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Author SHA1 Message Date
the-real-herowl b43c65093f revert 2c25c94199
revert use math.ceil() instead of math.round()
2024-05-19 01:16:56 +00:00
the-real-herowl 2fb89285a0 Merge pull request 'Add remaining use of a tool/weapon in tooltips' (#4196) from Araca/MineClone2:durability-tooltip into dur_tooltip_adoption
Reviewed-on: VoxeLibre/VoxeLibre#4196
Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land>
2024-05-19 01:08:56 +00:00
Araca 2c25c94199 use math.ceil() instead of math.round() 2024-05-02 21:56:35 +02:00
Araca 50f3f2c5c8 Remove "Mining" word for durability in tooltip 2024-05-02 21:56:35 +02:00
Araca bb0080617a Add durability for bow & fishing rod 2024-05-02 21:56:35 +02:00
Araca c501ff6e1d Add remaining use of a tool/weapon in tooltips 2024-05-02 21:56:35 +02:00
351 changed files with 3035 additions and 5569 deletions

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 We do not provide support for outdated versions of VoxeLibre.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 We do not provide support for outdated versions of MineClone2.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

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

14
API.md
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@ -1,10 +1,10 @@
# API
## Groups
VoxeLibre makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
MineClone 2 makes very extensive use of groups. Making sure your items and objects have the correct group memberships is very important.
Groups are explained in `GROUPS.md`.
## Mod naming convention
Mods mods in VoxeLibre follow a simple naming convention: Mods with the prefix "`vl_`" and “`mcl_`” are specific to VoxeLibre (formerly known as MineClone2), although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
Mods mods in MineClone 2 follow a simple naming convention: Mods with the prefix “`mcl_`” are specific to MineClone 2, although they may be based on an existing standalone. Mods which lack this prefix are *usually* verbatim copies of a standalone mod. Some modifications may still have been applied, but the APIs are held compatible.
## Adding items
### Special fields
@ -31,7 +31,7 @@ All nodes can have these fields:
Use the `mcl_sounds` mod for the sounds.
## APIs
A lot of things are possible by using one of the APIs in the mods. Many of them are documented in `API.md` files located in the directories of the specific mods. Some use `.txt` files or have some documentation in the comments along the code. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that VoxeLibre is still unfinished. All directory names are relative to `mods/`
A lot of things are possible by using one of the APIs in the mods. Note that not all APIs are documented yet, but it is planned. The following APIs should be more or less stable but keep in mind that MineClone 2 is still unfinished. All directory names are relative to `mods/`
### Items
* Doors: `ITEMS/mcl_doors`
@ -46,7 +46,8 @@ A lot of things are possible by using one of the APIs in the mods. Many of them
### Mobs
* Mobs: `ENTITIES/mcl_mobs`
VoxeLibre uses its own mobs framework, which is a fork of Mobs Redo [`mobs`] by TenPlus1.
MineClone 2 uses its own mobs framework, called “Mobs Redo: MineClone 2 Edition” or “MRM” for short.
This is a fork of Mobs Redo [`mobs`] by TenPlus1.
You can add your own mobs, spawn eggs and spawning rules with this mod.
API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
@ -54,7 +55,7 @@ API documnetation is included in `ENTITIES/mcl_mobs/api.txt`.
This mod includes modificiations from the original Mobs Redo. Some items have been removed or moved to other mods.
The API is mostly identical, but a few features have been added. Compability is not really a goal,
but function and attribute names of Mobs Redo 1.41 are kept.
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in VoxeLibre.
If you have code for a mod which works fine under Mobs Redo, it should be easy to make it work in MineClone 2,
chances are good that it works out of the box.
### Help
@ -67,7 +68,6 @@ chances are good that it works out of the box.
### Utility APIs
* Change player physics: `PLAYER/playerphysics`
* Change player FOV: `PLAYER/mcl_fovapi`
* Select random treasures: `CORE/mcl_loot`
* Get flowing direction of liquids: `CORE/flowlib`
* `on_walk_over` callback for nodes: `CORE/walkover`
@ -77,7 +77,7 @@ chances are good that it works out of the box.
* Flowers and flower pots
### Unstable APIs
The following APIs may be subject to change in the future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
The following APIs may be subject to change in future. You could already use these APIs but there will probably be breaking changes in the future, or the API is not as fleshed out as it should be. Use at your own risk!
* Panes (like glass panes and iron bars): `ITEMS/xpanes`
* `_on_ignite` callback: `ITEMS/mcl_fire`

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

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@ -133,8 +133,8 @@
## 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 VoxeLibre (https://www.youtube.com/@Jester-8-bit). Songs: Hailing Forest, Gift, 0dd BL0ck, Flock of One (License CC BY-SA 4.0)
* Exhale & Tim Unwin for some wonderful VoxeLibre tracks (https://www.youtube.com/channel/UClFo_JDWoG4NGrPQY0JPD_g). Songs: Valley of Ghosts, Lonely Blossom, Farmer (License CC BY-SA 4.0)
* 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)
## Original Mod Authors

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

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

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

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

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@ -1,6 +1,6 @@
# VoxeLibre
A game inspired by Minecraft for Minetest. Forked from MineClone by davedevils.
Developed by many people, see CREDITS.md for a complete list.
# MineClone2
An unofficial Minecraft-like game for Minetest. Forked from MineClone by davedevils.
Developed by many people. Not developed or endorsed by Mojang AB.
### Gameplay
You start in a randomly-generated world made entirely of cubes. You can explore
@ -67,38 +67,44 @@ an explanation.
This game requires [Minetest](http://minetest.net) to run (version 5.4.1 or
later). So you need to install Minetest first. Only stable versions of Minetest
are officially supported.
There is no support for running VoxeLibre in development versions of Minetest.
There is no support for running MineClone2 in development versions of Minetest.
To install VoxeLibre (if you haven't already), move this directory into the
To install MineClone2 (if you haven't already), move this directory into the
“games” directory of your Minetest data directory. Consult the help of
Minetest to learn more.
## Useful links
The VoxeLibre repository is hosted at Mesehub. To contribute or report issues, head there.
The MineClone2 repository is hosted at Mesehub. To contribute or report issues, head there.
* Mesehub: <https://git.minetest.land/VoxeLibre/VoxeLibre>
* Mesehub: <https://git.minetest.land/MineClone2/MineClone2>
* Discord: <https://discord.gg/xE4z8EEpDC>
* YouTube: <https://www.youtube.com/channel/UClI_YcsXMF3KNeJtoBfnk9A>
* ContentDB: <https://content.minetest.net/packages/wuzzy/mineclone2/>
* OpenCollective: <https://opencollective.com/mineclone2>
* Mastodon: <https://fosstodon.org/@VoxeLibre>
* Lemmy: <https://lemm.ee/c/voxelibre>
* Matrix space: <https://app.element.io/#/room/#voxelibre:matrix.org>
* 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/VoxeLibre/>
* Reddit: <https://www.reddit.com/r/MineClone2/>
* IRC (barely used): <https://web.libera.chat/#mineclone2>
## Target
- Create a stable, peformant, moddable, free/libre game inspired by Minecraft
using the Minetest engine, usable in both singleplayer and multiplayer.
- Currently, a lot of features are already implemented.
Polishing existing features is always welcome.
- Create a stable, moddable, free/libre game based on Minecraft
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
**Current Minecraft versions + OptiFine** (OptiFine only as far as supported
by the Minetest Engine).
- Create a performant experience that will run relatively
well on really low spec computers.
## Completion status
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 VoxeLibre in production, the master branch is usually relatively stable.
If you want to use the development version of MineClone2 in production, the master branch is usually relatively stable.
The following main features are available:
@ -181,7 +187,7 @@ Technical differences from Minecraft:
* Different engine (Minetest)
* Different easter eggs
… and finally, VoxeLibre is free software (“free” as in “freedom”)!
… and finally, MineClone2 is free software (“free” as in “freedom”)!
## Other readme files

