene a las abejas felices.
|
||||
Campfires have multiple uses, including keeping bees happy, cooking raw meat and fish, and as a trap.=Las fogatas tienen múltiples usos, incluyendo mantener a las abejas felices, cocinar carne cruda y pescado, y como trampa.
|
|
@ -67,12 +67,12 @@ local function register_filled_cauldron(water_level, description, liquid)
|
|||
local water_tex
|
||||
if liquid == "river_water" then
|
||||
id = id .. "r"
|
||||
water_tex = "default_water_source_animated.png^[verticalframe:16:0^[multiply:#0084FF"
|
||||
water_tex = "mcl_core_water_source_animation.png^[verticalframe:16:0^[multiply:#0084FF"
|
||||
elseif liquid == "lava" then
|
||||
id = id .. "_lava"
|
||||
water_tex = "default_lava_source_animated.png^[verticalframe:16:0"
|
||||
water_tex = "mcl_core_lava_source_animation.png^[verticalframe:16:0"
|
||||
else
|
||||
water_tex = "default_water_source_animated.png^[verticalframe:16:0^[multiply:#3F76E4"
|
||||
water_tex = "mcl_core_water_source_animation.png^[verticalframe:16:0^[multiply:#3F76E4"
|
||||
end
|
||||
minetest.register_node(id, {
|
||||
description = description,
|
||||
|
|
|
@ -1,86 +0,0 @@
|
|||
-- Crafting
|
||||
local planks = "mcl_cherry_blossom:cherrywood"
|
||||
local logs = "mcl_cherry_blossom:cherrytree"
|
||||
local stripped_logs = "mcl_cherry_blossom:stripped_cherrytree"
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_cherry_blossom:cherrytree_bark 3",
|
||||
recipe = {
|
||||
{ logs, logs },
|
||||
{ logs, logs },
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_cherry_blossom:stripped_cherrytree_bark 3",
|
||||
recipe = {
|
||||
{ stripped_logs, stripped_logs },
|
||||
{ stripped_logs, stripped_logs },
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_cherry_blossom:cherrywood 4",
|
||||
recipe = {
|
||||
{ logs },
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_cherry_blossom:cherry_door 3",
|
||||
recipe = {
|
||||
{planks, planks},
|
||||
{planks, planks},
|
||||
{planks, planks}
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_cherry_blossom:cherry_trapdoor 2",
|
||||
recipe = {
|
||||
{planks, planks, planks},
|
||||
{planks, planks, planks},
|
||||
}
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = "mcl_cherry_blossom:cherry_fence 3",
|
||||
recipe = {
|
||||
{planks, "mcl_core:stick", planks},
|
||||
{planks, "mcl_core:stick", planks},
|
||||
}
|
||||
})
|
||||
minetest.register_craft({
|
||||
output = "mcl_cherry_blossom:cherry_fence_gate",
|
||||
recipe = {
|
||||
{"mcl_core:stick", planks, "mcl_core:stick"},
|
||||
{"mcl_core:stick", planks, "mcl_core:stick"},
|
||||
}
|
||||
})
|
||||
|
||||
mcl_signs.register_sign_craft("mcl_cherry_blossom", "mcl_cherry_blossom:cherrywood", "_cherrywood")
|
||||
|
||||
-- Smelting
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "mcl_cherry_blossom:cherry_door",
|
||||
burntime = 10,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "mcl_cherry_blossom:cherry_trapdoor",
|
||||
burntime = 15,
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "mcl_cherry_blossom:pressure_plate_cherrywood_off",
|
||||
burntime = 15
|
||||
})
|
||||
|
||||
minetest.register_craft({
|
||||
type = "fuel",
|
||||
recipe = "mesecons_button:button_cherrywood_off",
|
||||
burntime = 5,
|
||||
})
|
|
@ -1,53 +0,0 @@
|
|||
-- Tree Growth
|
||||
-- TODO: Use better spawning behavior and wood api when wood api is finished.
|
||||
function mcl_cherry_blossom.generate_cherry_tree(pos)
|
||||
local pr = PseudoRandom(pos.x+pos.y+pos.z)
|
||||
local r = pr:next(1,3)
|
||||
local modpath = minetest.get_modpath("mcl_cherry_blossom")
|
||||
local path = modpath.."/schematics/mcl_cherry_blossom_tree_"..tostring(r)..".mts"
|
||||
if mcl_core.check_growth_width(pos,7,8) then
|
||||
minetest.set_node(pos, {name = "air"})
|
||||
if r == 1 then
|
||||
minetest.place_schematic(vector.offset(pos, -2, 0, -2), path, "random", nil, false)
|
||||
elseif r == 2 then
|
||||
minetest.place_schematic(vector.offset(pos, -2, 0, -2), path, nil, nil, false)
|
||||
elseif r == 3 then
|
||||
minetest.place_schematic(vector.offset(pos, -3, 0, -3), path, nil, nil, false)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
minetest.register_abm({
|
||||
label = "Cherry Tree Growth",
|
||||
nodenames = "mcl_cherry_blossom:cherrysapling",
|
||||
interval = 30,
|
||||
chance = 5,
|
||||
action = function(pos,node)
|
||||
mcl_cherry_blossom.generate_cherry_tree(pos)
|
||||
end,
|
||||
})
|
||||
|
||||
local cherry_particle = {
|
||||
velocity = vector.zero(),
|
||||
acceleration = vector.new(0,-1,0),
|
||||
size = math.random(1.3,2.5),
|
||||
texture = "mcl_cherry_blossom_particle.png",
|
||||
collision_removal = false,
|
||||
collisiondetection = false,
|
||||
}
|
||||
|
||||
|
||||
minetest.register_abm({
|
||||
label = "Cherry Blossom Particles",
|
||||
nodenames = {"mcl_cherry_blossom:cherryleaves"},
|
||||
interval = 5,
|
||||
chance = 10,
|
||||
action = function(pos, node)
|
||||
minetest.after(math.random(0.1,1.5),function()
|
||||
local pt = table.copy(cherry_particle)
|
||||
pt.pos = vector.offset(pos,math.random(-0.5,0.5),-0.51,math.random(-0.5,0.5))
|
||||
pt.expirationtime = math.random(1.2,4.5)
|
||||
minetest.add_particle(pt)
|
||||
end)
|
||||
end
|
||||
})
|
|
@ -1,6 +0,0 @@
|
|||
mcl_cherry_blossom = {}
|
||||
local modpath = minetest.get_modpath("mcl_cherry_blossom")
|
||||
|
||||
dofile(modpath.."/nodes.lua") -- Load Nodes
|
||||
dofile(modpath.."/crafting.lua") -- Load Crafting Recipes
|
||||
dofile(modpath.."/growth.lua") -- Load Cherry Blossom Tree Growth
|
|
@ -1,24 +0,0 @@
|
|||
# textdomain: mcl_cherry_blossom
|
||||
Cherry Log=Вишнёвое бревно
|
||||
The trunk of a cherry blossom tree.=Ствол цветущего вишневого дерева.
|
||||
Stripped Cherry Log=Обтёсанное вишнёвое бревно
|
||||
The stripped trunk of a cherry blossom tree.=Обтёсанный ствол цветущей вишни.
|
||||
Cherry Bark=Вишня
|
||||
This is a decorative block surrounded by the bark of a tree trunk.=Это декоративный блок, окруженный корой ствола дерева.
|
||||
Stripped Cherry Wood=Обтёсанная вишнёвая древесина
|
||||
The stripped wood of a cherry blossom tree.=Обтёсанная древесина цветущей вишни.
|
||||
Cherry Wood Planks=Вишнёвые доски
|
||||
Cherry Leaves=Вишнёвые листья
|
||||
Cherry blossom leaves are grown from cherry blossom trees.=Листья цветущей вишни выращивают на вишневых деревьях.
|
||||
Cherry Sapling=Саженец вишни
|
||||
Cherry blossom sapling can be planted to grow cherry trees.=Саженец цветущей вишни можно посадить для выращивания вишневых деревьев.