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@ -1,4 +1,4 @@
# VoxeLibre
# MineClone2
Un jeu non-officiel similaire à Minecraft pour Minetest. Forké depuis Mineclone par davedevils. Développé par de nombreuses personnes. Pas développé ni supporté par Mojang AB.
### Gameplay
@ -54,12 +54,12 @@ Utilisez la commande de chat `/giveme` pour les obtenir. Voir l'aide interne au
## Installation
Ce jeu nécessite [Minetest](http://minetest.net) pour fonctionner (version 5.4.1 ou plus). Vous devez donc installer Minetest d'abord. Seules les versions stables de Minetest sont officielement supportées.
Il n'y a pas de support de VoxeLibre dans les versions développement de Minetest.
Il n'y a pas de support de MineClone2 dans les versions développement de Minetest.
Pour installer VoxeLibre (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
Pour installer MineClone2 (si ce n'est pas déjà fait), déplacez ce dossier dans le dossier “games” de Minetest. Consultez l'aide de Minetest pour en apprendre plus.
## Liens utiles
Le dépôt de VoxeLibre est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
Le dépôt de MineClone2 est hébergé sur Mesehub. Pour contribuer ou signaler des problèmes, allez là-bas.
* Mesehub : <https://git.minetest.land/MineClone2/MineClone2>
* Discord : <https://discord.gg/xE4z8EEpDC>
@ -80,7 +80,7 @@ Le dépôt de VoxeLibre est hébergé sur Mesehub. Pour contribuer ou signaler d
Ce jeu est actuellement au stade **beta**.
Il est jouable mais incomplet en fonctionnalités.
La rétro-compatibilité n'est pas entièrement garantie, mettre votre monde à jour peut causer de petits bugs.
Si vous voulez utiliser la version de développement de VoxeLibre en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Si vous voulez utiliser la version de développement de MineClone2 en production, la branche master est habituellement relativement stable. Les branches de test fusionnent souvent des pull requests expérimentales et doivent être considérées comme moins stable.
Les principales fonctionnalités suivantes sont disponibles :
@ -162,7 +162,7 @@ Différences techniques avec Minecraft :
* Un moteur de jeu différent (Minetest)
* Des bonus cachés différents
...et enfin VoxeLibre est un logiciel libre !
...et enfin MineClone2 est un logiciel libre !
## Autres fichiers readme

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

View File

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

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@ -1,76 +1,33 @@
## Standard Release
### Standard Release
### Before releasing
# File to document release steps with a view to evolving into a script
Make sure all PRs in the release milestone are merged and you are working on a clean branch based on the master branch, up-to-date with the one on the repo.
# Update CREDITS.md
# Update version in game.conf
### Release process
1. Update CREDITS.md
2. Update version in game.conf
3. Run the script:
```
lua tools/generate_ingame_credits.lua
```
4. Make a commit for the above:
```
git add CREDITS.md
git add mods/HUD/mcl_credits/people.lua
git add game.conf
git commit -m "Updated release credits and set version for v0.87"
```
5. Add release notes to the `releasenotes` folder, named like
```
0_87-the_prismatic_release.md
```
6. Make a commit for the release notes:
```
git add releasenotes/0_87-the_prismatic_release.md
git commit -m "Add release notes for v0.87"
```
5. **Tag and push to the tag:**
```
git tag 0.87.0
git push origin 0.87.0
```
6. Update version in game.conf to the next version with -SNAPSHOT suffix:
```
git commit -m "Post-release set version 0.87.0-SNAPSHOT"
```
7. Push the above to a new branch, and make the release PR. Merge to finalize release process.
### Release via ContentDB
#git add RELEASE.md
1. Go to VoxeLibre page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
2. Click [+Release] button
3. Enter the release tag number in the title and Git reference box. For example (without quotes): "0.87.0"
4. In the minimum minetest version, put the oldest supported version (as of 19/05/2024 it is 5.6), leave the Maximum minetest version blank
5. Click save. Release is now live.
git commit -m "Pre-release update credits and set version 0.83.0"
### After releasing
git tag 0.83.0
...inform people.
git push origin 0.83.0
```
* Open a release meta issue on the tracker, unpin and close the issue for the previous release, pin the new one.
* Upload video to YouTube.
* Add a comment to the forum post with the release number and change log. Maintainer will update the main post with code link.
* Add a Discord announcement post and @everyone with link to the release issue, release notes and other content, like video and forum post.
* Add a Matrix announcement post and @room with links like above.
* Share the news on reddit + Lemmy. Good subs to share with:
* r/linux_gaming
* r/opensourcegames
* r/opensource
* r/freesoftware
* r/linuxmasterrace
* r/VoxeLibre
* r/MineClone2 (*for now*)
# Update version in game.conf to the next version with -SNAPSHOT suffix
`git commit -m "Post-release set version 0.84.0-SNAPSHOT"`
## Hotfix Release
### Hotfix Release
The below is not up-to-date. At the next hotfix the process should be finalized and updated.
### Prepare release branch
##### Prepare release branch
When hotfixing, you should never release new features. Any new code increases risk of new bugs which has additional testing/release concerns.
To mitigate this, you just release the last release, and the relevant bug fix. For this, we do the following:
@ -83,7 +40,7 @@ git checkout -b release/0.82.1 0.82.0
git push origin release/0.82.1
```
#### Prepare feature branch and fix
##### Prepare feature branch and fix
* Create feature branch from that release branch (can review it to check only fix is there, nothing else, and use to also merge into master separately)
@ -92,7 +49,7 @@ git push origin release/0.82.1
* Fix crash/serious bug and commit
* Push branch and create pr to the release and also the master branch (Do not rebase, to reduce merge conflict risk. Do not delete after first merge or it needs to be repushed)
#### Update version and tag the release
##### Update version and tag the release
* After all fixes are in release branch, pull it locally (best to avoid a merge conflict as feature branch will need to be merged into master also, which already changed version):
@ -110,4 +67,23 @@ git push origin release/0.82.1
Note: If you have to do more than 1 hotfix release, can do it on the same release branch.
### Release via ContentDB
* Go to MineClone2 page (https://content.minetest.net/packages/Wuzzy/mineclone2/)
* Click +Release
* Enter the release tag number in the title and Git reference box. For example (without quotes): "0.82.1"
* In the minimum minetest version, put the oldest supported version (as of 14/02/2023 it is 5.5), leave the Maximum minetest version blank
* Click save. Release is now live.
##### 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

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

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

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

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

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@ -1,5 +1,5 @@
-- Overrides the builtin minetest.check_single_for_falling.
-- We need to do this in order to handle nodes in VoxeLibre specific groups
-- We need to do this in order to handle nodes in mineclone specific groups
-- "supported_node" and "attached_node_facedir".
--
-- Nodes in group "supported_node" can be placed on any node that does not

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

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

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -127,7 +127,6 @@ local function try_object_pickup(player, inv, object, checkpos)
-- Add what we can to the inventory
local itemstack = ItemStack(le.itemstring)
tt.reload_itemstack_description(itemstack)
local leftovers = inv:add_item("main", itemstack )
check_pickup_achievements(object, player)

View File

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

View File

@ -1,5 +1,5 @@
Mobs Redo: VoxeLibre Edition
Mobs Redo: MineClone 2 Edition
API documentation
==============================
@ -231,7 +231,7 @@ functions needed for the mob to work properly which contains the following:
VoxeLibre extensions:
MineClone 2 extensions:
'spawn_class' Classification of mod for the spawning algorithm:
"hostile", "passive", "ambient" or "water"
@ -434,7 +434,7 @@ true the mob will not spawn.
'name' is the name of the animal/monster
VoxeLibre extensions
MineClone 2 extensions
----------------------
mcl_mobs:spawn_child(pos, mob_type)
@ -524,7 +524,7 @@ Does nothing and returns false.
This function is provided for compability with Mobs Redo for an attempt to
capture a mob.
Mobs cannot be captured in VoxeLibre.
Mobs cannot be captured in MineClone 2.
In Mobs Redo, this is generally called inside the on_rightclick section of the mob
api code, it provides a chance of capturing the mob. See Mobs Redo documentation

View File

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

View File

@ -21,6 +21,8 @@ local function atan(x)
end
end
mcl_mobs.effect_functions = {}
-- check if daytime and also if mob is docile during daylight hours
function mob_class:day_docile()
@ -532,8 +534,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
if self.protected and minetest.is_protected(mob_pos, hitter:get_player_name()) then
return
end
mcl_potions.update_haste_and_fatigue(hitter)
end
local time_now = minetest.get_us_time()
@ -605,13 +605,6 @@ function mob_class:on_punch(hitter, tflp, tool_capabilities, dir)
* tmp * ((armor[group] or 0) / 100.0)
end
-- strength and weakness effects
local strength = mcl_potions.get_effect(hitter, "strength")
local weakness = mcl_potions.get_effect(hitter, "weakness")
local str_fac = strength and strength.factor or 1
local weak_fac = weakness and weakness.factor or 1
damage = damage * str_fac * weak_fac
if weapon then
local fire_aspect_level = mcl_enchanting.get_enchantment(weapon, "fire_aspect")
if fire_aspect_level > 0 then
@ -965,7 +958,6 @@ function mob_class:do_states_attack (dtime)
if self.v_start then
self.timer = self.timer + dtime
self.blinktimer = (self.blinktimer or 0) + dtime
self:set_animation("fuse")
if self.blinktimer > 0.2 then
self.blinktimer = 0
@ -1151,8 +1143,9 @@ function mob_class:do_states_attack (dtime)
damage_groups = {fleshy = self.damage}
}, nil)
if self.dealt_effect then
mcl_potions.give_effect_by_level(self.dealt_effect.name, self.attack,
self.dealt_effect.level, self.dealt_effect.dur)
mcl_mobs.effect_functions[self.dealt_effect.name](
self.attack, self.dealt_effect.factor, self.dealt_effect.dur
)
end
end
else

View File

@ -314,7 +314,6 @@ function mcl_mobs.register_mob(name, def)
return self:mob_activate(staticdata, def, dtime)
end,
after_activate = def.after_activate,
attack_state = def.attack_state, -- custom attack state
on_attack = def.on_attack, -- called after attack, useful with otherwise predefined attack states (not custom)
harmed_by_heal = def.harmed_by_heal,
@ -325,7 +324,6 @@ function mcl_mobs.register_mob(name, def)
attack_exception = def.attack_exception or function(p) return false end,
_spawner = def._spawner,
_mcl_potions = {},
}
if minetest.get_modpath("doc_identifier") ~= nil then

View File

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

View File

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

View File

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

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

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

View File

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

View File

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

View File

@ -3,59 +3,14 @@
local S = minetest.get_translator("mobs_mc")
--###################
--################### STALKER
--################### CREEPER
--###################
local function get_texture(self)
local on_name = self.standing_on
local texture
local texture_suff = ""
if on_name and on_name ~= "air" then
local tiles = minetest.registered_nodes[on_name].tiles
if tiles then
local tile = tiles[1]
local color
if type(tile) == "table" then
texture = tile.name or tile.image
if tile.color then
color = minetest.colorspec_to_colorstring(tile.color)
end
elseif type(tile) == "string" then
texture = tile
end
if not color then
color = minetest.colorspec_to_colorstring(minetest.registered_nodes[on_name].color)
end
if color then
texture_suff = "^[multiply:" .. color .. "^[hsl:0:0:20"
end
end
end
if not texture or texture == "" then
texture = "vl_stalker_default.png"
end
texture = "([combine:16x24:0,0=" .. texture .. ":0,16=" .. texture .. texture_suff
if self.attack then
texture = texture .. ")^vl_mobs_stalker_overlay_angry.png"
else
texture = texture .. ")^vl_mobs_stalker_overlay.png"
end
return texture
end
local AURA = "vl_stalker_overloaded_aura.png"
local function get_overloaded_aura(timer)
local frame = math.floor(timer*16)
local f = tostring(frame)
local nf = tostring(16-f)
return "[combine:16x24:-" .. nf ..",0=" .. AURA .. ":" .. f .. ",0=" .. AURA
end
mcl_mobs.register_mob("mobs_mc:stalker", {
description = S("Stalker"),
mcl_mobs.register_mob("mobs_mc:creeper", {
description = S("Creeper"),
type = "monster",
spawn_class = "hostile",
spawn_in_group = 1,
@ -66,16 +21,16 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3},
pathfinding = 1,
visual = "mesh",
mesh = "vl_stalker.b3d",
-- head_swivel = "Head_Control",
mesh = "mobs_mc_creeper.b3d",
head_swivel = "Head_Control",
bone_eye_height = 2.35,
head_eye_height = 1.8;
curiosity = 2,
textures = {
{get_texture({}),
{"mobs_mc_creeper.png",
"mobs_mc_empty.png"},
},
visual_size = {x=2, y=2},
visual_size = {x=3, y=3},
sounds = {
attack = "tnt_ignite",
death = "mobs_mc_creeper_death",
@ -101,8 +56,8 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
allow_fuse_reset = true,
stop_to_explode = true,
-- Force-ignite stalker with flint and steel and explode after 1.5 seconds.
-- TODO: Make stalker flash after doing this as well.
-- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code.
on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then
@ -131,7 +86,6 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end
end
self.object:set_properties({textures={get_texture(self)}})
end,
on_die = function(self, pos, cmi_cause)
-- Drop a random music disc when killed by skeleton or stray
@ -154,31 +108,35 @@ mcl_mobs.register_mob("mobs_mc:stalker", {
looting = "common",},
-- Head
-- TODO: Only drop if killed by charged stalker
{name = "mcl_heads:stalker",
-- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:creeper",
chance = 200, -- 0.5%
min = 1,
max = 1,},
},
animation = {
speed_normal = 30,
speed_run = 60,
speed_normal = 24,
speed_run = 48,
stand_start = 0,
stand_end = 23,
walk_start = 24,
walk_end = 49,
run_start = 24,
run_end = 49,
fuse_start = 49,
fuse_end = 80,
hurt_start = 110,
hurt_end = 139,
death_start = 140,
death_end = 189,
look_start = 50,
look_end = 108,
},
floats = 1,
fear_height = 4,
view_range = 16,
})
mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
description = S("Overloaded Stalker"),
mcl_mobs.register_mob("mobs_mc:creeper_charged", {
description = S("Charged Creeper"),
type = "monster",
spawn_class = "hostile",
hp_min = 20,
@ -188,16 +146,15 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
collisionbox = {-0.3, -0.01, -0.3, 0.3, 1.69, 0.3},
pathfinding = 1,
visual = "mesh",
mesh = "vl_stalker.b3d",
mesh = "mobs_mc_creeper.b3d",
--BOOM
textures = {
{get_texture({}),
AURA},
{"mobs_mc_creeper.png",
"mobs_mc_creeper_charge.png"},
},
use_texture_alpha = true,
visual_size = {x=2, y=2},
visual_size = {x=3, y=3},
sounds = {
attack = "tnt_ignite",
death = "mobs_mc_creeper_death",
@ -221,8 +178,8 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
allow_fuse_reset = true,
stop_to_explode = true,
-- Force-ignite stalker with flint and steel and explode after 1.5 seconds.
-- TODO: Make stalker flash after doing this as well.
-- Force-ignite creeper with flint and steel and explode after 1.5 seconds.
-- TODO: Make creeper flash after doing this as well.
-- TODO: Test and debug this code.
on_rightclick = function(self, clicker)
if self._forced_explosion_countdown_timer ~= nil then
@ -251,9 +208,6 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
self:boom(mcl_util.get_object_center(self.object), self.explosion_strength)
end
end
if not self._aura_timer or self._aura_timer > 1 then self._aura_timer = 0 end
self._aura_timer = self._aura_timer + dtime
self.object:set_properties({textures={get_texture(self), get_overloaded_aura(self._aura_timer)}})
end,
on_die = function(self, pos, cmi_cause)
-- Drop a random music disc when killed by skeleton or stray
@ -268,7 +222,7 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
end
end,
on_lightning_strike = function(self, pos, pos2, objects)
mcl_util.replace_mob(self.object, "mobs_mc:stalker_overloaded")
mcl_util.replace_mob(self.object, "mobs_mc:creeper_charged")
return true
end,
maxdrops = 2,
@ -280,23 +234,27 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
looting = "common",},
-- Head
-- TODO: Only drop if killed by overloaded stalker
{name = "mcl_heads:stalker",
-- TODO: Only drop if killed by charged creeper
{name = "mcl_heads:creeper",
chance = 200, -- 0.5%
min = 1,
max = 1,},
},
animation = {
speed_normal = 30,
speed_run = 60,
speed_normal = 24,
speed_run = 48,
stand_start = 0,
stand_end = 23,
walk_start = 24,
walk_end = 49,
run_start = 24,
run_end = 49,
fuse_start = 49,
fuse_end = 80,
hurt_start = 110,
hurt_end = 139,
death_start = 140,
death_end = 189,
look_start = 50,
look_end = 108,
},
floats = 1,
fear_height = 4,
@ -306,38 +264,8 @@ mcl_mobs.register_mob("mobs_mc:stalker_overloaded", {
glow = 3,
})
-- compat
minetest.register_entity("mobs_mc:creeper", {
on_activate = function(self, staticdata, dtime)
local obj = minetest.add_entity(self.object:get_pos(), "mobs_mc:stalker", staticdata)
obj:set_properties({
visual_size = {x=2, y=2},
mesh = "vl_stalker.b3d",
textures = {
{get_texture({}),
"mobs_mc_empty.png"},
},
})
self.object:remove()
end,
})
minetest.register_entity("mobs_mc:creeper_charged", {
on_activate = function(self, staticdata, dtime)
local obj = minetest.add_entity(self.object:get_pos(), "mobs_mc:stalker_overloaded", staticdata)
obj:set_properties({
visual_size = {x=2, y=2},
mesh = "vl_stalker.b3d",
textures = {
{get_texture({}),
AURA},
},
})
self.object:remove()
end,
})
mcl_mobs:spawn_specific(
"mobs_mc:stalker",
"mobs_mc:creeper",
"overworld",
"ground",
{
@ -485,6 +413,4 @@ mcl_vars.mg_overworld_min,
mcl_vars.mg_overworld_max)
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:stalker", S("Stalker"), "#0da70a", "#000000", 0)
minetest.register_alias("mobs_mc:creeper", "mobs_mc:stalker")
mcl_mobs.register_egg("mobs_mc:stalker_overloaded", S("Overloaded Stalker"), "#00a77a", "#000000", 0)
mcl_mobs.register_egg("mobs_mc:creeper", S("Creeper"), "#0da70a", "#000000", 0)