|
||||
Cherry Door=Вишнёвая дверь
|
||||
Cherry Trapdoor=Вишнёвый люк
|
||||
Cherry Stairs=Вишнёвые ступеньки
|
||||
Cherry Slab=Вишнёвая плита
|
||||
Double Cherry Slab=Двойная вишнёвая плита
|
||||
Cherry Sign=Вишнёвая табличка
|
||||
Cherry Fence=Вишнёвый забор
|
||||
Cherry Gate=Вишнёвая калитка
|
||||
Cherry Pressure Plate=Вишнёвая нажимная плита
|
||||
Cherry Button=Вишнёвая кнопка
|
|
@ -1,24 +0,0 @@
|
|||
# textdomain: mcl_cherry_blossom
|
||||
Cherry Log=
|
||||
The trunk of a cherry blossom tree.=
|
||||
Stripped Cherry Log=
|
||||
The stripped trunk of a cherry blossom tree.=
|
||||
Cherry Bark=
|
||||
This is a decorative block surrounded by the bark of a tree trunk.=
|
||||
Stripped Cherry Wood=
|
||||
The stripped wood of a cherry blossom tree.=
|
||||
Cherry Wood Planks=
|
||||
Cherry Leaves=
|
||||
Cherry blossom leaves are grown from cherry blossom trees.=
|
||||
Cherry Sapling=
|
||||
Cherry blossom sapling can be planted to grow cherry trees.=
|
||||
Cherry Door=
|
||||
Cherry Trapdoor=
|
||||
Cherry Stairs=
|
||||
Cherry Slab=
|
||||
Double Cherry Slab=
|
||||
Cherry Sign=
|
||||
Cherry Fence=
|
||||
Cherry Gate=
|
||||
Cherry Pressure Plate=
|
||||
Cherry Button=
|
|
@ -1,3 +0,0 @@
|
|||
name = mcl_cherry_blossom
|
||||
author = PrairieWind, Wbjitscool, SmokeyDope
|
||||
depends = mcl_sounds, mcl_util, mcl_core, mcl_doors, mcl_stairs, mcl_signs, mcl_fences, mesecons_pressureplates, mesecons_button, mcl_boats
|
|
@ -1,96 +0,0 @@
|
|||
local S = minetest.get_translator(minetest.get_current_modname())
|
||||
|
||||
-- Logs
|
||||
mcl_core.register_tree_trunk("cherrytree", S("Cherry Log"), S("Cherry Bark"),
|
||||
S("The trunk of a cherry blossom tree."),
|
||||
"mcl_cherry_blossom_log_top.png", "mcl_cherry_blossom_log.png", "mcl_cherry_blossom:stripped_cherrytree")
|
||||
|
||||
-- Stripped
|
||||
mcl_core.register_stripped_trunk("stripped_cherrytree", S("Stripped Cherry Log"), S("Stripped Cherry Wood"),
|
||||
S("The stripped trunk of a cherry blossom tree."), S("The stripped wood of a cherry blossom tree."),
|
||||
"mcl_cherry_blossom_log_top_stripped.png", "mcl_cherry_blossom_log_stripped.png")
|
||||
|
||||
--Planks
|
||||
mcl_core.register_wooden_planks("cherrywood", S("Cherry Wood Planks"), {"mcl_cherry_blossom_planks.png"})
|
||||
|
||||
-- Leaves
|
||||
mcl_core.register_leaves("cherryleaves", S("Cherry Leaves"),
|
||||
S("Cherry blossom leaves are grown from cherry blossom trees."), {"mcl_cherry_blossom_leaves.png"},
|
||||
nil, "none", nil, "mcl_cherry_blossom:cherrysapling", false, {20, 16, 12, 10})
|
||||
|
||||
-- Sapling
|
||||
mcl_core.register_sapling("cherrysapling", S("Cherry Sapling"),
|
||||
S("Cherry blossom sapling can be planted to grow cherry trees."), nil,
|
||||
"mcl_cherry_blossom_sapling.png", {-4/16, -0.5, -4/16, 4/16, 0.25, 4/16})
|
||||
|
||||
-- Door and Trapdoor
|
||||
mcl_doors:register_door("mcl_cherry_blossom:cherry_door", {
|
||||
description = S("Cherry Door"),
|
||||
inventory_image = "mcl_cherry_blossom_door_inv.png",
|
||||
groups = {handy=1,axey=1, material_wood=1, flammable=-1},
|
||||
_mcl_hardness = 3,
|
||||
_mcl_blast_resistance = 3,
|
||||
tiles_bottom = "mcl_cherry_blossom_door_bottom.png",
|
||||
tiles_top = "mcl_cherry_blossom_door_top.png",
|
||||
sounds = mcl_sounds.node_sound_wood_defaults(),
|
||||
})
|
||||
|
||||
mcl_doors:register_trapdoor("mcl_cherry_blossom:cherry_trapdoor", {
|
||||
description = S("Cherry Trapdoor"),
|
||||
tile_front = "mcl_cherry_blossom_trapdoor.png",
|
||||
tile_side = "mcl_cherry_blossom_trapdoor_side.png",
|
||||
wield_image = "mcl_cherry_blossom_trapdoor.png",
|
||||
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
|
||||
_mcl_hardness = 3,
|
||||
_mcl_blast_resistance = 3,
|
||||
sounds = mcl_sounds.node_sound_wood_defaults(),
|
||||
})
|
||||
|
||||
-- Stairs and Slabs
|
||||
mcl_stairs.register_stair("cherrywood", "mcl_cherry_blossom:cherrywood",
|
||||
{handy=1,axey=1, flammable=3,wood_stairs=1, material_wood=1, fire_encouragement=5, fire_flammability=20},
|
||||
{"mcl_cherry_blossom_planks.png"},
|
||||
S("Cherry Stairs"),
|
||||
mcl_sounds.node_sound_wood_defaults(), 3, 2,
|
||||
"woodlike")
|
||||
mcl_stairs.register_slab("cherrywood", "mcl_cherry_blossom:cherrywood",
|
||||
{handy=1,axey=1, flammable=3,wood_slab=1, material_wood=1, fire_encouragement=5, fire_flammability=20},
|
||||
{"mcl_cherry_blossom_planks.png"},
|
||||
S("Cherry Slab"),
|
||||
mcl_sounds.node_sound_wood_defaults(), 3, 2,
|
||||
S("Double Cherry Slab"))
|
||||
|
||||
-- Signs
|
||||
mcl_signs.register_sign_custom("mcl_cherry_blossom", "_cherrywood",
|
||||
"mcl_cherry_blossom_sign.png", nil,
|
||||
"mcl_cherry_blossom_sign_inv.png", "mcl_cherry_blossom_sign_inv.png", S("Cherry Sign"))
|
||||
|
||||
-- Fences & Gates
|
||||
mcl_fences.register_fence_and_fence_gate("cherry_fence", S("Cherry Fence"), S("Cherry Gate"),
|
||||
"mcl_cherry_blossom_planks.png", {handy=1, axey=1, flammable=2, fence_wood=1, fire_encouragement=5, fire_flammability=20}, 2, 15,
|
||||
{"group:fence_wood"}, mcl_sounds.node_sound_wood_defaults())
|
||||
|
||||
-- Redstone
|
||||
mesecon.register_pressure_plate(
|
||||
"mcl_cherry_blossom:pressure_plate_cherrywood",
|
||||
S("Cherry Pressure Plate"),
|
||||
{"mcl_cherry_blossom_planks.png"},
|
||||
{"mcl_cherry_blossom_planks.png"},
|
||||
"mcl_cherry_blossom_planks.png",
|
||||
nil,
|
||||
{{"mcl_cherry_blossom:cherrywood", "mcl_cherry_blossom:cherrywood"}},
|
||||
mcl_sounds.node_sound_wood_defaults(),
|
||||
{axey=1, material_wood=1},
|
||||
nil)
|
||||
|
||||
mesecon.register_button(
|
||||
"cherrywood",
|
||||
S("Cherry Button"),
|
||||
"mcl_cherry_blossom_planks.png",
|
||||
"mcl_cherry_blossom:cherrywood",
|
||||
mcl_sounds.node_sound_wood_defaults(),
|
||||
{material_wood=1,handy=1,axey=1},
|
||||
1.5,
|
||||
true,
|
||||
nil,
|
||||
"mesecons_button_push_wood")
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -1,5 +1,4 @@
|
|||
# textdomain: mcl_clock
|
||||
Clocks are tools which shows the current time of day in the Overworld.=Los relojes son herramientas que muestran la hora del día en el mundo.
|
||||
The clock contains a rotating disc with a sun symbol (yellow disc) and moon symbol and a little “pointer” which shows the current time of day by estimating the real position of the sun and the moon in the sky. Noon is represented by the sun symbol and midnight is represented by the moon symbol.=El reloj contiene un disco giratorio con un símbolo del sol (disco amarillo) y un símbolo de la luna y un pequeño "puntero" que muestra la hora actual del día al estimar la posición real del sol y la luna en el cielo. El mediodía está representado por el símbolo del sol y la medianoche está representado por el símbolo de la luna.
|
||||
Clock=Reloj
|
||||
Displays the time of day in the Overworld=Muestra la hora del día en el mundo.
|
||||
Clock=Reloj
|
|
@ -217,7 +217,8 @@ Stripped Spruce Wood=Madeira de Pinheiro Descascada
|
|||
Stone Bricks=Tijolo de Rocha
|
||||
Sugar=Açúcar
|
||||
Sugar Canes=Cana de Açúcar
|
||||
Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well.=Canas de açúcar são plantas que possui alguns usos em fabricações. Canas de açúcar crescerão lentamente até 3 blocos quando estão próximas da água e são colocadas em blocos de grama, terra, areia, areia vermelha, podzol ou terra infértil. Quando uma cana de açúcar é quebrada, todas as canas de açúcar conectadas acima também se quebrarão.
|
||||
Sugar canes are a plant which has some uses in crafting. Sugar canes will slowly grow up to 3 blocks when they are next to water and are placed on a grass block, dirt, sand, red sand, podzol or coarse dirt. When a sugar cane is broken, all sugar canes connected above will break as well.=
|
||||
Canas de açúcar são plantas que possui alguns usos em fabricações. Canas de açúcar crescerão lentamente até 3 blocos quando estão próximas da água e são colocadas em blocos de grama, terra, areia, areia vermelha, podzol ou terra infértil.
|
||||
Sugar canes can only be placed top of other sugar canes and on top of blocks on which they would grow.=Canas de açúcar só podem ser colocados emcima de outras canas de açúcar ou sobre blocos em qual elas podem crescer.
|
||||
Sugar comes from sugar canes and is used to make sweet foods.=Açúcar vem de canas de açúcar e é utilizado para fazer doces comidas.
|
||||
The stripped trunk of an acacia tree.=O tronco descascado de uma acácia.