View File

@ -31,9 +31,20 @@ local place_frequency_min = 235
local place_frequency_max = 245
minetest.register_entity("mobs_mc:ender_eyes", {
visual = "mesh",
mesh = "mobs_mc_spider.b3d",
visual_size = {x=1.01/3, y=1.01/3},
textures = {
"mobs_mc_enderman_eyes.png",
},
on_step = function(self)
self.object:remove()
if self and self.object then
if not self.object:get_attach() then
self.object:remove()
end
end
end,
glow = 50,
})
local S = minetest.get_translator("mobs_mc")
@ -55,8 +66,142 @@ end
local pr = PseudoRandom(os.time()*(-334))
-- Texuture overrides for enderman block. Required for cactus because it's original is a nodebox
-- and the textures have tranparent pixels.
local block_texture_overrides
do
local cbackground = "mobs_mc_enderman_cactus_background.png"
local ctiles = minetest.registered_nodes["mcl_core:cactus"].tiles
local ctable = {}
local last
for i=1, 6 do
if ctiles[i] then
last = ctiles[i]
end
table.insert(ctable, cbackground .. "^" .. last)
end
block_texture_overrides = {
["mcl_core:cactus"] = ctable,
-- FIXME: replace colorize colors with colors from palette
["mcl_core:dirt_with_grass"] =
{
"mcl_core_grass_block_top.png^[colorize:green:90",
"default_dirt.png",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)",
"default_dirt.png^(mcl_core_grass_block_side_overlay.png^[colorize:green:90)"}
}
end
-- Create the textures table for the enderman, depending on which kind of block
-- the enderman holds (if any).
local create_enderman_textures = function(block_type, itemstring)
local base = "mobs_mc_enderman.png^mobs_mc_enderman_eyes.png"
--[[ Order of the textures in the texture table:
Flower, 90 degrees
Flower, 45 degrees
Held block, backside
Held block, bottom
Held block, front
Held block, left
Held block, right
Held block, top
Enderman texture (base)
]]
-- Regular cube
if block_type == "cube" then
local tiles = minetest.registered_nodes[itemstring].tiles
local textures = {}
local last
if block_texture_overrides[itemstring] then
-- Texture override available? Use these instead!
textures = block_texture_overrides[itemstring]
else
-- Extract the texture names
for i = 1, 6 do
if type(tiles[i]) == "string" then
last = tiles[i]
elseif type(tiles[i]) == "table" then
if tiles[i].name then
last = tiles[i].name
end
end
table.insert(textures, last)
end
end
return {
"blank.png",
"blank.png",
textures[5],
textures[2],
textures[6],
textures[3],
textures[4],
textures[1],
base, -- Enderman texture
}
-- Node of plantlike drawtype, 45° (recommended)
elseif block_type == "plantlike45" then
local textures = minetest.registered_nodes[itemstring].tiles
return {
"blank.png",
textures[1],
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base,
}
-- Node of plantlike drawtype, 90°
elseif block_type == "plantlike90" then
local textures = minetest.registered_nodes[itemstring].tiles
return {
textures[1],
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base,
}
elseif block_type == "unknown" then
return {
"blank.png",
"blank.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
"unknown_node.png",
base, -- Enderman texture
}
-- No block held (for initial texture)
elseif block_type == "nothing" or block_type == nil then
return {
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
"blank.png",
base, -- Enderman texture
}
end
end
-- Select a new animation definition.
local select_rover_animation = function(animation_type)
local select_enderman_animation = function(animation_type)
-- Enderman holds a block
if animation_type == "block" then
return {
@ -109,8 +254,8 @@ local psdefs = {{
texture = "mcl_portals_particle"..math.random(1, 5)..".png",
}}
mcl_mobs.register_mob("mobs_mc:rover", {
description = S("Rover"),
mcl_mobs.register_mob("mobs_mc:enderman", {
description = S("Enderman"),
type = "monster",
spawn_class = "passive",
can_despawn = true,
@ -122,11 +267,23 @@ mcl_mobs.register_mob("mobs_mc:rover", {
xp_max = 5,
collisionbox = {-0.3, -0.01, -0.3, 0.3, 2.89, 0.3},
visual = "mesh",
mesh = "vl_rover.b3d",
textures = { "vl_mobs_rover.png^vl_mobs_rover_face.png" },
glow = 100,
visual_size = {x=10, y=10},
mesh = "mobs_mc_enderman.b3d",
textures = create_enderman_textures(),
visual_size = {x=3, y=3},
makes_footstep_sound = true,
on_spawn = function(self)
local spider_eyes=false
for n = 1, #self.object:get_children() do
local obj = self.object:get_children()[n]
if obj:get_luaentity() and self.object:get_luaentity().name == "mobs_mc:ender_eyes" then
spider_eyes = true
end
end
if not spider_eyes then
minetest.add_entity(self.object:get_pos(), "mobs_mc:ender_eyes"):set_attach(self.object, "head.top", vector.new(0,2.54,-1.99), vector.new(90,0,180))
minetest.add_entity(self.object:get_pos(), "mobs_mc:ender_eyes"):set_attach(self.object, "head.top", vector.new(1,2.54,-1.99), vector.new(90,0,180))
end
end,
sounds = {
-- TODO: Custom war cry sound
war_cry = "mobs_sandmonster",
@ -135,8 +292,8 @@ mcl_mobs.register_mob("mobs_mc:rover", {
random = {name="mobs_mc_enderman_random", gain=0.5},
distance = 16,
},
walk_velocity = 2,
run_velocity = 4,
walk_velocity = 0.2,
run_velocity = 3.4,
damage = 7,
reach = 2,
particlespawners = psdefs,
@ -147,7 +304,7 @@ mcl_mobs.register_mob("mobs_mc:rover", {
max = 1,
looting = "common"},
},
animation = select_rover_animation("normal"),
animation = select_enderman_animation("normal"),
_taken_node = "",
can_spawn = function(pos)
return #minetest.find_nodes_in_area(vector.offset(pos,0,1,0),vector.offset(pos,0,3,0),{"air"}) > 2
@ -191,7 +348,6 @@ mcl_mobs.register_mob("mobs_mc:rover", {
-- AGRESSIVELY WARP/CHASE PLAYER BEHAVIOUR HERE.
if self.state == "attack" then
self.object:set_properties({textures={"vl_mobs_rover.png^vl_mobs_rover_face_angry.png"}})
if self.attack then
local target = self.attack
local pos = target:get_pos()
@ -202,7 +358,6 @@ mcl_mobs.register_mob("mobs_mc:rover", {
end
end
else --if not attacking try to tp to the dark
self.object:set_properties({textures={"vl_mobs_rover.png^vl_mobs_rover_face.png"}})
if dim == 'overworld' then
local light = minetest.get_node_light(enderpos)
if light and light > minetest.LIGHT_MAX then
@ -334,17 +489,38 @@ mcl_mobs.register_mob("mobs_mc:rover", {
minetest.remove_node(take_pos)
local dug = minetest.get_node_or_nil(take_pos)
if dug and dug.name == "air" then
local node_obj = vl_held_item.create_item_entity(take_pos, node.name)
if node_obj then
node_obj:set_attach(self.object, "held_node")
self._node_obj = node_obj
self._taken_node = node.name
node_obj:set_properties({visual_size={x=0.02, y=0.02}})
end
self._taken_node = node.name
self.persistent = true
local def = minetest.registered_nodes[self._taken_node]
self.animation = select_rover_animation("block")
-- Update animation and texture accordingly (adds visibly carried block)
local block_type
-- Cube-shaped
if def.drawtype == "normal" or
def.drawtype == "nodebox" or
def.drawtype == "liquid" or
def.drawtype == "flowingliquid" or
def.drawtype == "glasslike" or
def.drawtype == "glasslike_framed" or
def.drawtype == "glasslike_framed_optional" or
def.drawtype == "allfaces" or
def.drawtype == "allfaces_optional" or
def.drawtype == nil then
block_type = "cube"
elseif def.drawtype == "plantlike" then
-- Flowers and stuff
block_type = "plantlike45"
elseif def.drawtype == "airlike" then
-- Just air
block_type = nil
else
-- Fallback for complex drawtypes
block_type = "unknown"
end
self.base_texture = create_enderman_textures(block_type, self._taken_node)
self.object:set_properties({ textures = self.base_texture })
self.animation = select_enderman_animation("block")
self:set_animation(self.animation.current)
if def and def.sounds and def.sounds.dug then
if def.sounds and def.sounds.dug then
minetest.sound_play(def.sounds.dug, {pos = take_pos, max_hear_distance = 16}, true)
end
end
@ -366,14 +542,12 @@ mcl_mobs.register_mob("mobs_mc:rover", {
local def = minetest.registered_nodes[self._taken_node]
-- Update animation accordingly (removes visible block)
self.persistent = false
self.animation = select_rover_animation("normal")
self.animation = select_enderman_animation("normal")
self:set_animation(self.animation.current)
if def and def.sounds and def.sounds.place then
if def.sounds and def.sounds.place then
minetest.sound_play(def.sounds.place, {pos = place_pos, max_hear_distance = 16}, true)
end
self._node_obj:remove()
self._node_obj = nil
self._taken_node = nil
self._taken_node = ""
end
end
end
@ -471,21 +645,6 @@ mcl_mobs.register_mob("mobs_mc:rover", {
--end
end
end,
after_activate = function(self, staticdata, def, dtime)
if not self._taken_node or self._taken_node == "" then
self.animation = select_rover_animation("normal")
self:set_animation(self.animation.current)
return
end
self.animation = select_rover_animation("block")
self:set_animation(self.animation.current)
local node_obj = vl_held_item.create_item_entity(self.object:get_pos(), self._taken_node)
if node_obj then
node_obj:set_attach(self.object, "held_node")
self._node_obj = node_obj
node_obj:set_properties({visual_size={x=0.02, y=0.02}})
end
end,
armor = { fleshy = 100, water_vulnerable = 100 },
water_damage = 8,
view_range = 64,
@ -493,22 +652,9 @@ mcl_mobs.register_mob("mobs_mc:rover", {
attack_type = "dogfight",
})
-- compat
minetest.register_entity("mobs_mc:enderman", {
on_activate = function(self, staticdata, dtime)
local obj = minetest.add_entity(self.object:get_pos(), "mobs_mc:rover", staticdata)
obj:set_properties({
mesh = "vl_rover.b3d",
textures = { "vl_mobs_rover.png^vl_mobs_rover_face.png" },
visual_size = {x=10, y=10},
})
self.object:remove()
end,
})
-- End spawn
mcl_mobs:spawn_specific(
"mobs_mc:rover",
"mobs_mc:enderman",
"end",
"ground",
{
@ -528,7 +674,7 @@ mcl_vars.mg_end_min,
mcl_vars.mg_end_max)
-- Overworld spawn
mcl_mobs:spawn_specific(
"mobs_mc:rover",
"mobs_mc:enderman",
"overworld",
"ground",
{
@ -677,7 +823,7 @@ mcl_vars.mg_overworld_max)
-- Nether spawn (rare)
mcl_mobs:spawn_specific(
"mobs_mc:rover",
"mobs_mc:enderman",
"nether",
"ground",
{
@ -694,7 +840,7 @@ mcl_vars.mg_nether_max)
-- Warped Forest spawn (common)
mcl_mobs:spawn_specific(
"mobs_mc:rover",
"mobs_mc:enderman",
"nether",
"ground",
{
@ -709,5 +855,4 @@ mcl_vars.mg_nether_min,
mcl_vars.mg_nether_max)
-- spawn eggs
mcl_mobs.register_egg("mobs_mc:rover", S("Rover"), "#252525", "#151515", 0)
minetest.register_alias("mobs_mc:enderman", "mobs_mc:rover")
mcl_mobs.register_egg("mobs_mc:enderman", S("Enderman"), "#252525", "#151515", 0)

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

View File

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

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

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

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

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

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@ -1,4 +1,4 @@
# Crafting Guide (VoxeLibre edition)
# Crafting Guide (MineClone 2 edition)
#### `mcl_craftguide` is based on, `craftguide` the most comprehensive crafting guide on Minetest.
#### Consult the [Minetest Wiki](http://wiki.minetest.net/Crafting_guide) for more details.

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@ -6,7 +6,7 @@ This block can be turned into grass path with a shovel.=Ce bloc peut être trans
This block acts as a soil for all saplings.=Ce bloc agit comme un sol pour tous les pousses arbres.
This block acts as a soil for some saplings.=Ce bloc agit comme un sol pour certains pousses arbres.
Sugar canes will grow on this block.=Les cannes à sucre pousseront sur ce bloc.
Nether wart will grow on this block.=La verrue du Nether se développera sur ce bloc.
Nether wart will grow on this block.=La verrue du Néant se développera sur ce bloc.
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.=Ce bloc se désintègre rapidement lorsqu'il n'y a aucun bloc de bois de n'importe quel espèce à une distance de @1. En décomposition, il disparaît et peut lâcher un des ses objets habituels. Le bloc ne se désintègre pas lorsque le bloc a été placé par un joueur.
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.=Ce bloc se désintègre rapidement et disparaît lorsqu'il n'y a aucun bloc de bois de n'importe quel espèce à une distance de @1. Le bloc ne se désintègre pas lorsque le bloc a été placé par un joueur.
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.=Cette plante ne peut pousser que sur des blocs d'herbe et de terre. Pour survivre, il doit avoir une vue dégagée sur le ciel au-dessus ou être exposé à un niveau de lumière de 8 ou plus.

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@ -1,4 +1,4 @@
name = mcl_doc
author = Wuzzy
description = This VoxeLibre mod sets up and configures the Help modpack mods to tailor the help towards VoxeLibre.
description = This MineClone 2 mod sets up and configures the Help modpack mods to tailor the help towards MineClone 2.
depends = doc, doc_items

View File

@ -1,4 +1,4 @@
# Basic help, VoxeLibre edition [`mcl_doc_basics`]
# Basic help, MineClone 2 edition [`mcl_doc_basics`]
Adds basic help texts about Minetest, controls, gameplay and other basics.
This mod uses the Documentation System [`doc`] as a basis and adds these
categories:

View File

@ -448,7 +448,7 @@ Pitch movement mode:=Nick-Bewegungsmodus:
• No privilege required=• Kein Privileg nötig
Creative Mode=Kreativmodus
Enabling Creative Mode in VoxeLibre applies the following changes:=Der Kreativmodus in VoxeLibre nimmt die folgenden Änderungen vor:
Enabling Creative Mode in MineClone 2 applies the following changes:=Der Kreativmodus in MineClone 2 nimmt die folgenden Änderungen vor:
• You keep the things you've placed=• Sie behalten die Dinge, die Sie platzieren
• Creative inventory is available to obtain most items easily=• Das Kreativinventar ist verfügbar, mit dem Sie die meisten Dinge leicht erhalten
• Hand breaks all default blocks instantly=• Hand zerbricht alle Standardblöcke sofort