|
||||
|
|
|
@ -18,17 +18,17 @@ end
|
|||
minetest.register_node("mcl_core:water_flowing", {
|
||||
description = S("Flowing Water"),
|
||||
_doc_items_create_entry = false,
|
||||
wield_image = "default_water_flowing_animated.png^[verticalframe:64:0",
|
||||
wield_image = "mcl_core_water_flow_animation.png^[verticalframe:64:0",
|
||||
drawtype = "flowingliquid",
|
||||
tiles = {"default_water_flowing_animated.png^[verticalframe:64:0"},
|
||||
tiles = {"mcl_core_water_flow_animation.png^[verticalframe:64:0"},
|
||||
special_tiles = {
|
||||
{
|
||||
image="default_water_flowing_animated.png",
|
||||
image="mcl_core_water_flow_animation.png",
|
||||
backface_culling=false,
|
||||
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}
|
||||
},
|
||||
{
|
||||
image="default_water_flowing_animated.png",
|
||||
image="mcl_core_water_flow_animation.png",
|
||||
backface_culling=false,
|
||||
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=1.5}
|
||||
},
|
||||
|
@ -71,12 +71,12 @@ S("• When water is directly below lava, the water turns into stone."),
|
|||
drawtype = "liquid",
|
||||
waving = 3,
|
||||
tiles = {
|
||||
{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
|
||||
{name="mcl_core_water_source_animation.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
|
||||
},
|
||||
special_tiles = {
|
||||
-- New-style water source material (mostly unused)
|
||||
{
|
||||
name="default_water_source_animated.png",
|
||||
name="mcl_core_water_source_animation.png",
|
||||
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0},
|
||||
backface_culling = false,
|
||||
}
|
||||
|
@ -119,17 +119,17 @@ S("• When water is directly below lava, the water turns into stone."),
|
|||
minetest.register_node("mcl_core:lava_flowing", {
|
||||
description = S("Flowing Lava"),
|
||||
_doc_items_create_entry = false,
|
||||
wield_image = "default_lava_flowing_animated.png^[verticalframe:64:0",
|
||||
wield_image = "mcl_core_lava_flow_animation.png^[verticalframe:64:0",
|
||||
drawtype = "flowingliquid",
|
||||
tiles = {"default_lava_flowing_animated.png^[verticalframe:64:0"},
|
||||
tiles = {"mcl_core_lava_flow_animation.png^[verticalframe:64:0"},
|
||||
special_tiles = {
|
||||
{
|
||||
image="default_lava_flowing_animated.png",
|
||||
image="mcl_core_lava_flow_animation.png",
|
||||
backface_culling=false,
|
||||
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=6.6}
|
||||
},
|
||||
{
|
||||
image="default_lava_flowing_animated.png",
|
||||
image="mcl_core_lava_flow_animation.png",
|
||||
backface_culling=false,
|
||||
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=6.6}
|
||||
},
|
||||
|
@ -182,12 +182,12 @@ S("• When flowing water touches flowing lava either from above or horizontally
|
|||
S("• When lava is directly above water, the water turns into stone."),
|
||||
drawtype = "liquid",
|
||||
tiles = {
|
||||
{name="default_lava_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
|
||||
{name="mcl_core_lava_source_animation.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}}
|
||||
},
|
||||
special_tiles = {
|
||||
-- New-style lava source material (mostly unused)
|
||||
{
|
||||
name="default_lava_source_animated.png",
|
||||
name="mcl_core_lava_source_animation.png",
|
||||
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0},
|
||||
backface_culling = false,
|
||||
}
|
||||
|
|
|
@ -51,9 +51,8 @@ function mcl_core.make_player_leaves(pos)
|
|||
end
|
||||
|
||||
-- Register tree trunk (wood) and bark
|
||||
function mcl_core.register_tree_trunk(subname, description_trunk, description_bark, longdesc, tile_inner, tile_bark, stripped_variant)
|
||||
local mod = minetest.get_current_modname()
|
||||
minetest.register_node(mod..":"..subname, {
|
||||
local function register_tree_trunk(subname, description_trunk, description_bark, longdesc, tile_inner, tile_bark, stripped_variant)
|
||||
minetest.register_node("mcl_core:"..subname, {
|
||||
description = description_trunk,
|
||||
_doc_items_longdesc = longdesc,
|
||||
_doc_items_hidden = false,
|
||||
|
@ -70,7 +69,7 @@ function mcl_core.register_tree_trunk(subname, description_trunk, description_ba
|
|||
_mcl_stripped_variant = stripped_variant,
|
||||
})
|
||||
|
||||
minetest.register_node(mod..":"..subname.."_bark", {
|
||||
minetest.register_node("mcl_core:"..subname.."_bark", {
|
||||
description = description_bark,
|
||||
_doc_items_longdesc = S("This is a decorative block surrounded by the bark of a tree trunk."),
|
||||
tiles = {tile_bark},
|
||||
|
@ -87,18 +86,17 @@ function mcl_core.register_tree_trunk(subname, description_trunk, description_ba
|
|||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = mod..":"..subname.."_bark 3",
|
||||
output = "mcl_core:"..subname.."_bark 3",
|
||||
recipe = {
|
||||
{ mod..":"..subname, mod..":"..subname },
|
||||
{ mod..":"..subname, mod..":"..subname },
|
||||
{ "mcl_core:"..subname, "mcl_core:"..subname },
|
||||
{ "mcl_core:"..subname, "mcl_core:"..subname },
|
||||
}
|
||||
})
|
||||
end
|
||||
|
||||
-- Register stripped trunk and stripped wood
|
||||
function mcl_core.register_stripped_trunk(subname, description_stripped_trunk, description_stripped_bark, longdesc, longdesc_wood, tile_stripped_inner, tile_stripped_bark)
|
||||
local mod = minetest.get_current_modname()
|
||||
minetest.register_node(mod..":"..subname, {
|
||||
local function register_stripped_trunk(subname, description_stripped_trunk, description_stripped_bark, longdesc, longdesc_wood, tile_stripped_inner, tile_stripped_bark)
|
||||
minetest.register_node("mcl_core:"..subname, {
|
||||
description = description_stripped_trunk,
|
||||
_doc_items_longdesc = longdesc,
|
||||
_doc_items_hidden = false,
|
||||
|
@ -113,7 +111,7 @@ function mcl_core.register_stripped_trunk(subname, description_stripped_trunk, d
|
|||
_mcl_hardness = 2,
|
||||
})
|
||||
|
||||
minetest.register_node(mod..":"..subname.."_bark", {
|
||||
minetest.register_node("mcl_core:"..subname.."_bark", {
|
||||
description = description_stripped_bark,
|
||||
_doc_items_longdesc = longdesc_wood,
|
||||
tiles = {tile_stripped_bark},
|
||||
|
@ -129,17 +127,16 @@ function mcl_core.register_stripped_trunk(subname, description_stripped_trunk, d
|
|||
})
|
||||
|
||||
minetest.register_craft({
|
||||
output = mod..":"..subname.."_bark 3",
|
||||
output = "mcl_core:"..subname.."_bark 3",
|
||||
recipe = {
|
||||
{ mod..":"..subname, mod..":"..subname },
|
||||
{ mod..":"..subname, mod..":"..subname },
|
||||
{ "mcl_core:"..subname, "mcl_core:"..subname },
|
||||
{ "mcl_core:"..subname, "mcl_core:"..subname },
|
||||
}
|
||||
})
|
||||
end
|
||||
|
||||
function mcl_core.register_wooden_planks(subname, description, tiles)
|
||||
local mod = minetest.get_current_modname()
|
||||
minetest.register_node(mod..":"..subname, {
|
||||
local function register_wooden_planks(subname, description, tiles)
|
||||
minetest.register_node("mcl_core:"..subname, {
|
||||
description = description,
|
||||
_doc_items_longdesc = doc.sub.items.temp.build,
|
||||
_doc_items_hidden = false,
|
||||
|
@ -153,8 +150,7 @@ function mcl_core.register_wooden_planks(subname, description, tiles)
|
|||
})
|
||||
end
|
||||
|
||||
function mcl_core.register_leaves(subname, description, longdesc, tiles, color, paramtype2, palette, sapling, drop_apples, sapling_chances, foliage_palette)
|
||||
local mod = minetest.get_current_modname()
|
||||
local function register_leaves(subname, description, longdesc, tiles, color, paramtype2, palette, sapling, drop_apples, sapling_chances, foliage_palette)
|
||||
local apple_chances = {200, 180, 160, 120, 40}
|
||||
local stick_chances = {50, 45, 30, 35, 10}
|
||||
|
||||
|
@ -223,27 +219,20 @@ function mcl_core.register_leaves(subname, description, longdesc, tiles, color,
|
|||
end,
|
||||
}
|
||||
|
||||
minetest.register_node(mod .. ":" .. subname, l_def)
|
||||
minetest.register_node("mcl_core:" .. subname, l_def)
|
||||
|
||||
local o_def = table.copy(l_def)
|
||||
o_def._doc_items_create_entry = false
|
||||
o_def.groups.not_in_creative_inventory = 1
|
||||
o_def.groups.orphan_leaves = 1
|
||||
o_def._mcl_shears_drop = {mod .. ":" .. subname}
|
||||
o_def._mcl_silk_touch_drop = {mod .. ":" .. subname}
|
||||
o_def._mcl_shears_drop = {"mcl_core:" .. subname}
|
||||
o_def._mcl_silk_touch_drop = {"mcl_core:" .. subname}
|
||||
|
||||
minetest.register_node(mod .. ":" .. subname .. "_orphan", o_def)
|
||||
minetest.register_node("mcl_core:" .. subname .. "_orphan", o_def)
|
||||
end
|
||||
|
||||
function mcl_core.register_sapling(subname, description, longdesc, tt_help, texture, selbox)
|
||||
|
||||
local mod = minetest.get_current_modname()
|
||||
|
||||
if not tt_help then
|
||||
tt_help = S("Needs soil and light to grow")
|
||||
end
|
||||
|
||||
minetest.register_node(mod..":"..subname, {