View File

@ -160,7 +160,7 @@ By holding down [Z], you can zoom the view at your crosshair. You need the “zo
• Toggle Cinematic Mode: [F8]=• Basculer le mode cinématique : [F8]
• Zoom: [Z]=• Zoom : [Z]
Blocks=Blocs
The world of VoxeLibre is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Le monde de VoxeLibre est entièrement constitué de blocs (voxels, pour être précis). Les blocs peuvent être ajoutés ou supprimés avec les bons outils.
The world of MineClone 2 is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Le monde de MineClone 2 est entièrement constitué de blocs (voxels, pour être précis). Les blocs peuvent être ajoutés ou supprimés avec les bons outils.
The world is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Le monde est entièrement fait de blocs (voxels, pour être précis). Les blocs peuvent être ajoutés ou supprimés avec les bons outils.
Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:=Les blocs peuvent avoir un large éventail de propriétés différentes qui déterminent les temps d'exploration, le comportement, l'apparence, la forme et bien plus encore. Leurs propriétés comprennent:
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=• Collidable : les blocs collidables ne peuvent pas être traversés; les joueurs peuvent marcher dessus. Les blocs non collidables peuvent passer librement
@ -260,15 +260,15 @@ Throwing away: If you hold an item stack and click with it somewhere outside the
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=Transfert rapide : vous pouvez rapidement transférer une pile d'objets vers / depuis l'inventaire du joueur vers / depuis l'emplacement d'inventaire d'un autre objet comme un four, un coffre ou tout autre élément avec un emplacement d'inventaire lorsque l'inventaire de cet article est accessible. L'inventaire cible est généralement l'inventaire le plus pertinent dans ce contexte.
• Sneak+Left click: Automatically transfer item stack=• Faufiler+clic gauche : transférer automatiquement la pile d'objets
Online help=Aide en ligne
You may want to check out these online resources related to VoxeLibre.=Vous voudrez peut-être consulter ces ressources en ligne liées à VoxeLibre.
VoxeLibre download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Téléchargement de VoxeLibre et discussion sur le forum : <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of VoxeLibre and can discuss it.=Vous trouverez ici la version la plus récente de VoxeLibre et pouvez en discuter.
You may want to check out these online resources related to MineClone 2.=Vous voudrez peut-être consulter ces ressources en ligne liées à MineClone 2.
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Téléchargement de MineClone 2 et discussion sur le forum : <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of MineClone 2 and can discuss it.=Vous trouverez ici la version la plus récente de MineClone 2 et pouvez en discuter.
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=Suivi des bogues : <https://github.com/Wuzzy2/MineClone2-Bugs>
Report bugs here.=Signalez les bugs ici.
Minetest links:=Liens Minetest:
You may want to check out these online resources related to Minetest:=Vous voudrez peut-être consulter ces ressources en ligne liées à Minetest:
Official homepage of Minetest: <https://minetest.net/>=Page d'accueil officielle de Minetest : <https://minetest.net/>
The main place to find the most recent version of Minetest, the engine used by VoxeLibre.=L'endroit principal pour trouver la version la plus récente de Minetest, le moteur utilisé par VoxeLibre.
The main place to find the most recent version of Minetest, the engine used by MineClone 2.=L'endroit principal pour trouver la version la plus récente de Minetest, le moteur utilisé par MineClone 2.
The main place to find the most recent version of Minetest.=L'endroit principal pour trouver la version la plus récente de Minetest.
Community wiki: <https://wiki.minetest.net/>=Wiki de la communauté : <https://wiki.minetest.net/>
A community-based documentation website for Minetest. Anyone with an account can edit it! It also features a documentation of Minetest Game.=Un site Web de documentation communautaire pour Minetest. N'importe qui avec un compte peut le modifier! C'est aussi une documentation pour Minetest.
@ -333,7 +333,7 @@ Online multiplayer:=Multijoueur en ligne:
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=• Protection : Mécanisme pour posséder des zones du monde, qui permet uniquement aux propriétaires de modifier les blocs à l'intérieur
Technical terms:=Termes techniques:
• Minetest: This game engine=• Minetest : Ce moteur de jeu
VoxeLibre: What you play right now=• VoxeLibre : Ce à quoi vous jouez en ce moment
MineClone 2: What you play right now=• MineClone 2 : Ce à quoi vous jouez en ce moment
• Minetest Game: A game for Minetest by the Minetest developers=• Minetest Game : Un jeu pour Minetest par les développeurs de Minetest
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=• Jeu : Une expérience de jeu complète à utiliser dans Minetest; comme un jeu ou un bac à sable ou similaire
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=• Mod : un sous-système unique qui ajoute ou modifie des fonctionnalités; est le bloc de construction de base des jeux et peut être utilisé pour les améliorer ou les modifier davantage
@ -448,7 +448,7 @@ You can view your current position in the debug screen (open with [F5]).=Vous po
# MCL2 extensions
Creative Mode=Mode créatif
Enabling Creative Mode in VoxeLibre applies the following changes:=L'activation du mode créatif dans VoxeLibre applique les modifications suivantes :
Enabling Creative Mode in MineClone 2 applies the following changes:=L'activation du mode créatif dans MineClone 2 applique les modifications suivantes :
• You keep the things you've placed=• Vous gardez les choses que vous avez placées
• Creative inventory is available to obtain most items easily=• Un inventaire créatif est disponible pour obtenir facilement la plupart des objets
• Hand breaks all default blocks instantly=• La main brise instantanément tous les blocs par défaut

View File

@ -160,7 +160,7 @@ By holding down [Z], you can zoom the view at your crosshair. You need the “zo
• Toggle Cinematic Mode: [F8]=・シネマティックモードの切替:[F8]
• Zoom: [Z]=・ズーム:[Z]
Blocks=ブロック
The world of VoxeLibre is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=VoxeLibreのワールドは、すべてがブロック(正確にはボクセル)で構成されています。ブロックは、適切なツールで追加や削除ができます。
The world of MineClone 2 is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=MineClone 2のワールドは、すべてがブロック(正確にはボクセル)で構成されています。ブロックは、適切なツールで追加や削除ができます。
The world is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=ワールドは、すべてがブロック(正確にはボクセル)で構成されています。ブロックは、適切なツールで追加や削除ができます。
Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:=ブロックは幅広く多様なプロパティを持つことができ、採掘時間、動作、外観、形状などが定まります。プロパティは次のとおり:
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=・衝突性:衝突性ブロックは通過できず、プレイヤーはその上を歩ける。非衝突性ブロックは、自由に通り抜けられる
@ -260,15 +260,15 @@ Throwing away: If you hold an item stack and click with it somewhere outside the
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=直送する:炉やチェストなどのインベントリスロットに対しては、プレイヤーインベントリからアイテムスタックを直送できます。この場合対象となるのは、一般的に最も関連性の高いインベントリスロットです。
• Sneak+Left click: Automatically transfer item stack=・スニークキー + 左クリック:アイテムスタックの自動転送
Online help=オンラインヘルプ
You may want to check out these online resources related to VoxeLibre.=VoxeLibre に関連するオンライン資料もチェックしてみてください。
VoxeLibre download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=VoxeLibre のダウンロードと掲示板での意見交換:<https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of VoxeLibre and can discuss it.=ここでは VoxeLibre の最新バージョンを確認し、意見を交換できます。
You may want to check out these online resources related to MineClone 2.=MineClone 2 に関連するオンライン資料もチェックしてみてください。
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=MineClone 2 のダウンロードと掲示板での意見交換:<https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of MineClone 2 and can discuss it.=ここでは MineClone 2 の最新バージョンを確認し、意見を交換できます。
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=バグ追跡:<https://github.com/Wuzzy2/MineClone2-Bugs>
Report bugs here.=バグの報告はこちら。
Minetest links:=Minetest リンク:
You may want to check out these online resources related to Minetest:=Minetest に関連するオンライン資料もチェックしてみてください:
Official homepage of Minetest: <https://minetest.net/>=Minetest の公式ホームページ:<https://minetest.net/>
The main place to find the most recent version of Minetest, the engine used by VoxeLibre.=VoxeLibre で使用されているエンジン、Minetest の最新版を入手できるメインサイトです。
The main place to find the most recent version of Minetest, the engine used by MineClone 2.=MineClone 2 で使用されているエンジン、Minetest の最新版を入手できるメインサイトです。
The main place to find the most recent version of Minetest.=Minetest の最新版を入手できるメインサイトです。
Community wiki: <https://wiki.minetest.net/>=コミュニティ wiki<https://wiki.minetest.net/>
A community-based documentation website for Minetest. Anyone with an account can edit it! It also features a documentation of Minetest Game.=Minetest のための、コミュニティベースの文書サイトです。アカウントがあれば誰でも編集可能です! また、Minetest Game の資料も掲載されています。
@ -333,7 +333,7 @@ Online multiplayer:=オンライン マルチプレイヤー
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=・保護:ワールドの各エリアを所有する仕組み。エリア内部のブロックは、所有者のみが変更可能となる
Technical terms:=技術的な用語:
• Minetest: This game engine=・Minetestマインテスト。本ゲームエンジン
VoxeLibre: What you play right now=・VoxeLibreマインクローン2。今、プレイしているもの
MineClone 2: What you play right now=・MineClone 2マインクローン2。今、プレイしているもの
• Minetest Game: A game for Minetest by the Minetest developers=・Minetest GameMinetest 開発者による、Minetest のためのゲーム
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=・Gameゲームやサンドボックスなど、Minetest で使用される完全なプレイ体験
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=・Modモッド。機能を追加または変更するつのサブシステム。ゲームの基本的な構成要素であり、ゲームをさらに強化または変更するために使用できる
@ -448,7 +448,7 @@ You can view your current position in the debug screen (open with [F5]).=デバ
# MCL2 extensions
Creative Mode=クリエイティブモード
Enabling Creative Mode in VoxeLibre applies the following changes:=VoxeLibre で Creative Mode を有効にすると、以下の変更が適用されます:
Enabling Creative Mode in MineClone 2 applies the following changes:=MineClone 2 で Creative Mode を有効にすると、以下の変更が適用されます:
• You keep the things you've placed=・あなたが置いたものを保つ
• Creative inventory is available to obtain most items easily=・ほとんどのアイテムを簡単に入手できるクリエイティブインベントリが利用可能
• Hand breaks all default blocks instantly=・すべてのデフォルトブロックを手で即座に壊せる

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@ -160,7 +160,7 @@ By holding down [Z], you can zoom the view at your crosshair. You need the “zo
• Toggle Cinematic Mode: [F8]=• Przełącz tryb kinowy: [F8]
• Zoom: [Z]=• Przybliż: [Z]
Blocks=Bloki
The world of VoxeLibre is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Świat VoxeLibre jest w całości złożony z bloków (a bardziej precyzyjnie voxeli). Bloki mogą być dodawane lub usuwane przy użyciu odpowiednich narzędzi.
The world of MineClone 2 is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Świat MineClone 2 jest w całości złożony z bloków (a bardziej precyzyjnie voxeli). Bloki mogą być dodawane lub usuwane przy użyciu odpowiednich narzędzi.
The world is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Świat jest w całości złożony z bloków (a bardziej precyzyjnie voxeli). Bloki mogą być dodawane lub usuwane przy użyciu odpowiednich narzędzi.
Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:=Bloki mogą mieć wiele różnych właściwości określających czas kopania, zachowanie, wygląd, kształt i wiele więcej. Te własności to między innymi:
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=• Zderzalne: Przez bloki z tą własnością nie można przechodzić; gracze mogą po nich chodzić. Przez nie-zderzalne bloki można swobodnie przechodzić.
@ -260,15 +260,15 @@ Throwing away: If you hold an item stack and click with it somewhere outside the
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=Szybki transfer: Możesz szybko przemieszczać grupę przedmiotów z/do ekwipunku gracza do/z ekwipunku innego przedmiotu, takich jak piec, skrzynia czy innego z ekwipunkiem, gdy jego ekwipunek jest otworzony. Docelowy ekwipunek jest najczęściej najbardziej istotnym ekwipunkiem w takim kontekście.
• Sneak+Left click: Automatically transfer item stack=• Skradanie+Lewy przycisk: Automatycznie przenieś grupę przedmiotów
Online help=Pomoc online
You may want to check out these online resources related to VoxeLibre.=Możesz chcieć zobaczyć na te zasoby online powiązane z VoxeLibre.
VoxeLibre download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=VoxeLibre pobieranie oraz dyskusja na forum: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of VoxeLibre and can discuss it.=Tutaj możesz znaleźć najnowszą wersję VoxeLibre i porozmawiać o niej
You may want to check out these online resources related to MineClone 2.=Możesz chcieć zobaczyć na te zasoby online powiązane z MineClone 2.
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=MineClone 2 pobieranie oraz dyskusja na forum: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of MineClone 2 and can discuss it.=Tutaj możesz znaleźć najnowszą wersję MineClone 2 i porozmawiać o niej
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=Śledzenie błędów: <https://github.com/Wuzzy2/MineClone2-Bugs>
Report bugs here.=Zgłaszaj tu zauważone błędy.
Minetest links:=Linki dotyczące Minetest:
You may want to check out these online resources related to Minetest:=Możesz chcieć zobaczyć te zasoby online dotyczące Minetest
Official homepage of Minetest: <https://minetest.net/>=Oficjalna strona Minetest: <https://minetest.net/>
The main place to find the most recent version of Minetest, the engine used by VoxeLibre.=Miejsce gdzie można znaleźć najnowszą wersję Minetesta, silnika wykorzystywanego przez VoxeLibre.
The main place to find the most recent version of Minetest, the engine used by MineClone 2.=Miejsce gdzie można znaleźć najnowszą wersję Minetesta, silnika wykorzystywanego przez MineClone 2.
The main place to find the most recent version of Minetest.=Miejsce gdzie można znaleźć najnowszą wersję Minetesta.
Community wiki: <https://wiki.minetest.net/>=Wiki społeczności: <https://wiki.minetest.net/>
A community-based documentation website for Minetest. Anyone with an account can edit it! It also features a documentation of Minetest Game.=Utrzymywana przez społeczność dokumentacja na temat Minetest. Każdy z kontem może ją edytować! Znajduje się na niej również dokumentacja Gry Minetest.
@ -333,7 +333,7 @@ Online multiplayer:=Gra wieloosobowa w internecie:
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=• Ochrona: Mechanizm pozwalający wejść w posiadanie pewnych części świata, co pozwala tylko właścicielom modyfikować bloki wewnątrz
Technical terms:=Techniczne terminy:
• Minetest: This game engine=• Minetest: Ten silnik gier
VoxeLibre: What you play right now=• VoxeLibre: To w co teraz grasz
MineClone 2: What you play right now=• MineClone 2: To w co teraz grasz
• Minetest Game: A game for Minetest by the Minetest developers=• Gra Minetest: Gra w Minetest napisana przez jego twórców
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=• Gra: Kompletny doświadczenie do wykorzystania w Minetest; takie jak gry, piaskownice i podobne
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=• Mod: Pojedynczy system, który dodaje, lub modyfikuje funkcjonalność; jest podstawowym blokiem budowalnym gier i może być wykorzystywany do dalszego urozmaicania i modyfikowania ich
@ -448,7 +448,7 @@ You can view your current position in the debug screen (open with [F5]).=Możesz
# MCL2 extensions
Creative Mode=Tryb kreatywny
Enabling Creative Mode in VoxeLibre applies the following changes:=Włączenie trybu kreatywnego w VoxeLibre aplikuje następujące zmiany:
Enabling Creative Mode in MineClone 2 applies the following changes:=Włączenie trybu kreatywnego w MineClone 2 aplikuje następujące zmiany:
• You keep the things you've placed=• Nie tracisz postawionych rzeczy
• Creative inventory is available to obtain most items easily=• Kreatywny ekwipunek jest dostępny, który pozwala łatwo zdobywać przedmioty
• Hand breaks all default blocks instantly=• Ręka niszczy wszystkie domyślne bloki natychmiastowo