|
||||
local function register_sapling(subname, description, longdesc, tt_help, texture, selbox)
|
||||
minetest.register_node("mcl_core:"..subname, {
|
||||
description = description,
|
||||
_tt_help = tt_help,
|
||||
_doc_items_longdesc = longdesc,
|
||||
|
@ -288,55 +277,59 @@ end
|
|||
|
||||
---------------------
|
||||
|
||||
mcl_core.register_tree_trunk("tree", S("Oak Wood"), S("Oak Bark"), S("The trunk of an oak tree."), "default_tree_top.png", "default_tree.png", "mcl_core:stripped_oak")
|
||||
mcl_core.register_tree_trunk("darktree", S("Dark Oak Wood"), S("Dark Oak Bark"), S("The trunk of a dark oak tree."), "mcl_core_log_big_oak_top.png", "mcl_core_log_big_oak.png", "mcl_core:stripped_dark_oak")
|
||||
mcl_core.register_tree_trunk("acaciatree", S("Acacia Wood"), S("Acacia Bark"), S("The trunk of an acacia."), "default_acacia_tree_top.png", "default_acacia_tree.png", "mcl_core:stripped_acacia")
|
||||
mcl_core.register_tree_trunk("sprucetree", S("Spruce Wood"), S("Spruce Bark"), S("The trunk of a spruce tree."), "mcl_core_log_spruce_top.png", "mcl_core_log_spruce.png", "mcl_core:stripped_spruce")
|
||||
mcl_core.register_tree_trunk("birchtree", S("Birch Wood"), S("Birch Bark"), S("The trunk of a birch tree."), "mcl_core_log_birch_top.png", "mcl_core_log_birch.png", "mcl_core:stripped_birch")
|
||||
mcl_core.register_tree_trunk("jungletree", S("Jungle Wood"), S("Jungle Bark"), S("The trunk of a jungle tree."), "default_jungletree_top.png", "default_jungletree.png", "mcl_core:stripped_jungle")
|
||||
register_tree_trunk("tree", S("Oak Wood"), S("Oak Bark"), S("The trunk of an oak tree."), "default_tree_top.png", "default_tree.png", "mcl_core:stripped_oak")
|
||||
register_tree_trunk("darktree", S("Dark Oak Wood"), S("Dark Oak Bark"), S("The trunk of a dark oak tree."), "mcl_core_log_big_oak_top.png", "mcl_core_log_big_oak.png", "mcl_core:stripped_dark_oak")
|
||||
register_tree_trunk("acaciatree", S("Acacia Wood"), S("Acacia Bark"), S("The trunk of an acacia."), "default_acacia_tree_top.png", "default_acacia_tree.png", "mcl_core:stripped_acacia")
|
||||
register_tree_trunk("sprucetree", S("Spruce Wood"), S("Spruce Bark"), S("The trunk of a spruce tree."), "mcl_core_log_spruce_top.png", "mcl_core_log_spruce.png", "mcl_core:stripped_spruce")
|
||||
register_tree_trunk("birchtree", S("Birch Wood"), S("Birch Bark"), S("The trunk of a birch tree."), "mcl_core_log_birch_top.png", "mcl_core_log_birch.png", "mcl_core:stripped_birch")
|
||||
register_tree_trunk("jungletree", S("Jungle Wood"), S("Jungle Bark"), S("The trunk of a jungle tree."), "default_jungletree_top.png", "default_jungletree.png", "mcl_core:stripped_jungle")
|
||||
|
||||
mcl_core.register_stripped_trunk("stripped_oak", S("Stripped Oak Log"), S("Stripped Oak Wood"), S("The stripped trunk of an oak tree."), S("The stripped wood of an oak tree."), "mcl_core_stripped_oak_top.png", "mcl_core_stripped_oak_side.png")
|
||||
mcl_core.register_stripped_trunk("stripped_acacia", S("Stripped Acacia Log"), S("Stripped Acacia Wood"), S("The stripped trunk of an acacia tree."), S("The stripped wood of an acacia tree."), "mcl_core_stripped_acacia_top.png", "mcl_core_stripped_acacia_side.png")
|
||||
mcl_core.register_stripped_trunk("stripped_dark_oak", S("Stripped Dark Oak Log"), S("Stripped Dark Oak Wood"), S("The stripped trunk of a dark oak tree."), S("The stripped wood of a dark oak tree."), "mcl_core_stripped_dark_oak_top.png", "mcl_core_stripped_dark_oak_side.png")
|
||||
mcl_core.register_stripped_trunk("stripped_birch", S("Stripped Birch Log"), S("Stripped Birch Wood"), S("The stripped trunk of a birch tree."), S("The stripped wood of a birch tree."), "mcl_core_stripped_birch_top.png", "mcl_core_stripped_birch_side.png")
|
||||
mcl_core.register_stripped_trunk("stripped_spruce", S("Stripped Spruce Log"), S("Stripped Spruce Wood"), S("The stripped trunk of a spruce tree."), S("The stripped wood of a spruce tree."), "mcl_core_stripped_spruce_top.png", "mcl_core_stripped_spruce_side.png")
|
||||
mcl_core.register_stripped_trunk("stripped_jungle", S("Stripped Jungle Log"), S("Stripped Jungle Wood"), S("The stripped trunk of a jungle tree."), S("The stripped wood of a jungle tree."),"mcl_core_stripped_jungle_top.png", "mcl_core_stripped_jungle_side.png")
|
||||
mcl_core.register_wooden_planks("wood", S("Oak Wood Planks"), {"default_wood.png"})
|
||||
mcl_core.register_wooden_planks("darkwood", S("Dark Oak Wood Planks"), {"mcl_core_planks_big_oak.png"})
|
||||
mcl_core.register_wooden_planks("junglewood", S("Jungle Wood Planks"), {"default_junglewood.png"})
|
||||
mcl_core.register_wooden_planks("sprucewood", S("Spruce Wood Planks"), {"mcl_core_planks_spruce.png"})
|
||||
mcl_core.register_wooden_planks("acaciawood", S("Acacia Wood Planks"), {"default_acacia_wood.png"})
|
||||
mcl_core.register_wooden_planks("birchwood", S("Birch Wood Planks"), {"mcl_core_planks_birch.png"})
|
||||
register_stripped_trunk("stripped_oak", S("Stripped Oak Log"), S("Stripped Oak Wood"), S("The stripped trunk of an oak tree."), S("The stripped wood of an oak tree."), "mcl_core_stripped_oak_top.png", "mcl_core_stripped_oak_side.png")
|
||||
register_stripped_trunk("stripped_acacia", S("Stripped Acacia Log"), S("Stripped Acacia Wood"), S("The stripped trunk of an acacia tree."), S("The stripped wood of an acacia tree."), "mcl_core_stripped_acacia_top.png", "mcl_core_stripped_acacia_side.png")
|
||||
register_stripped_trunk("stripped_dark_oak", S("Stripped Dark Oak Log"), S("Stripped Dark Oak Wood"), S("The stripped trunk of a dark oak tree."), S("The stripped wood of a dark oak tree."), "mcl_core_stripped_dark_oak_top.png", "mcl_core_stripped_dark_oak_side.png")
|
||||
register_stripped_trunk("stripped_birch", S("Stripped Birch Log"), S("Stripped Birch Wood"), S("The stripped trunk of a birch tree."), S("The stripped wood of a birch tree."), "mcl_core_stripped_birch_top.png", "mcl_core_stripped_birch_side.png")
|
||||
register_stripped_trunk("stripped_spruce", S("Stripped Spruce Log"), S("Stripped Spruce Wood"), S("The stripped trunk of a spruce tree."), S("The stripped wood of a spruce tree."), "mcl_core_stripped_spruce_top.png", "mcl_core_stripped_spruce_side.png")
|
||||
register_stripped_trunk("stripped_jungle", S("Stripped Jungle Log"), S("Stripped Jungle Wood"), S("The stripped trunk of a jungle tree."), S("The stripped wood of a jungle tree."),"mcl_core_stripped_jungle_top.png", "mcl_core_stripped_jungle_side.png")
|
||||
register_wooden_planks("wood", S("Oak Wood Planks"), {"default_wood.png"})
|
||||
register_wooden_planks("darkwood", S("Dark Oak Wood Planks"), {"mcl_core_planks_big_oak.png"})
|
||||
register_wooden_planks("junglewood", S("Jungle Wood Planks"), {"default_junglewood.png"})
|
||||
register_wooden_planks("sprucewood", S("Spruce Wood Planks"), {"mcl_core_planks_spruce.png"})
|
||||
register_wooden_planks("acaciawood", S("Acacia Wood Planks"), {"default_acacia_wood.png"})
|
||||
register_wooden_planks("birchwood", S("Birch Wood Planks"), {"mcl_core_planks_birch.png"})
|
||||
|
||||
local tt_help_sapling_large = S("Needs soil and light to grow") .. "\n" .. S("2×2 saplings = large tree")
|
||||
|
||||
mcl_core.register_sapling("sapling", S("Oak Sapling"),
|
||||
register_sapling("sapling", S("Oak Sapling"),
|
||||
S("When placed on soil (such as dirt) and exposed to light, an oak sapling will grow into an oak after some time."),
|
||||
nil, "default_sapling.png", {-5/16, -0.5, -5/16, 5/16, 0.5, 5/16})
|
||||
mcl_core.register_sapling("darksapling", S("Dark Oak Sapling"),
|
||||
S("Needs soil and light to grow"),
|
||||
"default_sapling.png", {-5/16, -0.5, -5/16, 5/16, 0.5, 5/16})
|
||||
register_sapling("darksapling", S("Dark Oak Sapling"),
|
||||
S("Dark oak saplings can grow into dark oaks, but only in groups. A lonely dark oak sapling won't grow. A group of four dark oak saplings grows into a dark oak after some time when they are placed on soil (such as dirt) in a 2×2 square and exposed to light."),
|
||||
S("Needs soil and light to grow") .. "\n" .. S("2×2 saplings required"),
|
||||
"mcl_core_sapling_big_oak.png", {-5/16, -0.5, -5/16, 5/16, 7/16, 5/16})
|
||||
mcl_core.register_sapling("junglesapling", S("Jungle Sapling"),
|
||||
register_sapling("junglesapling", S("Jungle Sapling"),
|
||||
S("When placed on soil (such as dirt) and exposed to light, a jungle sapling will grow into a jungle tree after some time. When there are 4 jungle saplings in a 2×2 square, they will grow to a huge jungle tree."),
|
||||
tt_help_sapling_large, "default_junglesapling.png", {-5/16, -0.5, -5/16, 5/16, 0.5, 5/16})
|
||||
mcl_core.register_sapling("acaciasapling", S("Acacia Sapling"),
|
||||
S("Needs soil and light to grow") .. "\n" .. S("2×2 saplings = large tree"),
|
||||