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@ -160,7 +160,7 @@ By holding down [Z], you can zoom the view at your crosshair. You need the “zo
• Toggle Cinematic Mode: [F8]=• [F8] - переключение кинематографического режима
• Zoom: [Z]=• [Z] - приблизить
Blocks=Блоки
The world of VoxeLibre is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Мир VoxeLibre полностью состоит из блоков (вокселей, если быть точнее). Блоки могут быть добавлены или удалены с помощью правильных инструментов.
The world of MineClone 2 is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Мир MineClone 2 полностью состоит из блоков (вокселей, если быть точнее). Блоки могут быть добавлены или удалены с помощью правильных инструментов.
The world is made entirely out of blocks (voxels, to be precise). Blocks can be added or removed with the correct tools.=Мир целиком состоит из блоков (вокселей, если быть точнее). Блоки могут быть добавлены или удалены с помощью правильных инструментов.
Blocks can have a wide range of different properties which determine mining times, behavior, looks, shape, and much more. Their properties include:=Блоки могут иметь широкий спектр различных свойств, которые определяют время добычи, поведение, внешний вид, форму и многое другое. Их свойства включают в себя:
• Collidable: Collidable blocks can not be passed through; players can walk on them. Non-collidable blocks can be passed through freely=• Непроходимые: непроходимые блоки не могут быть пройдены насквозь; игроки могут ходить по ним. Проходимые блоки могут свободно пропускать вас сквозь себя
@ -260,15 +260,15 @@ Throwing away: If you hold an item stack and click with it somewhere outside the
Quick transfer: You can quickly transfer an item stack to/from the player inventory to/from another item's inventory slot like a furnace, chest, or any other item with an inventory slot when that item's inventory is accessed. The target inventory is generally the most relevant inventory in this context.=Быстрая передача: вы можете быстро передавать стаки предметов между вашим личным инвентарём и инвентарём другого предмета (печи, сундука или любого другого, имеющего инвентарный слот) во время доступа к эту предмету. Обычно это используется для загрузки/выгрузки нужных предметов.
• Sneak+Left click: Automatically transfer item stack=• [Красться]+[Левая кнопка] - автоматическая передача стака предметов
Online help=Онлайн-помощь
You may want to check out these online resources related to VoxeLibre.=Возможно, вы захотите ознакомиться с этими онлайн-ресурсами, связанными с VoxeLibre.
VoxeLibre download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Официальный форум VoxeLibre: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of VoxeLibre and can discuss it.=Здесь вы найдете самую последнюю версию VoxeLibre и сможете обсудить её.
You may want to check out these online resources related to MineClone 2.=Возможно, вы захотите ознакомиться с этими онлайн-ресурсами, связанными с MineClone 2.
MineClone 2 download and forum discussion: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>=Официальный форум MineClone 2: <https://forum.minetest.net/viewtopic.php?f@=50&t@=16407>
Here you find the most recent version of MineClone 2 and can discuss it.=Здесь вы найдете самую последнюю версию MineClone 2 и сможете обсудить её.
Bug tracker: <https://github.com/Wuzzy2/MineClone2-Bugs>=Баг-трекер: <https://github.com/Wuzzy2/MineClone2-Bugs>
Report bugs here.=С помощью баг-трекера можно сообщить об ошибке, если вы её обнаружите.
Minetest links:=Ссылки Minetest:
You may want to check out these online resources related to Minetest:=Возможно, вы захотите посетить эти онлайн-ресурсы, связанные с Minetest:
Official homepage of Minetest: <https://minetest.net/>=Официальная домашняя страница Minetest: <https://minetest.net/>
The main place to find the most recent version of Minetest, the engine used by VoxeLibre.=Это основное место для скачивания свежих версий Minetest, движка, используемого VoxeLibre.
The main place to find the most recent version of Minetest, the engine used by MineClone 2.=Это основное место для скачивания свежих версий Minetest, движка, используемого MineClone 2.
The main place to find the most recent version of Minetest.=Это основное место для скачивания свежих версий Minetest.
Community wiki: <https://wiki.minetest.net/>=Wiki сообщества: <https://wiki.minetest.net/>
A community-based documentation website for Minetest. Anyone with an account can edit it! It also features a documentation of Minetest Game.=Веб-сайт документации сообщества. Любой, у кого есть учетная запись, может её редактировать! Там много документации по Minetest Game.
@ -333,7 +333,7 @@ Online multiplayer:=Сетевая многопользовательская и
• Protection: Mechanism to own areas of the world, which only allows the owners to modify blocks inside=• Защита/приват: механизм присваивания себе некоторых областей мира, позволяющий владельцам запретить изменять блоки внутри этих областей всем, кроме себя, либо ограниченного списка друзей
Technical terms:=Технические условия:
• Minetest: This game engine=• Minetest: движок этой игры
VoxeLibre: What you play right now=• VoxeLibre: то, во что вы играете прямо сейчас
MineClone 2: What you play right now=• MineClone 2: то, во что вы играете прямо сейчас
• Minetest Game: A game for Minetest by the Minetest developers=• Minetest Game: игра для Minetest от разработчиков Minetest
• Game: A complete playing experience to be used in Minetest; such as a game or sandbox or similar=• Игра: весь игровой процесс, принятый в Minetest; например, обычная игра, или песочница, или подобное
• Mod: A single subsystem which adds or modifies functionality; is the basic building block of games and can be used to further enhance or modify them=• Мод: отдельная подсистема, которая добавляет или изменяет функциональность; является основным способом конструирования игр и может быть использована для их дальнейшего улучшения или изменения
@ -448,7 +448,7 @@ You can view your current position in the debug screen (open with [F5]).=Вы м
# Расширения MCL2
Creative Mode=Творческий режим
Enabling Creative Mode in VoxeLibre applies the following changes:=При включении творческого режима в VoxeLibre применяются следующие изменения:
Enabling Creative Mode in MineClone 2 applies the following changes:=При включении творческого режима в MineClone 2 применяются следующие изменения:
• You keep the things you've placed=• У вас сохраняются вещи, которые вы размещаете в мире
• Creative inventory is available to obtain most items easily=• Вам доступен творческий инвентарь для легкого получения большинства предметов
• Hand breaks all default blocks instantly=• Рука мгновенно разбивает все стандартные блоки

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@ -3,7 +3,7 @@ local S = minetest.get_translator(minetest.get_current_modname())
doc.add_entry("advanced", "creative", {
name = S("Creative Mode"),
data = { text =
S("Enabling Creative Mode in VoxeLibre applies the following changes:").."\n\n"..
S("Enabling Creative Mode in MineClone 2 applies the following changes:").."\n\n"..
S("• You keep the things you've placed").."\n"..
S("• Creative inventory is available to obtain most items easily").."\n"..

View File

@ -1,6 +1,6 @@
# mcl_item_id
Show the item ID of an item in the description.
With this API, you can register a different name space than "voxelibre" for your mod.
With this API, you can register a different name space than "mineclone" for your mod.
## mcl_item_id.set_mod_namespace(modname, namespace)
Set a name space for all items in a mod.
@ -21,4 +21,4 @@ The name of the mod is "mod" which registered an item called "mod:itemname".
* mcl_item_id.set_mod_namespace(minetest.get_current_modname()) will show "mod:itemname" in the description of "mod:itemname"
* mcl_item_id.get_mod_namespace(minetest.get_current_modname()) will return "mod"
(If no namespace is set by a mod, mcl_item_id.get_mod_namespace(minetest.get_current_modname()) will return "voxelibre")
(If no namespace is set by a mod, mcl_item_id.get_mod_namespace(minetest.get_current_modname()) will return "mineclone")

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@ -2,7 +2,7 @@ mcl_item_id = {
mod_namespaces = {},
}
local game = "voxelibre"
local game = "mineclone"
function mcl_item_id.set_mod_namespace(modname, namespace)
local namespace = namespace or modname
@ -21,7 +21,7 @@ end
local same_id = {
enchanting = { "table" },
experience = { "bottle" },
heads = { "skeleton", "zombie", "stalker", "wither_skeleton" },
heads = { "skeleton", "zombie", "creeper", "wither_skeleton" },
mobitems = { "rabbit", "chicken" },
walls = {
"andesite", "brick", "cobble", "diorite", "endbricks",
@ -42,13 +42,11 @@ tt.register_snippet(function(itemstring)
local id_string = itemstring:sub(item_split)
local id_modname = itemstring:sub(1, item_split - 1)
local new_id = game .. id_string
local alt_id = "mineclone" .. id_string
local mod_namespace = mcl_item_id.get_mod_namespace(id_modname)
for mod, ids in pairs(same_id) do
for _, id in pairs(ids) do
if itemstring == "mcl_" .. mod .. ":" .. id then
new_id = game .. ":" .. id .. "_" .. mod:gsub("s", "")
alt_id = "mineclone:" .. id .. "_" .. mod:gsub("s", "")
end
end
end
@ -57,9 +55,8 @@ tt.register_snippet(function(itemstring)
end
if mod_namespace ~= id_modname then
minetest.register_alias_force(new_id, itemstring)
minetest.register_alias_force(alt_id, itemstring)
end
if minetest.settings:get_bool("mcl_item_id_debug", false) then
return new_id, "#555555"
end
end)
end)

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@ -14,7 +14,7 @@ Grows on grass blocks, podzol, dirt or coarse dirt=Wächst auf Grasblöcken, Pod
Flammable=Entzündlich
Zombie view range: -50%=Zombiesichtweite: -50%
Skeleton view range: -50%=Skelettsichtweite: -50%
Stalker view range: -50%=Stalkersichtweite: -50%
Creeper view range: -50%=Creepersichtweite: -50%
Damage: @1=Schaden: @1
Damage (@1): @2=Schaden (@1): @2
Healing: @1=Heilung: @1

View File

@ -14,7 +14,7 @@ Grows on grass blocks, podzol, dirt or coarse dirt=Crece sobre bloques de pasto,
Flammable=Inflamable
Zombie view range: -50%=Rango de visión zombie: -50%
Skeleton view range: -50%=Rango de visión de esqueleto: -50%
Stalker view range: -50%=Rango de visión de stalker: -50%
Creeper view range: -50%=Rango de visión de creeper: -50%
Damage: @1=Daño: @1
Damage (@1): @2=Daño (@1): @2
Healing: @1=Curación: @1

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@ -14,7 +14,7 @@ Grows on grass blocks, podzol, dirt or coarse dirt=Pousse sur les blocs de gazon
Flammable=Inflammable
Zombie view range: -50%=Distance de vue de Zombie : -50%
Skeleton view range: -50%=Distance de vue de Squelette : -50%
Stalker view range: -50%=Distance de vue de Stalker : -50%
Creeper view range: -50%=Distance de vue de Creeper : -50%
Damage: @1=Dégâts : @1
Damage (@1): @2=Dégâts (@1) : @2
Healing: @1=Guérison : @1

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