"default_junglesapling.png", {-5/16, -0.5, -5/16, 5/16, 0.5, 5/16})
|
||||
register_sapling("acaciasapling", S("Acacia Sapling"),
|
||||
S("When placed on soil (such as dirt) and exposed to light, an acacia sapling will grow into an acacia after some time."),
|
||||
nil, "default_acacia_sapling.png", {-5/16, -0.5, -5/16, 5/16, 4/16, 5/16})
|
||||
mcl_core.register_sapling("sprucesapling", S("Spruce Sapling"),
|
||||
S("Needs soil and light to grow"),
|
||||
"default_acacia_sapling.png", {-5/16, -0.5, -5/16, 5/16, 4/16, 5/16})
|
||||
register_sapling("sprucesapling", S("Spruce Sapling"),
|
||||
S("When placed on soil (such as dirt) and exposed to light, a spruce sapling will grow into a spruce after some time. When there are 4 spruce saplings in a 2×2 square, they will grow to a huge spruce."),
|
||||
tt_help_sapling_large, "mcl_core_sapling_spruce.png", {-4/16, -0.5, -4/16, 4/16, 0.5, 4/16})
|
||||
mcl_core.register_sapling("birchsapling", S("Birch Sapling"),
|
||||
S("Needs soil and light to grow") .. "\n" .. S("2×2 saplings = large tree"),
|
||||
"mcl_core_sapling_spruce.png", {-4/16, -0.5, -4/16, 4/16, 0.5, 4/16})
|
||||
register_sapling("birchsapling", S("Birch Sapling"),
|
||||
S("When placed on soil (such as dirt) and exposed to light, a birch sapling will grow into a birch after some time."),
|
||||
nil, "mcl_core_sapling_birch.png", {-4/16, -0.5, -4/16, 4/16, 0.5, 4/16})
|
||||
S("Needs soil and light to grow"),
|
||||
"mcl_core_sapling_birch.png", {-4/16, -0.5, -4/16, 4/16, 0.5, 4/16})
|
||||
|
||||
|
||||
mcl_core.register_leaves("leaves", S("Oak Leaves"), S("Oak leaves are grown from oak trees."), {"default_leaves.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:sapling", true, {20, 16, 12, 10}, 1)
|
||||
mcl_core.register_leaves("darkleaves", S("Dark Oak Leaves"), S("Dark oak leaves are grown from dark oak trees."), {"mcl_core_leaves_big_oak.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:darksapling", true, {20, 16, 12, 10}, 1)
|
||||
mcl_core.register_leaves("jungleleaves", S("Jungle Leaves"), S("Jungle leaves are grown from jungle trees."), {"default_jungleleaves.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:junglesapling", false, {40, 26, 32, 24, 10}, 1)
|
||||
mcl_core.register_leaves("acacialeaves", S("Acacia Leaves"), S("Acacia leaves are grown from acacia trees."), {"default_acacia_leaves.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:acaciasapling", false, {20, 16, 12, 10}, 1)
|
||||
mcl_core.register_leaves("spruceleaves", S("Spruce Leaves"), S("Spruce leaves are grown from spruce trees."), {"mcl_core_leaves_spruce.png"}, "#619961", "none", nil, "mcl_core:sprucesapling", false, {20, 16, 12, 10}, 0)
|
||||
mcl_core.register_leaves("birchleaves", S("Birch Leaves"), S("Birch leaves are grown from birch trees."), {"mcl_core_leaves_birch.png"}, "#80A755", "none", nil, "mcl_core:birchsapling", false, {20, 16, 12, 10}, 0)
|
||||
register_leaves("leaves", S("Oak Leaves"), S("Oak leaves are grown from oak trees."), {"default_leaves.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:sapling", true, {20, 16, 12, 10}, 1)
|
||||
register_leaves("darkleaves", S("Dark Oak Leaves"), S("Dark oak leaves are grown from dark oak trees."), {"mcl_core_leaves_big_oak.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:darksapling", true, {20, 16, 12, 10}, 1)
|
||||
register_leaves("jungleleaves", S("Jungle Leaves"), S("Jungle leaves are grown from jungle trees."), {"default_jungleleaves.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:junglesapling", false, {40, 26, 32, 24, 10}, 1)
|
||||
register_leaves("acacialeaves", S("Acacia Leaves"), S("Acacia leaves are grown from acacia trees."), {"default_acacia_leaves.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_core:acaciasapling", false, {20, 16, 12, 10}, 1)
|
||||
register_leaves("spruceleaves", S("Spruce Leaves"), S("Spruce leaves are grown from spruce trees."), {"mcl_core_leaves_spruce.png"}, "#619961", "none", nil, "mcl_core:sprucesapling", false, {20, 16, 12, 10}, 0)
|
||||
register_leaves("birchleaves", S("Birch Leaves"), S("Birch leaves are grown from birch trees."), {"mcl_core_leaves_birch.png"}, "#80A755", "none", nil, "mcl_core:birchsapling", false, {20, 16, 12, 10}, 0)
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -681,7 +681,7 @@ mcl_doors:register_trapdoor("mcl_crimson:crimson_trapdoor", {
|
|||
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
|
||||
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
|
||||
tile_front = "mcl_crimson_crimson_trapdoor.png",
|
||||
tile_side = "mcl_crimson_crimson_trapdoor_side.png",
|
||||
tile_side = "mcl_crimson_crimson_hyphae_wood.png",
|
||||
wield_image = "mcl_crimson_crimson_trapdoor.png",
|
||||
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
|
||||
_mcl_hardness = 3,
|
||||
|
@ -719,7 +719,7 @@ mcl_doors:register_trapdoor("mcl_crimson:warped_trapdoor", {
|
|||
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
|
||||
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
|
||||
tile_front = "mcl_crimson_warped_trapdoor.png",
|
||||
tile_side = "mcl_crimson_warped_trapdoor_side.png",
|
||||
tile_side = "mcl_crimson_warped_hyphae_wood.png",
|
||||
wield_image = "mcl_crimson_warped_trapdoor.png",
|
||||
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
|
||||
_mcl_hardness = 3,
|
||||
|
|
|
@ -66,9 +66,9 @@ function mcl_doors:register_door(name, def)
|
|||
longdesc = def._doc_items_longdesc
|
||||
if not longdesc then
|
||||
if def.only_redstone_can_open then
|
||||
longdesc = S("This door is a 2-block high barrier which can only be opened by redstone power, not by hand.")
|
||||
else
|
||||
longdesc = S("This door is a 2-block high barrier which can be opened or closed by hand or by redstone power.")
|
||||
else
|
||||
longdesc = S("This door is a 2-block high barrier which can only be opened by redstone power, not by hand.")
|
||||
end
|
||||
end
|
||||
usagehelp = def._doc_items_usagehelp
|
||||
|
|
|
@ -192,11 +192,7 @@ local function apply_bone_meal(pointed_thing, user)
|
|||
mcl_dye.add_bone_meal_particle(pos)
|
||||
-- Saplings: 45% chance to advance growth stage
|
||||
if math.random(1, 100) <= 45 then
|
||||
if n.name == "mcl_cherry_blossom:cherrysapling" then
|
||||
return mcl_cherry_blossom.generate_cherry_tree(pos) -- If cherry blossom sapling, run that callback instead.
|
||||
else
|
||||
return mcl_core.grow_sapling(pos, n)
|
||||
end
|
||||
return mcl_core.grow_sapling(pos, n)
|
||||
end
|
||||
elseif minetest.get_item_group(n.name, "mushroom") == 1 then
|
||||
mcl_dye.add_bone_meal_particle(pos)
|
||||
|
|
|
@ -209,9 +209,3 @@ mcl_flowerpots.register_potted_flower("mcl_core:deadbush", {
|
|||
desc = S("Dead Bush"),
|
||||
image = "default_dry_shrub.png",
|
||||
})
|
||||
|
||||
mcl_flowerpots.register_potted_flower("mcl_cherry_blossom:cherrysapling", {
|
||||
name = "cherrysapling",
|
||||
desc = S("Cherry Sapling"),
|
||||
image = "mcl_cherry_blossom_sapling.png",
|
||||
})
|
||||
|
|
|
@ -24,4 +24,3 @@ Flower Pot=
|
|||
Flower pots are decorative blocks in which flowers and other small plants can be placed.=
|
||||
Just place a plant on the flower pot. Flower pots can hold small flowers (not higher than 1 block), saplings, ferns, dead bushes, mushrooms and cacti. Rightclick a potted plant to retrieve the plant.=
|
||||
Can hold a small flower or plant=
|
||||
Cherry Sapling Flower Pot=
|
||||
|
|
|
@ -1,8 +1,8 @@
|
|||
# textdomain: mcl_furnaces
|
||||
Furnace=Horno
|
||||
Furnaces cook or smelt several items, using a furnace fuel, into something else.=Los hornos cocinan o funden varios elementos, utilizando un combustible de horno, en otra cosa.
|
||||
Furnaces cook or smelt several items, using a furnace fuel, into something else.=Los hornos cocinan u funden varios elementos, utilizando un combustible de horno, en otra cosa.
|
||||
Use the furnace to open the furnace menu. Place a furnace fuel in the lower slot and the source material in the upper slot. The furnace will slowly use its fuel to smelt the item. The result will be placed into the output slot at the right side.=Use el horno para abrir el menú del horno. Coloque un combustible de horno en la ranura inferior y el material de origen en la ranura superior. El horno usará lentamente su combustible para fundir el artículo. El resultado se colocará en la ranura de salida en el lado derecho.
|
||||
Use the recipe book to see what you can smelt, what you can use as fuel and how long it will burn.=Use el libro de recetas para ver qué puede crear, qué puede usar como combustible y durante cuánto tiempo arderá.
|
||||
Use the recipe book to see what you can smelt, what you can use as fuel and how long it will burn.=Use el libro de recetas para ver qué puede crear, qué puede usar como combustible y durante cuánto tiempo se quemará.
|
||||
Burning Furnace=Horno ardiente
|
||||
Recipe book=Libro de recetas
|
||||
Inventory=Inventario
|
||||
|
|
|
@ -18,20 +18,148 @@ local propagule_allowed_nodes = {
|
|||
local propagule_water_nodes = {"mcl_mud:mud","mcl_core:dirt","mcl_core:coarse_dirt","mcl_core:clay"}
|
||||
--"mcl_lush_caves:moss","mcl_lush_caves:rooted_dirt
|
||||
|
||||
mcl_core.register_tree_trunk("mangrove_tree", S("Mangrove Wood"), S("Mangrove Bark"),
|
||||
S("The trunk of a Mangrove tree."),
|
||||
"mcl_mangrove_log_top.png", "mcl_mangrove_log.png", "mcl_mangrove:mangrove_stripped")
|
||||
local function get_drops(fortune_level)
|
||||
local apple_chances = {200, 180, 160, 120, 40}
|
||||
local stick_chances = {50, 45, 30, 35, 10}
|
||||
local sapling_chances = {20, 16, 12, 10}
|
||||
return {
|
||||
max_items = 1,
|
||||
items = {
|
||||
{
|
||||
items = {"mcl_mangrove:propagule"},
|
||||
rarity = sapling_chances[fortune_level + 1] or sapling_chances[fortune_level]
|
||||
},
|
||||
{
|
||||
items = {"mcl_core:stick 1"},
|
||||
rarity = stick_chances[fortune_level + 1]
|
||||
},
|
||||
{
|
||||
items = {"mcl_core:stick 2"},
|
||||
rarity = stick_chances[fortune_level + 1]
|
||||
},
|
||||
{
|
||||
items = {"mcl_core:apple"},
|
||||
rarity = apple_chances[fortune_level + 1]
|
||||
}
|
||||
}
|
||||
}
|
||||
end
|
||||
|
||||
mcl_core.register_wooden_planks("mangrove_wood", S("Mangrove Wood Planks"), {"mcl_mangrove_planks.png"})
|
||||
minetest.register_node("mcl_mangrove:mangrove_tree", {
|
||||
description = S("Mangrove Wood"),
|
||||
_doc_items_longdesc = S("The trunk of a Mangrove tree."),
|
||||
_doc_items_hidden = false,
|
||||
tiles = {"mcl_mangrove_log_top.png", "mcl_mangrove_log_top.png", "mcl_mangrove_log.png"},
|
||||
paramtype2 = "facedir",
|
||||
on_place = mcl_util.rotate_axis,
|
||||
after_destruct = mcl_core.update_leaves,
|
||||
groups = {handy=1,axey=1, tree=1, flammable=2, building_block=1, material_wood=1, fire_encouragement=5, fire_flammability=5},
|
||||
sounds = mcl_sounds.node_sound_wood_defaults(),
|
||||
_mcl_blast_resistance = 2,
|
||||
_mcl_hardness = 2,
|
||||
_mcl_stripped_variant = "mcl_mangrove:mangrove_stripped_trunk",
|
||||
})
|
||||
minetest.register_node("mcl_mangrove:mangrove_tree_bark", {
|
||||
description = S("Mangrove Bark"),
|
||||
_doc_items_longdesc = S("The bark of a Mangrove tree."),
|
||||
_doc_items_hidden = false,
|
||||
tiles = {"mcl_mangrove_log.png", "mcl_mangrove_log.png", "mcl_mangrove_log.png"},
|
||||
paramtype2 = "facedir",
|
||||
groups = {handy=1,axey=1, tree=1, flammable=2, building_block=1, material_wood=1, fire_encouragement=5, fire_flammability=5},
|
||||
sounds = mcl_sounds.node_sound_wood_defaults(),
|
||||
on_place = mcl_util.rotate_axis,
|
||||
_mcl_blast_resistance = 2,
|
||||
_mcl_hardness = 2,
|
||||
_mcl_stripped_variant = "mcl_mangrove:mangrove_stripped_bark",
|
||||
})
|
||||
|
||||
mcl_core.register_leaves("mangroveleaves", S("Mangrove Leaves"), S("Mangrove leaves are grown from mangrove trees."),
|
||||
{"mcl_mangrove_leaves.png"}, "#48B518", "color", "mcl_core_palette_foliage.png", "mcl_mangrove:propagule", true, {20, 16, 12, 10}, 1)
|
||||
minetest.register_node("mcl_mangrove:mangrove_wood", {
|
||||
description = S("Mangrove Wood Planks"),
|
||||
_doc_items_longdesc = doc.sub.items.temp.build,
|
||||
_doc_items_hidden = false,
|
||||
tiles = {"mcl_mangrove_planks.png"},
|
||||
|
||||
mcl_core.register_stripped_trunk("mangrove_stripped", S("Stripped Mangrove Log"), S("Stripped Mangrove Wood"),
|
||||
S("The stripped wood of a Mangrove tree"), S("The stripped bark of a Mangrove tree"),
|
||||
"mcl_stripped_mangrove_log_top.png", "mcl_stripped_mangrove_log_side.png")
|
||||
is_ground_content = false,
|
||||
groups = {handy=1,axey=1, flammable=3,wood=1,building_block=1, material_wood=1, fire_encouragement=5, fire_flammability=20},
|
||||
sounds = mcl_sounds.node_sound_wood_defaults(),
|
||||
_mcl_blast_resistance = 3,
|
||||
_mcl_hardness = 2,
|
||||
})
|
||||
|
||||
minetest.register_alias("mcl_mangrove:mangrove_stripped_trunk", "mcl_mangrove:mangrove_stripped")
|
||||
local l_def = {
|
||||
description = S("Mangrove Leaves"),
|
||||
_doc_items_longdesc = S("mangrove leaves are grown from mangrove trees."),
|
||||
_doc_items_hidden = false,
|
||||
drawtype = "allfaces_optional",
|
||||
waving = 2,
|
||||
tiles = {"mcl_mangrove_leaves.png"},
|
||||
color = "#48B518",
|
||||
paramtype = "light",
|
||||
paramtype2 = "color",
|
||||
palette = "mcl_core_palette_foliage.png",
|
||||
groups = {
|
||||
handy = 1, hoey = 1, shearsy = 1, swordy = 1, dig_by_piston = 1,
|
||||
flammable = 2, fire_encouragement = 30, fire_flammability = 60,
|
||||
leaves = 1, deco_block = 1, compostability = 30, foliage_palette = 1
|
||||
},
|
||||
drop = get_drops(0),
|
||||
_mcl_shears_drop = true,
|
||||
sounds = mcl_sounds.node_sound_leaves_defaults(),
|
||||
_mcl_blast_resistance = 0.2,
|
||||
_mcl_hardness = 0.2,
|
||||
_mcl_silk_touch_drop = true,
|
||||
_mcl_fortune_drop = { get_drops(1), get_drops(2), get_drops(3), get_drops(4) },
|
||||
on_construct = function(pos)
|
||||
local node = minetest.get_node(pos)
|
||||
if node.param2 == 0 or node.param2 == 1 then -- Check if param2 is 1 as well, since the schematics accidentally have the param2 of mangrove leaves be 1.
|
||||
local new_node = mcl_core.get_foliage_block_type(pos)
|
||||
if new_node.param2 ~= 0 then
|
||||
minetest.swap_node(pos, new_node)
|
||||
end
|
||||
end
|
||||
end,
|
||||
after_place_node = function(pos)
|
||||
mcl_core.make_player_leaves(pos) -- Leaves placed by the player should always be player leaves.
|
||||
end,
|
||||
}
|
||||
|
||||
minetest.register_node("mcl_mangrove:mangroveleaves", l_def)
|
||||
|
||||
local o_def = table.copy(l_def)
|
||||
o_def._doc_items_create_entry = false
|
||||
o_def.groups.not_in_creative_inventory = 1
|
||||
o_def.groups.orphan_leaves = 1
|
||||
o_def._mcl_shears_drop = {"mcl_mangrove:mangroveleaves"}
|
||||
o_def._mcl_silk_touch_drop = {"mcl_mangrove:mangroveleaves"}
|
||||
|
||||
minetest.register_node("mcl_mangrove:mangroveleaves_orphan", o_def)
|
||||
|
||||
minetest.register_node("mcl_mangrove:mangrove_stripped_trunk", {
|
||||
description = S("Stripped Mangrove Wood"),
|
||||
_doc_items_longdesc = S("The stripped wood of a Mangrove tree"),
|
||||
_doc_items_hidden = false,
|
||||
tiles ={"mcl_stripped_mangrove_log_top.png","mcl_stripped_mangrove_log_side.png",},
|
||||
paramtype2 = "facedir",
|
||||
on_place = mcl_util.rotate_axis,
|
||||
groups = {handy=1, axey=1, tree=1, flammable=2, building_block=1, material_wood=1, fire_encouragement=5, fire_flammability=5},
|
||||
sounds = mcl_sounds.node_sound_wood_defaults(),
|
||||
on_rotate = mcl_util.rotate_axis_and_place,
|
||||
_mcl_blast_resistance = 2,
|
||||
_mcl_hardness = 2,
|
||||
})
|
||||
minetest.register_node("mcl_mangrove:mangrove_stripped_bark", {
|
||||
description = S("Stripped Mangrove Bark"),
|
||||
_doc_items_longdesc = S("The stripped bark of a Mangrove tree"),
|
||||
_doc_items_hidden = false,
|
||||
tiles ={"mcl_stripped_mangrove_log_side.png","mcl_stripped_mangrove_log_side.png",},
|
||||
paramtype2 = "facedir",
|
||||
on_place = mcl_util.rotate_axis,
|
||||
groups = {handy=1, axey=1, tree=1, flammable=2, building_block=1, material_wood=1, fire_encouragement=5, fire_flammability=5},
|
||||
sounds = mcl_sounds.node_sound_wood_defaults(),
|
||||
on_rotate = mcl_util.rotate_axis_and_place,
|
||||
_mcl_blast_resistance = 2,
|
||||
_mcl_hardness = 2,
|
||||
})
|
||||
|
||||
minetest.register_node("mcl_mangrove:mangrove_roots", {
|
||||
description = S("Mangrove Roots"),
|
||||
|
@ -183,7 +311,7 @@ mcl_flowerpots.register_potted_flower("mcl_mangrove:propagule", {
|
|||
image = "mcl_mangrove_propagule.png",
|
||||
})
|
||||
|
||||
local water_tex = "default_water_source_animated.png^[verticalframe:16:0^[multiply:#3F76E4"
|
||||
local water_tex = "mcl_core_water_source_animation.png^[verticalframe:16:0^[multiply:#3F76E4"
|
||||
|
||||
local wlroots = {
|
||||
description = S("water logged mangrove roots"),
|
||||
|
@ -194,12 +322,12 @@ local wlroots = {
|
|||
S("These cannot be crafted yet only occure when get in contact of water."),
|
||||
_doc_items_hidden = false,
|
||||
tiles = {
|
||||
{name="default_water_source_animated.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=5.0}}
|
||||
{name="mcl_core_water_source_animation.png", animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=5.0}}
|
||||
},
|
||||
special_tiles = {
|
||||
-- New-style water source material (mostly unused)
|
||||
{
|
||||
name="default_water_source_animated.png",
|
||||
name="mcl_core_water_source_animation.png",
|
||||
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=5.0},
|
||||
backface_culling = false,
|
||||
}
|
||||
|
@ -245,7 +373,7 @@ local rwlroots = table.copy(wlroots)
|
|||
-- FIXME luacheck complains that this is a repeated definition of water_tex.
|
||||
-- Maybe the tiles definition below should be replaced with the animated tile
|
||||
-- definition as per above?
|
||||
water_tex = "default_water_source_animated.png^[verticalframe:16:0^[multiply:#0084FF"
|
||||
water_tex = "mcl_core_water_source_animation.png^[verticalframe:16:0^[multiply:#0084FF"
|
||||
rwlroots.tiles = {
|
||||
"("..water_tex..")^mcl_mangrove_roots_top.png",
|
||||
"("..water_tex..")^mcl_mangrove_roots_side.png",
|
||||
|
@ -298,7 +426,7 @@ mcl_doors:register_trapdoor("mcl_mangrove:mangrove_trapdoor", {
|
|||
_doc_items_longdesc = S("Wooden trapdoors are horizontal barriers which can be opened and closed by hand or a redstone signal. They occupy the upper or lower part of a block, depending on how they have been placed. When open, they can be climbed like a ladder."),
|
||||
_doc_items_usagehelp = S("To open or close the trapdoor, rightclick it or send a redstone signal to it."),
|
||||
tile_front = "mcl_mangrove_trapdoor.png",
|
||||
tile_side = "mcl_mangrove_trapdoor_side.png",
|
||||
tile_side = "mcl_mangrove_planks.png",
|
||||
wield_image = "mcl_mangrove_trapdoor.png",
|
||||
groups = {handy=1,axey=1, mesecon_effector_on=1, material_wood=1, flammable=-1},
|
||||
_mcl_hardness = 3,
|
||||
|
|
|
@ -5,7 +5,7 @@ Mangrove Bark=Bois de palétuvier
|
|||
The bark of a Mangrove tree.=L'écorce d'un palétuvier.
|
||||
Mangrove Wood Planks=Planches de palétuvier
|
||||
Mangrove Leaves=Feuilles de palétuvier
|
||||
Mangrove leaves are grown from mangrove trees.=les feuilles de palétuvier poussent sur les palétuviers.
|
||||
mangrove leaves are grown from mangrove trees.=les feuilles de palétuvier poussent sur les palétuviers.
|
||||
Stripped Mangrove Wood=Bûche de palétuvier écorcée
|
||||
The stripped wood of a Mangrove tree=La bûche écorcée d'un palétuvier
|
||||
Stripped Mangrove Bark=Bois de palétuvier écorcé
|
||||
|
|
|
@ -5,7 +5,7 @@ Mangrove Bark=マングローブの樹皮
|
|||
The bark of a Mangrove tree.=マングローブの木の樹皮です。
|
||||
Mangrove Wood Planks=マングローブの板材
|
||||
Mangrove Leaves=マングローブの葉
|
||||
Mangrove leaves are grown from mangrove trees.=マングローブの葉は、マングローブの木から育ちます。
|
||||
mangrove leaves are grown from mangrove trees.=マングローブの葉は、マングローブの木から育ちます。
|
||||
Stripped Mangrove Wood=樹皮を剥いだマングローブの木
|
||||
The stripped wood of a Mangrove tree=剥き身となったマングローブの木
|
||||
Stripped Mangrove Bark=剥がされたマングローブの樹皮
|
||||
|
|
|
@ -5,7 +5,7 @@ Mangrove Bark=
|
|||
The bark of a Mangrove tree.=
|
||||
Mangrove Wood Planks=
|
||||
Mangrove Leaves=
|
||||
Mangrove leaves are grown from mangrove trees.=
|
||||
mangrove leaves are grown from mangrove trees.=
|
||||
Stripped Mangrove Wood=
|
||||
The stripped wood of a Mangrove tree=
|
||||
Stripped Mangrove Bark=
|
||||
|
|
|
@ -4664,7 +4664,7 @@
|
|||
126,
|
||||
164
|
||||
],
|
||||
"default_water_source_animated.png": [
|
||||
"mcl_core_water_source_animation.png": [
|
||||
37,
|
||||
98,
|
||||
129
|
||||
|
@ -4984,7 +4984,7 @@
|
|||
79,
|
||||
64
|
||||
],
|
||||
"default_water_flowing_animated.png": [
|
||||
"mcl_core_water_flow_animation.png": [
|
||||
38,
|
||||
101,
|
||||
129
|
||||
|
@ -5009,7 +5009,7 @@
|
|||
89,
|
||||
86
|
||||
],
|
||||
"default_lava_flowing_animated.png": [
|
||||
"mcl_core_lava_flow_animation.png": [
|
||||
177,
|
||||
42,
|
||||
16
|
||||
|
@ -5059,7 +5059,7 @@
|
|||
142,
|
||||
123
|
||||
],
|
||||
"default_lava_source_animated.png": [
|
||||
"mcl_core_lava_source_animation.png": [
|
||||
180,
|
||||
45,
|
||||
17
|
||||
|
@ -6604,16 +6604,6 @@
|
|||
56,
|
||||
64
|
||||
],
|
||||
"default_river_water_flowing_animated.png": [
|
||||
38,
|
||||
123,
|
||||
130
|
||||
],
|
||||
"default_river_water_source_animated.png": [
|
||||
37,
|
||||
120,
|
||||
130
|
||||
],
|
||||
"mcl_armor_stand_item.png": [
|
||||
134,
|
||||
114,
|
||||
|
@ -9009,17 +8999,17 @@
|
|||
127,
|
||||
113
|
||||
],
|
||||
"bucket_river_water.png": [
|
||||
"mcl_buckets_river_water_bucket.png": [
|
||||
139,
|
||||
152,
|
||||
155
|
||||
],
|
||||
"bucket_water.png": [
|
||||
"mcl_buckets_water_bucket.png": [
|
||||
139,
|
||||
147,
|
||||
155
|
||||
],
|
||||
"bucket.png": [
|
||||
"mcl_buckets_bucket.png": [
|
||||
147,
|
||||
143,
|
||||
139
|
||||
|
|
|
@ -1,11 +0,0 @@
|
|||
# textdomain: mcl_smoker
|
||||
Inventory=Inventario
|
||||
Smoker=Ahumador
|
||||
Cooks food faster than furnace=Cocina la comida más rápido que el horno
|
||||
Use the smoker to open the furnace menu.=Usa el ahumador para abrir el menú del horno.
|
||||
Place a furnace fuel in the lower slot and the source material in the upper slot.=Coloque un combustible de horno en la ranura inferior y el material de origen en la ranura superior.
|
||||
The smoker will slowly use its fuel to smelt the item.=El ahumador usará lentamente su combustible para cocinar la comida.
|
||||
The result will be placed into the output slot at the right side.=El resultado se colocará en la ranura de salida en el lado derecho.
|
||||
Use the recipe book to see what foods you can smelt, what you can use as fuel and how long it will burn.=Use el libro de recetas para para ver qué comidas puede cocinar, qué puede usar como combustible y durante cuánto tiempo se quemará.
|
||||
Smokers cook several items, mainly raw foods, into cooked foods, but twice as fast as a normal furnace.=Los ahumadores cocinan varios artículos, principalmente alimentos crudos en cocidos, pero el doble de rápido que un horno normal.
|
||||
Burning Smoker=Ahumador ardiente
|
|
@ -89,7 +89,6 @@ local loottable =
|
|||
items = {
|
||||
{ itemstring = "mcl_farming:wheat_item", weight = 20, amount_min = 1, amount_max = 4 },
|
||||
{ itemstring = "mcl_farming:bread", weight = 20 },
|
||||
{ itemstring = "mcl_cherry_blossom:cherrysapling", weight = 15, amount_min = 1, amount_max = 4 }, -- FIXME: Remove when cherry blossom map generation is implemented.
|
||||
{ itemstring = "mcl_core:coal_lump", weight = 15, amount_min = 1, amount_max = 4 },
|
||||
{ itemstring = "mesecons:redstone", weight = 15, amount_min = 1, amount_max = 4 },
|
||||
{ itemstring = "mcl_farming:beetroot_seeds", weight = 10, amount_min = 2, amount_max = 4 },
|
||||
|
|
|
@ -239,11 +239,10 @@ minetest.register_globalstep(function(dtime)
|
|||
elytra.speed = 1 - (direction.y/2 + 0.5)
|
||||
end
|
||||
|
||||
local fly_node_walkable = minetest.registered_nodes[fly_node] and minetest.registered_nodes[fly_node].walkable
|
||||
elytra.active = minetest.get_item_group(player:get_inventory():get_stack("armor", 3):get_name(), "elytra") ~= 0
|
||||
and not parent
|
||||
and (elytra.active or (is_just_jumped and player_velocity.y < -0))
|
||||
and ((not fly_node_walkable) or fly_node == "ignore")
|
||||
and ((not minetest.registered_nodes[fly_node].walkable) or fly_node == "ignore")
|
||||
|
||||
if elytra.active then
|
||||
if is_just_jumped then -- move the player up when they start flying to give some clearance
|
||||
|
@ -258,8 +257,7 @@ minetest.register_globalstep(function(dtime)
|
|||
|
||||
local speed_mult = elytra.speed
|
||||
local block_below = minetest.get_node(vector.offset(fly_pos, 0, -0.9, 0)).name
|
||||
local reg_node_below = minetest.registered_nodes[block_below]
|
||||
if (reg_node_below and not reg_node_below.walkable) and (player_vel.y ~= 0) then
|
||||
if (not minetest.registered_nodes[block_below].walkable) and (player_vel.y ~= 0) then
|
||||
speed_mult = speed_mult + direction_mult * elytra_vars.speedup_mult * dtime
|
||||
end
|
||||
speed_mult = speed_mult - elytra_vars.slowdown_mult * clamp(dtime, 0.09, 0.2) -- slow down but don't overdo it
|
||||
|
|
|
@ -1,160 +0,0 @@
|
|||
### 0.84 - The Very Nice release
|
||||
|
||||
### Contributors
|
||||
#### New contributors
|
||||
|
||||
* appgurueu
|
||||
* kbundg
|
||||
* megustanlosfrijoles
|
||||
* Niterux
|
||||
* seventeenthShulker
|
||||
* Temak
|
||||
* uqers
|
||||
|
||||
#### Returning contributors
|
||||
|
||||
* 3raven
|
||||
* AncientMariner
|
||||
* chmodsayshello
|
||||
* cora
|
||||
* epCode
|
||||
* Exhale
|
||||
* FlamingRCCars
|
||||
* FossFanatic
|
||||
* MrRar
|
||||
* Nicu
|
||||
* PrairieWind
|
||||
* rudzik8
|
||||
* SmokeyDope
|
||||
* Wbjitscool
|
||||
|
||||
## Important Info
|
||||
|
||||
### New server commands
|
||||
|
||||
minetest.register_chatcommand("music", {
|
||||
params = "[on|off|invert [<player name>]]",
|
||||
description = S("Turns music for yourself or another player on or off."),
|
||||
|
||||
|
||||
### New settings added
|
||||
|
||||
#Maximum amount of hostile mobs (default:300)
|
||||
mcl_mob_cap_hostile (Global hostile mob cap) int 300 0 2048
|
||||
|
||||
#Maximum amount of non-hostile mobs (default:300)
|
||||
mcl_mob_cap_non_hostile (Global non-hostile mob cap) int 300 0 2048
|
||||
|
||||
#Maximum amount of ambient water mobs that will spawn near a player (default:20)
|
||||
mcl_mob_cap_water_ambient (Mob cap ambient water) int 20 0 1024
|
||||
|
||||
#Maximum amount of underground water mobs that will spawn near a player (default:5)
|
||||
mcl_mob_cap_water_underground (Mob cap underground water) int 5 0 1024
|
||||
|
||||
#Maximum amount of axolotl mobs that will spawn near a player (default:5)
|
||||
mcl_mob_cap_axolotl (Mob cap axolotl) int 5 0 1024
|
||||
|
||||
## Change Log
|
||||
|
||||
### Gameplay Improvements
|
||||
|
||||
* Cherry Blossoms - Saplings added as loot, and trees and craftables added. Initial changes to enable a Wood API. - PrairieWind, SmokeyDope, Wbjitscool
|
||||
* Fix issue with drops turning black due to clipping into walls and floors and visually demonstrate drops merging - AncientMariner
|
||||
* Hoglins attack frequency reduced now due to new attack_frequency mob setting - AncientMariner
|
||||
* Hostile mobs should lose aggro if they cannot see their target - AncientMariner
|
||||
* Nerf skeleton attack - AncientMariner
|
||||
* Split global cap for peaceful and hostile. Introduce underground water, ambient water, axolotl cap. Slight peaceful spawn balancing. Mob spawning can have more density in some instances. Slightly less passive mob spawning. Some mobs were not counted in cap calculations. Refreshed cap space after spawning in cycle. - AncientMariner
|
||||
* Prevent slime blocks from 'connecting' to honey blocks when pushing/pulling, like in Minecraft - seventeenthShulker
|
||||
* Add support for external custom skins mod - MrRar
|
||||
* Double doors fixed - FossFanatic
|
||||
* Make elytra enchantable and the enchanted elytra usable - PrairieWind/FlamingRCCars/MrRar
|
||||
* Remove slimes from mushroom islands - AncientMariner
|
||||
* Remove Flower Forest Beaches from Wolf biome spawn list - PrairieWind
|
||||
* Make Piglin Brutes drop golden axes = PrairieWind
|
||||
* Make end crystals explode when nearby crystals are punched and explode - PrairieWind
|
||||
* Improved pig riding - PrairieWind
|
||||
|
||||
|
||||
### Visual Improvements
|
||||
|
||||
* Incorporate sheep eating animation. - epCode
|
||||
* New textures for warped for Crimson Fungus, Crimson Fungus planks, Warped Hyphae planks - Exhale
|
||||
* New sweet berry textures - SmokeyDope
|
||||
* Add Piglin and Creeper description names to death message - AncientMariner
|
||||
* Creeper should not walk to player if it does not have line of sight. Mob shouldn't look at player it does not have line of sight to. - AncientMariner
|
||||
* Remove one cause of extra jittering in mobs - AncientMariner
|
||||
* Update dead bush generation - PrairieWind
|
||||
* Fix a typo in the Acquire Hardware achievement - uqers
|
||||
* Clean-up mcl_bamboo text - rudzik8
|
||||
|
||||
|
||||
### Sounds
|
||||
|
||||
* Add more fishing sounds! - Niterux
|
||||
* Add max_hear_distance flag to composter sounds - SmokeyDope
|
||||
* Add barrel sounds - SmokeyDope
|
||||
|
||||
|
||||
### Translations
|
||||
|
||||
* Update russian translation - Temak
|
||||
* (french) translation enhancements - 3raven
|
||||
* Add spanish translations - megustanlosfrijoles
|
||||
|
||||
|
||||
### Performance
|
||||
|
||||
* Reduce network activity for elytra flying rocket particles - AncientMariner
|
||||
* Mapgen Performance Improvements - FossFanatic
|
||||
* Migrate beacons back to abm - chmodsayshello
|
||||
* Frequent danger checks and movement actions removed from non-moving and out of range mobs - AncientMariner
|
||||
* Duplicate jump and danger checks removed from mob processing - AncientMariner
|
||||
* Decreased frequency of processing for some mob actions - AncientMariner
|
||||
* Only run certain checks if applicable for mob - AncientMariner
|
||||
|
||||
|
||||
### Multiplayer
|
||||
|
||||
* Add global cooldown for the bed quick chat feature - chmodsayshello/AncientMariner
|
||||
* Music toggle for players connecting to servers - chmodsayshello
|
||||
* Make sure dying sign text respects protection - AncientMariner
|
||||
|
||||
|
||||
### Code Quality
|
||||
|
||||
* Oxidation API - PrairieWind
|
||||
* Fix sign color requirement and translation issue - PrairieWind
|
||||
* Standardise despawn logic and add asserts. Add persistent flag for mobs that have been interacted with. - AncientMariner
|
||||
* Replace the zombie pigman with the zombified piglin - AncientMariner
|
||||
* Clean up crash code and convert to new style vectors - AncientMariner
|
||||
* Fix png start warning and double slab description warning. - AncientMariner
|
||||
* OptiPNG a bunch of textures - PrairieWind
|
||||
* Beds mesecons dependency incorrectly named - AncientMariner
|
||||
* Rename Bucket Textures - AncientMariner
|
||||
* Fix global variable references and exit mob_step if missing pos - AncientMariner
|
||||
* Fix texture modifiers relying on undocumented behavior - appgurueu
|
||||
|
||||
|
||||
### Fixes
|
||||
|
||||
* Piglins no longer aggro for enchanted gold armour - AncientMariner
|
||||
* Drop pumpkins, melons and buttons via piston or dirt next to piston - AncientMariner
|
||||
* Llamas and other mobs change skin color - AncientMariner
|
||||
* Mobs more easily jump from stationary up a block - epCode
|
||||
* Fix waterlogged mangrove roots leaving water in the nether - AncientMariner
|
||||
* Prevent ALL furnaces from being moved (xp dupe fix) - chmodsayshello
|
||||
* Fix gilded blackstone fortune dupe - cora
|
||||
* Lightning rod param2 is now saved upon being struck - AncientMariner
|
||||
* Adjust hot stuff achievement to use new lava bucket texture name - SmokeyDope
|
||||
* Fix dropped out bamboo lines from translation work - AncientMariner
|
||||
* Zombie piglin no longer prevent sleep unless hostile. - AncientMariner
|
||||
|
||||
|
||||
### Crashes
|
||||
|
||||
* Fix crash when creeper explodes in minecart - AncientMariner
|
||||
* Fix crash when using a named spawn egg - cora
|
||||
* Fix crash when parrot sits on shoulder - AncientMariner
|
||||
* Fix 2 automated wool farm crash and elytra fly over unknown block crash - AncientMariner
|
||||
* Change order of numbers passed into random that crash on some Lua versions - AncientMariner
|
||||
* solar panels: No crash when minetest.get_natural_light() return nil - MrRar
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue