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409 Commits

Author SHA1 Message Date
a0c658f4d1 Merge branch 'stable-5' into nalc-dev 2019-04-07 17:57:18 +02:00
9585eef042 Merge branch 'stable-5' of https://github.com/minetest/minetest_game into stable-5 2019-04-07 17:38:55 +02:00
8678265125 Dungeon loot: Avoid empty 'if' branch to satisfy lua check 2019-03-31 22:26:33 +02:00
df387e2394 Dungeon loot: Don't crash on unknown items
fixes #2228
2019-03-31 22:26:32 +02:00
2db0287652 Merge remote-tracking branch 'github/stable-5' into nalc-1.1-dev 2019-03-24 15:53:23 +01:00
806b29c2a1 Add food groups to blueberries (#2335) 2019-03-22 19:20:36 +00:00
196f206d3e Remove corals.mts credit 2019-02-18 19:57:30 +00:00
1ca25eec9d Kelp, coral sounds: Add missing 'footstep'. Use quiet 'dig', 'dug'
Footstep sounds as sand or cubic coral nodes.
Dig and dug sounds as leaves but much lower gain to be suitable for
underwater.
2019-02-16 21:18:01 +00:00
b92f7431ef Fix sfinv hotbar offset 2019-02-16 20:51:33 +00:00
7f687777a6 Beds: Do not require red wool to craft beds 2019-02-10 21:38:58 +00:00
6b2887e3bf Limit sign length to 512 (~6 lines of 80 char or so).
Players can enter unlimited text into the field, causing lag and
potentially locking up clients. I have not found any negative effects
server side, other than the large storage needed to store the long
text.
2019-02-07 23:57:42 -08:00
14cc07bfd3 Beds: Make on_rotate function check new param2 instead of rotation mode
The on_rotate function now checks the new param2 value to determine if a rotation is valid, rather than checking the rotation mode.
This is so screwdriver-like items with different rotation modes will not be able to rotate the bed into invalid orientations.
2019-02-08 01:53:55 +00:00
ad6c2cf035 Dye: Remove type="shapeless" from single-item recipes 2019-02-06 19:07:48 +00:00
2033b2cc65 'permafrost_with_stones/moss' drops itself instead of permafrost
Previously they were not collectable or creatable.
A simple temporary solution for MTG 5.0.0.
2019-02-05 00:24:04 +00:00
bfde214c52 Add screenshot.png, and more info to game.conf 2019-02-05 00:07:06 +00:00
6e0e2b8be9 Textures: Update permafrost to new dirt, improve stones, add stones side 2019-02-03 19:14:13 +00:00
64a923f7fb Fix sfinv not updating on creative grant/revoke 2019-02-03 11:45:45 +00:00
2ff9058a62 Beds: Fix formspec size, no prepend 2019-01-26 14:00:01 +01:00
a2c9523bce Update small pines in schematic_tables.txt
Update was missing from 7fa03c7a9b
2019-01-06 23:48:57 +00:00
7fa03c7a9b Fix small pine leafdecay: New schematics, new leafdecay radius
Fix small pine leafdecay: New schematics, new leafdecay radius
2019-01-04 04:12:07 +00:00
8af8dc49a0 Remove uses of default.gui_bg/bg_img/slots
Keep their definitions, to not break mods, but move them to legacy.lua.
2019-01-03 01:57:13 +00:00
ccf03ea404 Remove extra empty strings in craft recipes (#2281) 2019-01-02 12:40:32 +01:00
6688ddf6d4 Add large cactus seedling
Alter 'large cactus' schematic to place another force-placed cactus node,
to replace the cactus seedling on growth.
Make schematic 5x7x5 to solve rotation, placement and protection check
issues.
Add a y-slice probability for height variation.

Growth time is tuned to not make this a faster way to obtain cactus nodes
compared to normal cactus farming.
Seedling texture by Extex101.

Use sapling/seedling description in protection intersection message in
'sapling_on_place' function.
2019-01-02 02:18:50 +00:00
da10af919e Doors: New handle and hinges for glass door 2018-12-22 00:33:37 +00:00
bae58b3806 Doors: Allow on_rightclick to be overidden
Allow mods such as protection mods to over ride on_rightclick.
Usecase is creating shared doors without the need for keys.
2018-12-20 22:45:24 +00:00
ec248d3cb0 Remove now-unused 'puts out fire' group 2018-12-08 04:00:38 +00:00
667e130c52 Prevent crash if some mod inadvertently allowed doors to rotate 2018-12-06 23:29:43 +00:00
1fa8180e7f Add sfinv.get_page() 2018-11-28 14:14:33 +00:00
068e0b167f Remove double inner/outer in stairs descriptions 2018-11-16 19:50:53 +01:00
21f5eaade0 Add plantlike_rooted coral 2018-11-15 00:49:16 +00:00
5f61379757 Fix sRGB profiles for obsidian glass stair textures 2018-11-09 18:53:23 +00:00
ad486bc863 New glass, glass stair/slab, and glass door textures 2018-11-02 17:22:54 +00:00
5ccf965825 Beds: Use mod textures instead of default_wood.png
No longer use default_wood.png for one side of the bed head and
one side of the bed bottom node.
Add a new texture for the underside of both beds.
2018-10-29 22:08:25 +00:00
58f6994e08 Liquid sources: Backface-cull sides and base. Remove unused special tiles
Fixes most z-fighting caused by underwater nodeboxes.
Special tiles were for 'new style water' (lowered water level) which was
removed a few years ago.
2018-10-27 13:57:16 +01:00
cf0e49fb4a Chests: Fix crash on empty key metadata 2018-10-18 05:45:35 +01:00
382e2acd9b Spawn mod: Avoid respawn conflict with beds mod (#2240) 2018-10-14 02:36:40 +01:00
b042106fdc Stairs: Remove combine slabs code 2018-10-11 19:33:33 +01:00
f583d90c94 Fence rails: Allow connections to walls 2018-10-11 19:31:35 +01:00
ab1a79b13c Add blueberry bushes 2018-10-09 20:54:22 +01:00
2696b0cd91 Stairs: Add glass and obsidian glass. Fix slab combine bug
Fix slabs combining into a cube: Facedir is only set for the cube if it has
paramtype2 = "facedir". This avoids liquid appearing in connected
framed glasslike.
2018-10-09 20:44:15 +01:00
5b3b609270 Stairs: Add field to determine world-aligned textures (#2219)
All stair/slab nodes with parent nodes that are rotatable (wood and bricks)
are reverted to not having world-aligned textures, to fix the breakage of
rotated stair/slab appearence in worlds.

Update, and add missing documentation to, game_api.txt.
2018-10-04 00:33:11 +01:00
24900f7da5 Fence rail: Only connect to fences. Update map mod README recipe
Fence rail: Only connect to 'group:fence'.
Update map mod README crafting recipe documentation.
2018-09-25 19:42:19 +01:00
f42deb4026 map: Use wood group crafting recipe 2018-09-24 21:13:01 +02:00
3aa1117f4a Changements des bruitages du mod default par ceux de MFF. 2018-09-21 22:17:19 +02:00
630f24e747 Remplacement du nom du jeux. 2018-09-21 20:27:20 +02:00
e10e0f94d6 Remove cave ice from creative inventory 2018-09-21 18:52:55 +01:00
be6fe9f592 Fire: Remove the ABM active when fire mod is disabled (#2209) 2018-09-14 18:33:46 +01:00
7fedf0b5d9 Player_api: New hotbar textures (#2207) 2018-09-14 17:59:49 +01:00
aafe31c14e Stairs: Safer slab name check
Before, it checked if the node name *contained* "stairs:slab_", which could detect
things like "xxxxxstairs:slab_xxxx". Changed the pattern to "^stairs:slab_".
2018-09-03 03:34:56 +01:00
ef20f9e12b Fire: Make flames floodable, remove extinguish ABM 2018-09-02 02:43:59 +01:00
5673a71752 Game_api.txt: Update and improve dye documentation 2018-08-28 19:12:10 +01:00
02c4a05e60 Rename 'killme' mod to 'game_commands', add README and license files 2018-08-24 19:08:06 +01:00
6f80fd3737 Wool mod: Remove 'basecolor', 'excolor', 'unicolor' groups 2018-08-23 20:42:36 +01:00
3484ff23ad Dye mod: Remove 'basecolor', 'excolor', 'unicolor' groups 2018-08-23 20:39:16 +01:00
689f0c5478 README.txt files: Change 'LGPL 2.1' to 'LGPLv2.1+'. Remove 'WTFPL' 2018-08-22 01:23:00 +01:00
f4f90520ec Add new dirt texture by random-geek 2018-08-21 20:41:26 +01:00
20b433881b New wider apple tree schematic
Precisely reduce trees and logs per mapchunk division to compensate.
2018-08-20 23:56:00 +01:00
3d02145271 Add 'schematic_tables.txt' document 2018-08-11 22:32:23 +01:00
70c0181b59 Pine bush: Do not force-place needles nodes 2018-08-04 20:26:30 +01:00
ab3b1a35f5 sfinv, player_api mods: Fix and cleanup README and license files
sfinv:
Move license information to create the missing license.txt file.
Make README consistent with other Minetest Game mods.

player_api:
Add missing texture and sound credits to README.
Update and add extra license information.

default:
Remove credit for 'player_damage.ogg' sound.
2018-07-31 10:55:28 +01:00
c284e52963 Boats, carts mods: Use 'initial_properties' table 2018-07-30 00:32:18 +01:00
ab4940505e wall.register: Allow table as texture value 2018-07-26 21:51:25 +02:00
506eca22bc Make apple log shorter, to be no longer than appletree trunk 2018-07-24 16:14:52 +01:00
bf3efa0bb7 Flora spread: Reduce maximum density
Previously, maximum flora density was chosen based on the extremely rare
occurrence of all 8 flowers being at high density at one location. This
caused flora everywhere to spread to an unacceptably high density.

Revert the threshold to 3, which in testing results in a more acceptable
maximum density of 7 flora per 9x9 area.
2018-07-17 05:04:46 +01:00
ee72bc722c Boats: Use driver name string instead of objectref 2018-07-15 21:50:07 +01:00
57db3f748c Default: Credit schematics and licence as media 2018-07-14 22:52:12 +01:00
9318c71659 Biomes: Add pine bush to taiga and snowy grassland
Replaces 'bush' in snowy grassland.
2018-07-13 01:17:07 +01:00
d4b0b73ae0 Move chests to a new file. Update credits for chests and torches
Move chests code out of nodes.lua and into a new file.
Credit torch code, and chest and torch models in README.txt.
Remove 'torches' mod text from torch.lua.
Minor cleanups in README.txt.
2018-07-10 23:02:22 +01:00
ef7bd43829 Remove coral air-death ABM 2018-07-10 03:51:41 +01:00
513609dcfd Fence rails: Add fence rail textures
Minor clean up of README.txt, including deletion of credits for removed
torch textures.
2018-07-08 22:22:07 +01:00
5c8bd34957 Boats: Properly use 'dtime' for consistent responsiveness
Previously, boat responsiveness varied greatly depending on server
lag and singleplayer / multiplayer.
'dtime' is the time from the last execution of the boat entity
'on step' function, so must multiply acceleration and yaw change.

Retune acceleration, turn rate and drift deceleration.

Make reversed turn only happen with significant backwards speed.
2018-07-07 21:00:31 +01:00
7e1b07fddd Add fence rails
Dedicated fence rail textures coming in a follow-up PR.
2018-07-07 19:03:33 +01:00
ecea5364f1 Update carts from boost_cart
Better pathfinder algorithm, allows tuning the lag spike compensation.
Smoother movement (when it's laggy).
Set the player animation to stand on attach.
Remove driver when they leave.
Only update velocity when it's necessary.
2018-07-07 02:08:36 +01:00
59dbeebc2f Boats: Add cruise mode (boat autoforward)
Document controls in README.txt.

Optimise 'get yaw' and 'set yaw' code.
2018-07-03 19:52:28 +01:00
876a9ca5d2 Beds: Fix input checking for "Force night skip" 2018-07-03 19:50:16 +01:00
255031fc91 Replace deprecated function calls 2018-07-01 20:44:03 +01:00
0df2753a68 Make hidden fireflies floodable 2018-06-25 21:29:24 +01:00
0ea6065a09 Add butterflies mod 2018-06-25 21:28:39 +01:00
5692c15b4d Disallow digging a bed if in use
Use a new table beds.bed_position to check if a bed is in use.
2018-06-19 22:07:01 +01:00
e9fbd3d75d Add longer log schematics
These use 'spawn_by' to avoid steep slopes.
2018-06-15 07:25:43 +01:00
abe1b9f559 Spawn mod: Also reposition players on respawn
To avoid respawn position being possibly very distant from new player
spawn position.
2018-06-07 04:14:56 +01:00
bcf76eab1d Settings: Add missing settings to settingtypes.txt
Conf.example: Remove quotes from bones modes. Setting does not work
if quotes are used.
2018-06-04 00:01:56 +01:00
e376d57bd2 Add optional bones messages for player and log 2018-06-02 09:54:45 +02:00
37b206e49f TNT: Raise cost of TNT by adding a TNT stick crafting stage
6 gunpowder and 1 paper crafts to 2 TNT stick craftitems.
9 TNT sticks craft to 1 TNT.
TNT stick is not yet usable as an explosive, possibly later.
2018-06-01 23:41:45 +01:00
e74e091e78 Biomes: Make beaches snowy in snowy biomes 2018-06-01 22:39:50 +01:00
ed1d64d8aa Snow: Make players sink into 'default:snow' by 3/16 node 2018-05-31 03:14:46 +01:00
145b7bfef3 Place hidden instead of visible fireflies on mapgen 2018-05-25 22:33:03 +01:00
b389f38120 Kelp: Add 'paramtype = light' to avoid black plantlike extension 2018-05-19 18:57:01 +01:00
d6a66860af Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-05-18 12:50:47 +02:00
6d850f23a5 Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
2018-05-18 12:50:47 +02:00
2c1af0861f Doors: Avoid crash on nil player in 'can dig door' 2018-05-18 12:50:47 +02:00
d2ae721235 Stairs: unbind table groups (#2036)
Unbind table groups for base block, stairs, slabs.
2018-05-18 12:50:18 +02:00
64470dc786 Biomes: Add vertical biome blends (#2120)
Alter a few biome y-limits for consistency.
2018-05-15 22:27:39 +01:00
3d709dfa1d Enable regrowth of apples
Apples only regrow where they first appear on trees, either on mapgen or when grown from saplings (meaning apples that were placed by players won't regrow).
Once the tree is cut down in full (leaves removed), regrowth will stop.
New apples only grow in daylight, and take the same time as a sapling to grow.
2018-05-11 16:42:28 +01:00
01db55cee5 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-05-06 20:44:30 +02:00
4ba2b5179e Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-05-06 20:44:30 +02:00
a5092c0df6 creative: Add missing tooltips. 2018-05-06 20:44:30 +02:00
575c098bae Book textures: Reset colour profiles to remove warnings 2018-05-06 20:44:22 +02:00
cddd59b578 Book textures: Replace with more original textures 2018-05-06 20:40:45 +02:00
ace7ec953e Biomes: Add tundra lowland with permafrost, stones, moss and snow
Move previous tundra to highland and remove the snowblocks that are
unsuitable for a fairly dry biome, use snow slabs instead.
2018-05-04 23:05:47 +01:00
b52ea3de15 Remove commented lines from biome definitions 2018-04-30 22:14:23 +01:00
aedd209440 Use stratum ore to add the missing sandstone types
Add silver sandstone strata to 'cold desert' biome.
Add sandstone and desert_sandstone strata to 'desert' biome.
2018-04-29 07:15:11 +01:00
bbb88e6387 Rebalance bronze and steel tools, swap ore depths
Reduce bronze tool capabilities to be between stone and steel.
Swap depths of iron ore and tin / copper ores for corresponding
progression.
2018-04-20 20:13:16 +01:00
0b025e6392 Add 'spawn' mod to spawn new players in suitable starting biomes (#2091)
Disabled in mgv6 and singlenode mapgens, by setting, or if
'static_spawnpoint' is set.

Cleanup format of minetest.conf.example.
2018-04-13 02:21:43 +01:00
8d8f2f79d0 Ore distribution: Deeper iron, diamond and mese block, tune gold (#2107)
Iron at y = 0 was far too easy to find.
Adjust gold lower region to be twice the depth of highest level, like
all other ores.
Diamond at y = -500 was too easy to progress to.
Make diamond and mese block deeper to create a depth progression from
mese crystal to diamond, to reflect tool progression.
This all creates a satisfying 2^n depth progression, with lower regions
being at twice the depth of highest levels.
2018-04-12 00:51:56 +01:00
8c71f3d826 Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-04-08 17:57:00 +01:00
9c459e77ac Farming: Deprecate bronze, mese and diamond hoes. Tune steel uses (#2103)
Remove unnecessary "air" fallback recipe for hoes to avoid this showing
in crafting guides.
2018-04-08 17:55:19 +01:00
11b3407671 Add food_* groups to default edibles (#2089) 2018-04-04 10:59:15 +02:00
b0e55c52c8 Add formspec theming, remove sfinv's dependency on default 2018-03-28 18:28:26 +01:00
f3ce25fc72 Xpanes: Description 'Iron Bar' -> 'Steel Bars' 2018-03-28 12:09:44 +01:00
7e9000b502 Fix creative mode check again 2018-03-25 14:05:25 +02:00
fb0217042b Fix creative mode check in fireflies mod 2018-03-25 13:47:20 +02:00
465d8cae3e Hide fireflies during day time 2018-03-22 20:33:54 +00:00
c0557b2c23 Add names for register_decoration 2018-03-18 00:25:16 +00:00
c2209c120e Add new pine needles texture by Splizard 2018-03-13 20:02:18 +00:00
da877ccf57 Rename 'subgame' to 'game' 2018-03-13 20:00:29 +00:00
160dc21bc1 Pine trees: Add small pine tree and mix into coniferous forests
Use noises to create a varying mix in coniferous forest biomes:
Areas of large pines only, areas of small pines only, mixed areas.
While also having areas of high and low tree densities.
Saplings grow into large or small pines with equal chance.
2018-03-11 00:18:13 +00:00
ac50b3e3ce Icesheet biome: Add 'default:cave_ice' node to enable caves in land ice
Has 'is_ground_content = true'.
Drops 'default:ice'.
2018-03-11 00:18:07 +00:00
d4a007c051 Fireflies: Reduce density in non-mgv6 mapgens 2018-03-05 23:08:29 +00:00
1afb8f249e Creative: Fix width of arrow textures 2018-03-05 23:06:15 +00:00
3afcd68e9b Ores: Remove region overlaps. Make some regions deeper 2018-03-05 23:05:59 +00:00
c2001b3b52 Fireflies: Add dedicated mgv6 register_decoration 2018-02-27 01:17:43 +00:00
63ebdfd139 Waterlily: Place as Y-offset simple decoration 2018-02-27 01:16:48 +00:00
702070accb Floatland biomes: Add forest, tune beach height 2018-02-27 01:16:43 +00:00
04a46d0671 Rename intersects_protection to is_area_protected 2018-02-27 01:16:37 +00:00
70d91bc64d Revert "Boats: Prevent entering 'ignore' nodes"
This reverts commit 7754555707.
Due to recent engine commit boats now collide with 'ignore' nodes.
2018-02-26 18:47:18 +00:00
280f1b1c39 Put y_max above y_min in mapgen registrations (#2051)
Switch y_max and y_min for flowers, fireflies and default
2018-02-25 12:25:34 +01:00
Tim
283636bfdb Bones: Iterate player inventory lists dynamically (#1229)
Avoid hard-coded player inventory lists.
Expose `bones.player_inventory_lists` for mods to look up or change,
which player inventory lists are being dropped or placed into bones.
2018-02-20 19:15:03 +01:00
094ad004a4 Schematics: Various improvements
Acacia bush: Create a unique form different to normal bush, with more
leaf nodes at top than at base.
Acacia tree: Maximum height increased by 1 node. 2 extra nodes of
height variation.
Jungle tree: Add an extra node of height variation. Y-slices moved
downwards to be more balanced between trunk and branches, makes
branches more common.
Pine tree: Increase maximum height by 1 node. Add an extra node of
height variation.

Update sapling 'on place' protection checks for acacia and pine trees.
2018-02-19 07:16:24 +00:00
b90aabec80 Rainforest: Add emergent jungle tree and sapling
Height 20 to 32 nodes.
Dependent on chunksize >= 5.
Base limited to maximum altitude y = 32.
Craft sapling from 9 jungle saplings.
2018-02-19 07:16:16 +00:00
495fa32873 Flower spread: Only spread to the same surface node 2018-02-17 09:37:27 +00:00
7754555707 Boats: Prevent entering 'ignore' nodes
At world edge make boat bounce back into world by inverting speed.
At world base avoid falling into ignore by setting y velocity to 0.
2018-02-17 09:37:22 +00:00
1e9c61f241 Kelp: Improve placement/removal and extend selection box 2018-02-07 22:53:35 +00:00
7f3e9e65b3 Add marram grass for coastal sand dunes
Use noise with 1 octave and flag 'absvalue' to create sand paths
in dunes.
2018-02-07 22:52:26 +00:00
ca81e9b8c6 Coniferous litter: Improve textures
Greyer, lighter, reduce lines, remove dark patches.
Shorter and more consistent side texture.
2018-02-04 02:34:42 +00:00
a587972010 Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
2018-02-04 02:34:36 +00:00
d5907d5f1e Doors: Avoid crash on nil player in 'can dig door' 2018-02-03 03:54:03 +00:00
12f1703537 Add fireflies mod 2018-02-03 03:53:03 +00:00
8f85ca57f3 Intersects_protection(): Remove from Minetest Game
Add compatibility code with deprecation warning.
2018-02-03 03:46:13 +00:00
496a1a24d2 Add obsidian_pane (#2035) 2018-01-31 20:53:49 +01:00
5f121b586d Stairs: unbind table groups (#2036)
Unbind table groups for base block, stairs, slabs.
2018-01-31 20:49:27 +01:00
ee6d2f2468 Dungeon loot: Reduce maximum processed rooms to 8 2018-01-23 06:43:49 +00:00
41a4073d4c Creative: New textures for less distortion
Use 128px textures with a slight blur to reduce distortion caused
by formspec texture scaling.
Cross is shifted slightly up and left to compensate for formspec
button image shift.
2018-01-23 06:43:46 +00:00
a6aa68d5b4 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-01-23 06:43:40 +00:00
223562d687 Dry shrub: Use plantlike meshoption for bushy appearence
Adjust selectionbox width for a better fit and consistency with other
grasses.
2018-01-02 22:45:47 +00:00
f52085a40f Biomes: Make coastal grassy dune biomes larger 2018-01-02 22:45:39 +00:00
faa088e2c5 Xpanes: Add optional 'use_texture_alpha' parameter to registration 2018-01-02 22:43:42 +00:00
bd0c627a20 Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-01-02 22:41:50 +00:00
d1ece74652 Resize junglegrass selection box 2017-12-24 20:50:51 +00:00
d1db66bf4f Ferns: Add 3 sizes for coniferous forest biome
Remove flowers from coniferous forest.
Add 'dirt with coniferous litter' to farming mod overrides.
2017-12-24 20:50:44 +00:00
8ab7c54d76 Biomes: Add 'dirt with coniferous litter' node for coniferous forest 2017-12-24 00:33:21 +00:00
5b57815af1 creative: Add missing tooltips. 2017-12-22 22:57:24 +01:00
dfe74948e2 creative: Use icons for buttons. 2017-12-22 22:57:24 +01:00
62d5d5954e Book textures: Reset colour profiles to remove warnings 2017-12-20 20:46:41 +00:00
d603707e1a Dirt sounds: Remove extreme sub frequencies, trim for zero amplitude starts 2017-12-20 20:46:33 +00:00
5134510356 Replace setpos with set_pos in sethome 2017-12-16 05:10:35 +00:00
21b3c841bd Default texture licenses: Move some to CC BY-SA 3.0. Remove WTFPL 2017-12-11 15:58:32 +00:00
0c841771a7 Book textures: Replace with more original textures 2017-12-11 15:58:32 +00:00
0132bfe41e Stairs: Improve inner/outer stair descriptions. Code cleanup 2017-12-11 15:58:25 +00:00
7a4b1e0ce1 Default: Make burntimes more rational and consistent 2017-12-05 21:24:02 +01:00
2824e4bb7c Binoculars: Update to use 'zoom_fov' player property
In survival mode, zoom is disabled, the binoculars item is needed to
allow a zoom with a 10 degree FOV, realistic for compact binoculars.

Creative mode or per-player creative privilege allows a zoom with a
15 degree field of view (the default MT engine zoom FOV).
2017-12-04 02:54:20 +00:00
ed83e30d68 Default: Make burntimes more rational and consistent 2017-11-27 01:52:02 +00:00
2c5670563a Flowers: Add black tulip, green chrysanthemum
Adds a direct resource of green dye, and a flower resource of black dye.
Completes the colour sequence: red, orange, yellow, green, blue, violet.
Makes all base dyes cultivatable and sustainable, without the presence
of coal.

Add the new flowers to the world with the same density variation as the
others, but obviously with different noise seeds. Results in more flowers
in a world and more variety of flower combinations.
2017-11-27 01:51:33 +00:00
b75a17984a Default: Expose open_chests and chest_lid_obstructed 2017-11-27 01:50:37 +00:00
0216fa08ec Add nil checks for placer 2017-11-19 23:03:38 +01:00
ca3e807d35 Creative: Make the placenode registration check for non-player placers 2017-11-19 23:03:38 +01:00
ca38bb2390 Creative: Make handle_node_drops override work for non-player diggers 2017-11-19 23:03:38 +01:00
7d07c52d09 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-11-19 23:03:38 +01:00
532013a032 Creative: Cache inventory items on load 2017-11-19 23:03:38 +01:00
a52622669f TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-11-19 23:03:38 +01:00
ce5e668681 Bones: Return bones when taking the last ItemStack 2017-11-19 23:03:38 +01:00
6530fa914b Flowers: Add waterlily right-click checks
Check for on_rightclick functions of nodes when holding a waterlily.
2017-11-19 23:03:38 +01:00
86eb0e1617 Sfinv: Remove possibility of infinite loop when homepage doesn't exist 2017-11-19 23:03:38 +01:00
93fb9b36ce Sfinv: Rename navigation tabs to reduce chance of a conflict 2017-11-19 23:03:38 +01:00
09e3505ea1 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-11-19 23:03:38 +01:00
cecbfc1676 Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-11-19 23:03:38 +01:00
fba6f6a4cf TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-11-19 23:03:38 +01:00
6053456af1 Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
2017-11-19 23:03:38 +01:00
cc2f75b2f9 Register fence: Allow setting nodedefs to 'false' 2017-11-19 23:03:38 +01:00
b6ef71c92e TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-11-19 23:03:38 +01:00
876da2fbc6 Beds: Do not crash when placing in an unknown node 2017-11-19 23:03:38 +01:00
ea45ca57a5 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-11-19 23:03:34 +01:00
6fa3ebfa75 Carts: Check for last pathfinder predition too Minor fix to reduce cart jitter slightly 2017-11-19 22:57:28 +01:00
efe6fb6dfb TNT: Only burn visually connected powder (#1857) 2017-11-19 22:57:28 +01:00
1aeb2baa91 Creative: Prevent unauthorized item access (#1840) 2017-11-19 22:57:28 +01:00
e4d6425846 Correct farming/stairs dependency (#1838) 2017-11-19 22:57:28 +01:00
81f885795d Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-11-19 22:53:53 +01:00
f3e29bc2cc Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-11-19 22:53:53 +01:00
3a72f7b84b Add backface_culling to open chests and fencegates 2017-11-19 22:53:53 +01:00
Foz
20bd4560f8 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-11-19 22:53:53 +01:00
8991b9fe54 Carts: Do not connect rails with gunpowder (#1812) 2017-11-19 22:53:53 +01:00
aea6c5dd1d Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
2017-11-19 22:53:53 +01:00
da41caca66 Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-11-19 22:53:14 +01:00
103af98864 Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-11-19 22:53:14 +01:00
26606b0520 Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-11-19 22:52:00 +01:00
706844e8bf Books: Add nil value checks to the book formspec handler 2017-11-19 22:52:00 +01:00
a56274c230 Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
2017-11-19 22:52:00 +01:00
3512226867 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-11-19 17:16:32 +01:00
a2d7678ffd Add nil checks for placer 2017-11-15 23:16:28 +00:00
3ae382c913 River water renewability: Add comments to nodes.lua and bucket mod 2017-11-11 21:37:27 +00:00
91997d9342 README: Update minetest.net downloads link to avoid redirection 2017-11-11 21:35:56 +00:00
8b5ad0f028 Creative: Make the placenode registration check for non-player placers 2017-11-11 21:34:30 +00:00
319b9eeeaf Creative: Make handle_node_drops override work for non-player diggers 2017-11-11 21:34:05 +00:00
d4e1bd053e Player API: Set eye height property for new player model
Correct the collisionbox height.
2017-11-06 15:40:14 +00:00
9d9e9b6709 Stairs: Set world-aligned textures for all stairs and slabs
Fix 'stair_images' code to avoid 'stair_images' being empty in some
situations.
Change stairs back to nodeboxes to make world-aligned textures work.
2017-11-04 23:43:30 +00:00
dbfe435abf Bookshelf: Count written and empty books 2017-11-04 23:43:02 +00:00
08c60cfc30 Binoculars: Only set property if necessary to reduce mesh reloading 2017-11-03 16:26:00 +00:00
9596d00a18 Player model: Remove vertical stretch of body and limbs, remove cape
Previously, body and limbs were stretched vertically by 1.125, creating
rectangular pixels on side faces. Head was unstretched.
Remove stretch of body and limbs, leaving the head unchanged.
No other change would excessively shorten the model, so also scale up
the model slightly, by * 1.05, such that the reduction factor for height is
equal to the increasing factor for width. This minimises the changes to
height and width.

Remove cape support.

Update the collisionbox to match.

Add missing license.txt.
2017-11-03 16:25:54 +00:00
49cc4c7c63 Add loot to dungeons (#1921) 2017-10-27 13:34:41 +02:00
36df80fc45 Binoculars / Map mods: Clarify key-activation of items in descriptions
Map mod:
Tune cyclic update interval.
Re-add HUD flags update on item 'use'.
2017-10-24 07:34:15 +01:00
3f14d1012d Footstep sounds: 5 new sounds
Original recording by Ryding.
http://freesound.org/people/Ryding/
Found by Anth0rx, edited by paramat.

Add and use 'default.node_sound_snow_defaults()' function.
2017-10-24 04:21:34 +01:00
045abbd6d7 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-10-23 04:39:44 +01:00
454e0da531 Carts: Better wiggle prevention 2017-10-23 04:38:43 +01:00
5870fd48f6 Carts: Replace old, deprecated function names 2017-10-23 04:38:28 +01:00
47d6fbf884 Creative: Cache inventory items on load 2017-10-23 04:37:10 +01:00
7c3854de27 Chest sounds: Shorten open/close sounds 2017-10-23 04:35:37 +01:00
cc371ac726 Add binoculars mod with binoculars item to allow zoom
Uses the new player object property 'can zoom'.
In survival mode, use of zoom requires the binoculars item in
inventory.
Zoom is automatically allowed in creative mode and for players with
the 'creative' privilege.
The binoculars.update_player_property() function is global so can be
redefined by a mod for alternative behaviour.
2017-10-13 05:32:18 +01:00
eb5a5b56e1 Decorations: Add kelp to cool and temperate shallow ocean
Original texture by tobyplowy, colourised by paramat.
2017-10-10 22:57:10 +01:00
3ff296961e TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-10-10 22:55:49 +01:00
12a971660d Creative: Do not give creative priv to admin 2017-10-07 18:48:18 +02:00
b6626f76b5 Map mod: Remove confusing 'use', reduce update interval
Clarify README.txt.
2017-10-03 02:59:55 +01:00
e40f25f1fb Minimap: Add 'map' mod with mapping kit item to enable minimap
In survival mode, use of the minimap requires the mapping kit item.
Minimap radar mode is always disabled in survival mode.

Minimap and minimap radar mode will be automatically enabled in creative mode
and for any player with the 'creative' privilege.

The 'map.update_hud_flags()' function is global so can be redefined by a mod for
alternative behaviour.
2017-10-02 21:23:55 +01:00
3611af1dda Bones: Return bones when taking the last ItemStack 2017-10-02 11:01:01 +02:00
809e5933c4 Beds: Strip colour bits from param2 in 'get look yaw'
Based on code by github user 'hdak1945git'.
Fixes a crash when 'colorfacedir' param2 is used for beds.
2017-09-28 20:49:34 +01:00
2d8207a924 Flowers: Add waterlily right-click checks
Check for on_rightclick functions of nodes when holding a waterlily.
2017-09-25 15:58:59 +01:00
a4b94a3347 Sfinv: Remove possibility of infinite loop when homepage doesn't exist 2017-09-25 15:57:55 +01:00
db08c0d721 Sfinv: Rename navigation tabs to reduce chance of a conflict 2017-09-25 15:57:11 +01:00
74ed63f46b Ores (non-mgv6 mapgens): New distributions
Make deeper, to compensate for ease of travel using 3D noise tunnels.
Make depth more progressive with value:

Ore, upper limit

Coal 64 no change
Iron 0 no change
Tin -32 > -64
Copper -16 > -128
Gold -64 > -256
Diamond -128 > -512
Mese crystal -64 > -512
Mese block -1024 no change

Make y of 1st density increase deeper but following a similar logic to before:

Ore, upper limit

Coal 0 no change
Iron -64 no change
Tin -128 no change
Copper -64 > -256
Gold -256 > -1024
Diamond -256 > -1024
Mese crystal -256 > -1024
Mese block -2048 new

Add second, denser layer of mese blocks with a decrease of separation and
increase in density equal to mese ore layers.
2017-09-25 15:55:22 +01:00
f33cc02080 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-09-20 20:08:17 +02:00
c5c9e423ca Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-09-20 20:08:06 +02:00
4ccafd1518 Biome registration: Update due to revert of mgv7 'biomerepeat' option 2017-09-17 06:18:47 +01:00
bf8404fcf7 Doors: Same prediction change for trapdoors
Forgot this in the last commit, thanks @Fixer-007
2017-09-12 00:28:29 +02:00
edba1dcb02 Doors: Disable client dig prediction for protected doors 2017-09-11 21:35:28 +02:00
fe67ffda7c TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-08-26 22:14:44 +01:00
bcf98df5fa Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
2017-08-25 23:07:19 +01:00
08727bcd69 Farming: Make cotton look like cotton, add crafted string item
Remove string -> cotton alias.
2017-08-18 18:48:25 +01:00
f928780946 Register fence: Allow setting nodedefs to 'false' 2017-08-18 18:46:44 +01:00
bb084294ce TNT: Allow a custom explosion sound to be used 2017-08-18 18:41:15 +01:00
20687a6301 Make ice slippery 2017-08-14 19:06:54 +01:00
Rui
b431ae1c77 Carts: Fix player position (#1872) 2017-08-13 13:47:13 +02:00
Rui
fe710c99a6 Boats: Fix player position (#1871) 2017-08-13 13:47:01 +02:00
c5e97867f3 TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-08-13 13:46:30 +02:00
8817d1c696 default_desert_cobble.png with darker mortar (#1859) 2017-08-13 13:45:39 +02:00
d883012491 Trivial: Make furnace info text look nicer
Furnace inactive (Item: Not cookable; Fuel:
Empty)

--> becomes -->

Furnace inactive
(Item: Not cookable; Fuel: Empty)
2017-08-13 00:08:43 -07:00
67c01a44c2 Beds: Do not crash when placing in an unknown node 2017-08-10 10:08:24 +02:00
77c9408721 Player API: Integrate settable player step height
Split some long lines.
Some nearby code cleanup.
2017-08-09 11:27:37 +01:00
3294a2a515 Torches: Make liquids drop torches as items
Liquids that are 'igniters', such as lava, will drop the torch without
a flame-extinguish sound, as the torch item will burn up after a few
seconds with a sound and smoke particles.

All other liquids cause a flame-extinguish sound.
2017-08-07 02:38:31 +01:00
57577596d6 Floatland biomes: Simplify to grassland
Make the placeholder biomes grassland to make the shape of the floatland
terrain more visible.
2017-08-06 01:54:47 +01:00
b4abb07572 Player_api: Integrate settable player collisionbox 2017-08-06 01:54:47 +01:00
271b2befaa Player API: Apply model default textures when passing nil to 'set_textures' 2017-08-06 01:53:53 +01:00
5d19fd6923 Separate player code into new mod 2017-08-01 03:57:29 +01:00
7ffd176f48 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-08-01 03:57:10 +01:00
8f1f3760f0 Carts: Check for last pathfinder predition too
Minor fix to reduce cart jitter slightly
2017-07-30 19:55:36 +02:00
71dff2ac4a Default: Correct dimensions of default_clay_brick.png (#1858)
Resize default_clay_brick.png from 16x17px to 16x16px, as mentioned in issue #1855
2017-07-29 18:09:27 +02:00
fa4c77feba TNT: Only burn visually connected powder (#1857) 2017-07-29 18:09:15 +02:00
c81165b2c8 Default: Increase the maximum level of the diamond axe to 3 (#1854)
This is the maximum level of the other diamond tools and makes the
number of uses similar to them.
2017-07-29 18:09:05 +02:00
DS
996f168aa3 Default: Reexport the player model (#1848) 2017-07-26 20:06:29 +02:00
40ed77185e Improve node descriptions (#1834) 2017-07-23 10:26:10 +02:00
a1d35f3d69 Creative: Prevent unauthorized item access (#1840) 2017-07-22 20:16:25 +02:00
c2f3c99cad Correct farming/stairs dependency (#1838) 2017-07-22 16:11:40 +02:00
48baf1acb5 Floatland biomes: Update due to mgv7 biomerepeat option
Only register floatland biomes if mgv7 'biomerepeat' flag is false.
Simplify floatland biomes to coniferous forest and ocean.
Make 'mgv7_floatland_level' and 'mgv7_shadow_limit' parameters global
values for mods to use to register their own floatland biomes.
2017-07-22 01:07:06 +01:00
886537ef50 Player model: Remove vertical 1 node offset
Required due to the settable player collision box engine feature.
Change for MT/MTG v0.5.0 that breaks compatibility with old clients.
2017-07-21 02:13:09 +01:00
e5189760b3 Default: Expose the formspec getter functions (#1783) 2017-07-16 14:31:34 +02:00
1d5bc15f9a Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-07-16 14:31:21 +02:00
1aafcdd7e0 Stairs: Add tin block stairs and slab 2017-07-08 14:51:24 +01:00
0cdee1d8f5 Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-07-08 14:51:03 +01:00
b66a61a10f Stairs: Add inner and outer corner stairs
With thanks to MarkuBu for the original PR and GreenXenith for the stair models.
2017-07-08 14:50:17 +01:00
57979686d9 Mapgen: Completely separate mgv6 ore registrations
This allows us to preserve mgv6 ore distribution while giving us the freedom
to alter ore distribution for other mapgens.
Other mapgens are larger scale and have 3D noise tunnels which make vertical
travel easier, so ores can be deeper.
Other mapgens have registered biomes which allows us to limit ores to certain
biomes.
2017-07-02 11:33:48 +01:00
2e413b521a Add backface_culling to open chests and fencegates 2017-07-02 11:32:34 +01:00
Foz
0f7d0bfd7a TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-07-02 11:30:39 +01:00
c51ebcb74a Carts: Do not connect rails with gunpowder (#1812) 2017-07-02 10:32:10 +02:00
bae17cd88c Flowers: More flowers 2017-07-01 04:29:49 +01:00
7b46d3b6af Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
2017-07-01 04:22:11 +01:00
bdc09d2313 Floatland biomes: Add ocean biomes to fix missing sandstone
Update biome lists for blob ores.
2017-06-28 11:18:53 +01:00
2c666891a8 Furnace formspec: Replace deprecated 'current_name' with 'context' 2017-06-28 11:17:40 +01:00
3d1fc42f66 Make sapling, leaves and fence descriptions consistent (#1795) 2017-06-25 11:19:12 +02:00
36d024a716 Allow mossy cobble slabs to combine (#1791) 2017-06-22 20:38:02 +02:00
120e96938d Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-06-16 04:11:33 +01:00
502720b14d Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-06-16 04:11:00 +01:00
0157175346 Creative: Add 'creative' privilege for survival servers
This adds a 'creative' privilege to survival servers which OPs can bestow
on admin or competent builders to give access to the creative inventory.
2017-06-14 20:47:11 +01:00
b3f17cda9f Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-06-14 20:28:40 +01:00
15ba96467d Descriptions: Make capitalization consistent 2017-06-14 20:26:33 +01:00
da7e8e4810 Books: Add nil value checks to the book formspec handler 2017-06-14 20:26:17 +01:00
175a9f8ff5 Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
2017-06-14 20:26:17 +01:00
b91e047868 Stairs: Allow crafting slabs and stairs into full blocks again 2017-06-14 20:25:26 +01:00
7e9c5a3576 Doors: Avoid white particles when digging wooden trapdoor
Alter the wooden trapdoor side texture, replacing the white area with a
repetition of the wood pixels.
It is now consistent with the steel trapdoor side texture.
2017-06-08 15:52:31 +01:00
c714d43319 Flowers: New texture for yellow dandelion
Derived from the white dandelion texture.
Uses the flower head colours of the previous yellow dandelion.
2017-06-08 15:52:00 +01:00
626cd8e9c7 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-06-08 10:35:54 +01:00
f855beeda5 Use transparency for unused part of mese post top texture
The color autogeneration algorithm of minetestmapper otherwise
causes this node to appear as solid black.
2017-06-06 12:54:42 +02:00
d5b9fee6fe Merge 0.4.16 into stable-0.4 2017-06-03 17:22:59 -04:00
18956c7f69 Change "Junglewood" to "Jungle Wood" 2017-06-03 11:55:13 -04:00
a8a60d33a3 Resize book textures from 16x17 to 16x16 2017-06-03 11:54:39 -04:00
eec1c5a03b Settings: Use new settings object 2017-05-24 07:18:26 +01:00
e523c3a296 Default: Shorter and better ABMs (#1739)
Action of some abm's call functions directly, instead of calling the function inside a function.
2017-05-20 14:32:52 +02:00
b25317fc64 Remove set_inventory_formspec in default, remove delay in sfinv 2017-05-18 09:54:18 +01:00
d104b9b10f Chest: Redo new chests to use single-tile textures where possible
This keeps the filenames the same, but adds a new "inside" double texture
for the open chest.
Use regular drawtype for closed chest and delete the "cube.obj" model.
X-flip the right-side texture for the closed chest.
2017-05-18 09:45:56 +01:00
758d5010b8 Fire: Disable fire by default in multiplayer 2017-05-15 17:39:59 +01:00
63b3542d00 Chests: Revert inventory name
Revert the new 'default:game' inventory back to the old 'main' and use the
lbm to restore the contents of the chest.
Change the name of the conversion LBM to ensure it is run again on already
converted chests.
2017-05-15 13:47:03 +01:00
5bd44c21ef Change the selection_box of bush stems (#1733)
This is needed because you can't place a node above a bush stem when you are pointing at the bush stem.
2017-05-13 12:49:04 +02:00
c7d558c09e Chest open model: UV map fix.
The back side had a UV mapping issue which caused the bottom
rear part to "shrink" when opened.
2017-05-07 20:47:17 -07:00
55f81d0802 Fix nil deref issue with people hitting chests too often. 2017-05-07 20:47:17 -07:00
a533434b58 Chests: Keep old textures for mod compability
Prevents generating ugly looking dummy images for mods that weren't updated yet.
2017-05-07 20:46:49 -07:00
08706313f4 Add option to disable lavacooling (#1726) 2017-05-07 18:25:53 +02:00
6737952fbf Fix merging mistake (crash in "stairs") 2017-05-01 21:26:10 +02:00
Tim
519d166ce3 Stairs: Add snowblock and ice stairs and slabs 2017-05-01 19:48:54 +01:00
be9121214c TNT: Gunpowder (and tnt.burn) will trigger the on_ignite of nodes
The previous behaviour is kept as fallback for compatibility, for when the on_ignite
is not defined in the node.
2017-05-01 19:38:38 +01:00
011ad78b42 Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.

A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.

While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.

Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.

Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.

If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.

Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
2017-05-01 19:36:35 +01:00
4ec0fd974b Doors: place sound when placing a door.
Due to door items being the thing that's placed, we need to
explicitly play a sound when placing a door.

Fixes #1363
2017-04-28 21:52:59 -07:00
67b13a5942 Fix books getting erased on page button use.
Changing the book page caused the entire itemstack meta to
get wiped due to improper calling of meta:from_table().

Fixes #1711
2017-04-28 21:52:39 -07:00
ae7206c006 Remove dye craft recipe conflict.
We have enough gray recipes, but brown is more difficult.

Fixes #1710
2017-04-26 20:19:59 -07:00
2917562728 Fix owner not being checked on write to book 2017-04-27 02:28:23 +01:00
c2d1a5ed4b Tin: Tune mapgen, bugfix, fix texture credits
Previously i had matched ore density to moreores, but this density was
too high and out of balance with MTGame, reduce density to be similar
to copper ore.
The 2 levels of underground ore were overlapping, fix.
Textures are actually by kilbith, update credits.

Also credit kilbith for bronze, copper, gold and steel blocks, credits
had not been updated at the time.
2017-04-23 23:05:31 +01:00
4d9fd7ad61 Textures: Reduce contrast of snow ripples 2017-04-23 23:05:31 +01:00
24559d012e Creative: Automatic item colorization for creative mode 2017-04-23 23:05:06 +01:00
2668619638 Ores: Add tin ore, lump, ingot and block
Use Calinou's textures from moreores mod.
Craft bronze from tin and copper instead of steel and copper.
Match ore density to the moreores mod but start ore at a depth of
y = -32 to be part of the depth progression of other ores.
2017-04-20 19:55:05 +01:00
6335525757 Doors: Ignore permission check if player parameter is omitted
As written in game_api.txt.
2017-04-20 19:54:27 +01:00
c54a7e882f Keys: Move skeleton key to craftitems.lua
Commit 73d61cbb10 makes skeleton keys
craftitems rather than tools, warranting the move from tools.lua
to craftitems.lua.
2017-04-20 19:51:51 +01:00
701abc2d2f Keys: Allow skeleton keys to be stacked
Allow skeleton keys to be stacked by converting them to craftitems and
adding a few lines of code to add a new itemstack to the inventory with
the new key or drop it at the player position if the inventory is full.
2017-04-20 19:50:34 +01:00
98216810ef nodebox -> node_box
Seems like this was a typo
2017-04-12 18:39:42 -07:00
a57d2db54a Bushes: Add saplings
Bush saplings grow in half the time of tree saplings.
Bushes do not need 'from sapling' schematic variants because only the
stem node is force-placed in the mapgen schematic, so only the sapling
is force-replaced.
Bush leaves drop saplings with a rarity that ensures at least 1 sapling
per bush on average.
2017-04-12 17:18:50 +01:00
d68d2c08ef PB&J Pup: Remove mod
Also delete nyancat API documentation from game_api.txt.
2017-04-12 17:18:35 +01:00
e2b3ab768a Fix .luacheckrc (missing Settings class) 2017-04-11 16:53:38 +02:00
e6d0d775e3 Stairs: Improve stair and slab rotation on placement
Slabs are placed horizontal instead of vertical, even if they are
placed on a wall.
Slabs are rotated automatically if they are placed to another slab,
no matter which material.
Slabs are placed at the lower position if the placer points into
the lower half of the pointed node and to the upper position if
pointed to the upper half.
Stairs are placed normal if the placer points to the lower half of
the pointed node and rotated upside down if pointed to the upper half.
2017-04-11 08:33:30 +01:00
8d43b984fc Screwdriver: Allow non-native rotations if supported by targeted node
This also allows custom actions (such as using the screwdriver as a wrench).
2017-04-11 03:58:13 +01:00
LNJ
fe021281e6 Textures: Replace aspen leaves texture with BlockMen's 2017-04-11 03:57:44 +01:00
9e4f0d3689 Leafdecay: Do not restart aready running timers 2017-04-11 03:57:07 +01:00
acfd58cdeb Carts: Make rail recipes more generous
As part of making vertical travel easier to reduce reliance on
sneak ladders.
Calculate using cubic pixels of steel.

A steelblock is 16^3 = 4096 cubic pixels steel.
6 ingots is 6/9 steelblocks.
A rail is a 2*2*16 pixel length of steel, 64 cubic pixels steel.
6 ingots produces 2*21 rails = 21 rail nodes.
Choose 18 for an even number that is a multiple of ingot number.

Replace the stick with 2 wood in the recipe to be closer to the amount
of wood that would be needed for 20*4 sleepers.

Replace 2 mese crystal fragments with 1 mese crystal to
compensate for the larger number of nodes returned. The result
is the recipe is much more generous with steel usage but slightly
less generous with mese usage, keeping power rail cost reasonably high.

Replace 2 coal lumps with 1 for a similar recipe to power rails.
2017-04-11 03:57:01 +01:00
b377aaa50d doors: Fix craftitem not listed in inventory (#1683)
Fixes bug caused by b847888
2017-04-02 10:01:01 +02:00
5fe831ed13 Carts: Remove '+' added in commit 077316b 2017-03-30 04:24:29 +01:00
2f46103ff8 Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2 2017-03-30 04:24:23 +01:00
077316b4cd Use creative.is_enabled_for for creative mode if possible (#1558) 2017-03-29 21:02:26 +02:00
b847888cb7 doors: add groups to the door craftitem 2017-03-29 20:40:56 +02:00
7c42c41170 doors: record protection violation if it cannot be dug 2017-03-26 03:06:44 +01:00
08eec2beb7 Flora spread: Re-enable dry shrub replacing flora in desert sand
Flora is converted to dry shrub in desert sand and silver sand.
No conversion in sand to preserve sand dune grasses.
Dry shrubs do not spread so this conversion, used by players, is the
only way to generate them.
2017-03-26 03:06:37 +01:00
9b45e7b3e9 PB&J Pup.
Replace possibly trademarked artwork with royalty free and
OK for commercial use artwork.

The Pup appears by default but does not alias the Nyan Cat nodes
away. For that you will have to enable the setting. A settingtypes.txt
is provided to make that really easy. This allows people to get
an out-of-tree mod and not have their Nyan nodes disappear.

The mod can also be disabled entirely this way for those who don't
want it.

There's some eatser eggs in here as well. Instead of making the
nodes burnable, they are edible, and make you bark and howl. And
perhaps something else too.
2017-03-26 03:05:57 +01:00
91182d6a9e Flora spread: Do not replace flora with dry shrub, only 'return'
If there is no group:soil node found below, do not replace flora with
dry shrub, this was breaking flower pots and other mods.
Originally, flora would only turn to dry shrub if in desert sand.
2017-03-22 22:30:35 +00:00
86fd616f3c Flora spread: Allow spread on rainforest litter. Other improvements
Use the soil group more instead of checking for multiple node names.
Remove 'neighbors' from ABM.
Turn any flora to dry shrub if on a non-soil, except when on default:sand
to avoid dune grasses being replaced.
Search for "group:soil" when searching for a position for the new flora
node, instead of searching for multiple node names, however do not spread
flora onto desert sand, which is in the soil group.

Remove default:dirt_with_snow from the soil group as it would be frozen
soil. It can be dug and placed to turn it into dirt (consider this some
extra work needed to make it cultivatable).
2017-03-20 00:14:56 +00:00
2a74032745 Books: Fix backwards compatibility issues
Commit c68b8274fe prevented books from
being copied in the crafting grid, and made it so that old books, though
seemingly successfully transferred to the new format, could not be written
to as the old data still persisted.
2017-03-20 00:13:31 +00:00
ecf160d93d Screwdriver: simplify logic, allow wallmounted rotation.
- Allow rotation of wallmounted nodeboxes (signs) since they are
  now rotating properly.
- Instead of testing `ndef` several times, do it once, correctly.
- Simplify exception logic for nodes that have `on_rotate` set.
- For simplicity, return itemstack, always.
- Remove a useless nil check.
2017-03-20 00:12:16 +00:00
6a55e150af Doors: Fix wood/glass doors not opening or closing
Some code was lost during a rebase of a recently merged commit (73e4666).
2017-03-19 00:43:12 +00:00
d2aae95c39 Leafdecay: Change Aspen radius back to 3
Although the new aspen tree schematic only requires a radius of 2 the
many existing aspen trees in a world require radius 3.
2017-03-17 05:52:06 +00:00
02921baa7a Junglegrass: Prevent seeding of dirt_with_grass
Previously you could place junglegrass on dirt to convert that dirt to
dirt_with_grass, but this is unsuitable now that rainforest has a
surface of dirt_with_rainforest_litter.
Remove junglegrass from the 'grass' group.
2017-03-17 05:52:06 +00:00
07e11427cf Keys: Fix crash when using unconfigured default:key
Since meta secret field is blank on any keys (default:key) obtained using
/give, the game will crash if you attempt to use one of these. This follows
along the principle that the game should never have any reason to crash.
2017-03-17 05:50:50 +00:00
68212967c0 Biomes: Add and auto-select mgv7 floatland biomes
A simple set of biomes for now: Ocean, coniferous forest, grassland,
sandstone desert.
Update biome lists for blob ores and decorations.

Make sandstone desert filler 1 node deeper to match other deserts.
2017-03-17 05:49:57 +00:00
73e4666f28 Change doors to default.can_interact_with_node() 2017-03-16 09:11:20 -07:00
bd4d2dff1c Farming: Add override for default:dirt_with_rainforest_litter 2017-03-15 22:22:21 +00:00
61d7c43c83 Skeleton key: Change to use left-click (tool on_use)
Instead of right click, the skeleton key is now a true `tool`
in the sense that it's default left-click action is to create
a key for the locked object.

This is far better than the outcome of the patches we've done
where the only way to create a key for a locked item was to
use sneak+rightclick. Now keys are perhaps a bit more sensible,
left for making keys, right for opening stuff with keys.

Fixes #1625
2017-03-15 22:22:21 +00:00
780f991a87 Sapling_on_place: Restore after_place_node() calls 2017-03-15 22:18:50 +00:00
1c78fd346d Sethome: Migrate sethome mod to player attributes.
Migrates settings safely and evacuates the `homes` file
entirely over time.
2017-03-15 22:18:36 +00:00
da69fcdf91 TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
2017-03-14 19:05:49 +00:00
37c81f70b0 Textures: New textures for silver sandstone nodes 2017-03-14 19:05:14 +00:00
7b90044574 TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
2017-03-14 19:03:34 +00:00
b87ef5ccde Keys: Update default.can_interact_with_node to new item meta
Completes a forgotten update in 9d3a526
2017-03-12 12:20:31 -07:00
07a5fca432 Leafdecay: Register leafdecay for bush leaves 2017-03-12 10:20:26 +00:00
d5e19d70c2 Screwdriver: drop nodes if no longer attached.
This should be fairly cheap and pops off items if needed.
2017-03-12 10:20:19 +00:00
efb81d188e Correct rotation of attached nodes, and rotate colored nodes 2017-03-12 10:20:19 +00:00
297192dd39 Screwdriver: use table lookup for facedir rotations.
The table was generated using the old code. A table lookup
should be faster than lots of math and branches.

Allows us to drop `nextrange()` as well.
2017-03-12 10:20:19 +00:00
f14b0a6ff5 Screwdriver: allow simple wallmounted rotation.
Allows rotating things like signs and torches. Axis rotation
rotates over all 6 faces, face rotation flips upside down to
flat on floor only, and of course in the 4 horizontal directions.

Made the code a bit more modular to account for different rotation
schemes. Should be easier to extend from here on to other needs,
and the functions can be reused by other mods for convenience.
2017-03-12 10:20:19 +00:00
0850314d74 luacheck 0.19.0 complains about unpack(). 2017-03-11 18:38:56 -08:00
ad118ea98d Flint & steel sounds: Fix bugs caused by nil position
Usage and tool break sounds were played at 'pointed_thing.above' which
can be nil if not pointing at anything or at an entity. This caused
sounds to be played to all players on a server non-positionally.

Fallback to player pos for sounds if 'pointed_thing.above' is nil.

Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
2017-03-10 19:30:18 +00:00
c52ad140ae Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass
Currently jungletrees and junglegrass use sidelen 80 for simplicity,
but this results in a more uneven distribution of decorations. A more
even distribution helps keep rainforest darker with a more unbroken
canopy.
This is also more consistent. 80 is based on the default mapchunk
size, all other decorations use sidelen 16 or smaller to divide into
any mapchunk size.
2017-03-10 19:28:43 +00:00
0f0dd0f6e8 Tree schematics: Alter jungletree, aspen, pine, appletree
Denser jungletree for darker rainforest:
Highest 'jungletree' nodes now prob 255.
Add a 5th lower branch layer.
Increase lower branch layer y-slice prob to 191.

Aspen:
Extend trunk upwards by 1 node to reduce leafdecay radius to 2.

Pine:
Make lower trunk 1 node longer so that lowest branches are more often
higher off the ground, also to make pines taller.

Appletree:
Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
trees with 1 or 0 branches. Therefore also add random rotation.
2017-03-10 19:28:38 +00:00
1f6d633037 Ladder recipe: Make wooden ladder recipe more generous
Increase to 5 ladders from 7 sticks.
More generous to help with vertical travel.

Divide the log core volume of 14 * 14 * 16 cubic pixels by the volume of
a ladder node with two 2 * 2 * 16 side pieces and four 2 * 1 * 16 rungs
(cut down to length 14), to get 12.25 ladders per log.
The recipe of 7 stick items is 7 / 16 = 0.4375 logs.
Ladders per 7 stick items = 0.4375 * 12.25 = 5.36.
2017-03-07 06:43:44 +00:00
a16413f96c sfinv: Fix wrong tab being highlighted
Thank you to @ForbiddenJ for finding cause of the issue.
2017-03-07 06:43:18 +00:00
6d67badcac Screwdriver: Fix crash
If 'node_box' is nil 'node_box.type' causes a crash.
2017-03-07 06:37:33 +00:00
1d45b27c12 Add desert/silver sandstone-related blocks. (#1596)
Add desert and silver sand-related blocks, and stairs.
2017-03-06 19:03:30 -08:00
496521f4a1 Fix some warnings.
Also fixes the failing travis checks.
2017-03-05 09:27:53 +00:00
28ecb3b261 Dungeons: Use 'block' instead of 'brick' for nodebox stairs 2017-03-05 09:27:44 +00:00
c68b8274fe Show title and author of book in description
Utilizes the new key-meta (as with nodes) and the ability to set the description of an itemstack with the `description` meta key. Includes code to convert old metadata to new key-meta.
2017-02-28 18:16:55 -08:00
78c632ebd4 Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds

All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.

This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
2017-02-28 18:16:12 -08:00
d1b132555b Biomes: New surface node for rainforest
Moist rainforest plant litter.
Textures by npx.
2017-02-28 05:32:19 +00:00
9d3a526324 Keys: Show owner in description
Utilizes several new features allowing the description of an item to be changed using the `description` meta key. This also moves keys from using the old single-value itemstack metadata system to the new node-like metadata system.
2017-02-27 19:00:14 -08:00
bb18eeccaf Corals: Smaller, less dense reefs 2017-02-25 03:52:31 +00:00
d5f1f964e3 Lavacooling: Return to chance = 2
Return to previous parameters interval = 1, chance = 2.
Compensates for the increase in default active block radius.
Large amounts of lava cooling at once is known to overload sound
creation, producing error messages.
2017-02-25 03:52:26 +00:00
1ec31d8472 Torches: Reduce light source level from 13 to 12
As part of the original plan for a new lightcurve.

With the old lightcurve lights were so dim all light sources had light
source level 13 or 14 to compensate, resulting in almost no difference
between torchlight and a maximum brightness light.

The new lightcurve makes all light sources effectively much brighter by
spreading visually-bright light further, torches are now slightly too
bright. So now we can reduce the light source level of torches while
actually making them effectively brighter than with the old lightcurve.
This also creates a desirable difference between torchlight and a
maximum-brightness light source.
2017-02-25 03:52:19 +00:00
60e5b299af Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.

The API is documented in game_api.txt.

`default.register_leafdecay(leafdecaydef)`

`leafdecaydef` is a table, with following members:
{
	trunks = { "default:tree"}, -- nodes considered trunks
	leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
	radius = 3, -- activates leafdecay this far from the trunk
}

The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.

The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.

Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.

The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.

-- The API was added by sofar.
2017-02-25 03:50:15 +00:00
37dd910747 Globalize, rename and change the behaviour of has_locked_chest_privilege
* rename to default.can_interact_with_node()
* pass pos instead of meta
* change order of arguments
2017-02-21 10:17:12 -08:00
89c45993ac Carts: Fix the rail table overwrite behaviour 2017-02-12 11:39:52 -08:00
0819d4bade Visual scale: Update plantlike nodes to post-bugfix values
Plantlike drawtype no longer applies 'visual scale' twice, so now we
use the actual scale factor desired.
Remove unnecessary 'visual_scale = 1.0' lines.
2017-02-12 01:27:34 +00:00
f6dfa4a1cb Waterlily: Avoid z-fighting of base texture with water surface
Avoid z-fighting visible from below.
Raise the nodebox base 1/64th of a node.
2017-02-12 01:23:53 +00:00
e3dd3d19cd Add sfinv.set_page, plus other helper functions 2017-02-10 23:54:57 +00:00
86849d9eec Default: Add nodebox mese post light usable as a growlamp (#1480)
Light level 14 to be able to grow plants.
3 returned from crafting with 1 glass node, 3 mese crystals and 1
wood plank.
Seamlessly placable on appletree wood fence posts.
2017-02-08 16:01:30 -08:00
c88c0a98fd Make drop logic work better for non-8-step-plants. (#1544)
Using @paramat's formula.
2017-02-08 15:59:25 -08:00
2e950ac61c Mapgen: Dedicated registrations for mgv6 blob ores
Now that biomes are being specified for blob ores we need a separate
set of blob ore registrations for mgv6 which has no Biome API biomes
defined.
Various minor improvements to mapgen.lua.
2017-02-02 17:20:53 +00:00
2b215848d8 Trees: Add 'snowy' group for pine sapling snow detection
Use the 'snowy' group in the 'is snow nearby' function instead of
default nodes. Often snow nodes are not from the default mod.
2017-02-01 17:51:44 +00:00
e86955afae Creative: Cache creative mode setting 2017-02-01 17:51:35 +00:00
d560f59a74 Ores: Add silver sand blob ore, relocate other blob ores 2017-02-01 17:51:22 +00:00
b06368adf2 Fix node drops not being added to inventory when not in creative mode 2017-01-27 19:48:59 +00:00
1dd9fdb530 Dungeons: Add mapgen alias for desert stone stairs 2017-01-26 17:56:16 +00:00
38500da655 Stairs: Fix smooth lighting of stair mesh 2017-01-26 17:55:16 +00:00
bee5b316a8 Creative: Add creative.is_enabled_for 2017-01-26 17:54:45 +00:00
ae426878d4 Sounds: Remove 'default_dig_crumbly' from leaves defaults table
Now that the missing 'default_dig_snappy' sound has been added we can
remove the dirt dig sound from the table. All nodes that use the
leaves defaults table have group 'snappy' so 'default_dig_snappy' now
becomes their default dig sound.
2017-01-22 07:47:04 +00:00
eb1805ea0a Textures: Strip color profiles from some textures
Removes the "iCCP: known incorrect sRGB profile" error messages on the
console when starting minetest_game by stripping offending color profiles.
2017-01-22 07:43:12 +00:00
1104d571b0 TNT: Log explosions and player igniting tnt or gunpowder 2017-01-19 21:57:34 -08:00
6dcf541f6e Revert "Doors: Remove ..." and "Doors: Allow the screwdriver to ..."
This reverts commit 5e4a6e8ac6, and
             commit 60cf3f85b6.

The original door API rewrite I posted had all rotation disabled using
the correct on_rotate() handler returning `false`. Two subsequent
changes attempting first to enable simple rotation and second disabling
that again changed the callback handler to a boolean `false`, which
is incorrect use in the screwdriver API, and actually allows rotation.

The proper way to disable rotation for facedir nodes it to use a full
callback handler that does `return false`.
2017-01-15 17:43:17 -08:00
1470b9df79 Tree log decorations: Replace lua tables with .mts files 2017-01-15 04:29:56 +00:00
8715b83ff0 Fire: Make explosions remove flames
TNT removes flammable nodes from the destruction radius and should
remove flames within it too because they lose their fuel and would
be removed by ABM later anyway.
2017-01-15 04:24:01 +00:00
57eb906047 Add support for custom bed sounds 2017-01-12 12:42:38 -08:00
df19b4eab0 Dye: Simplify recipes.
Create a simple triplet table (src1, src2, dst) for all the dye
recipes and group them logically, with a bit of explanation where
they actually come from.

This prunes a lot of recipes from the list, but the old list had a
ton of combinations that did not make any sense, as well as recipes
that were just gross approximations and duplicates, mixing the same
color with itself just to get the same color back, which just wastes
packets at logon.

The list has been checked to allow all colors created from the basic
dyes (flowers+coal) so that all colors can be crafted.
2017-01-11 23:53:44 -08:00
c8b1671ef0 Default: Alter sand to sandstone recipe
Craft 4 default:sand to default:sandstone.

Previously, 4 group:sand was craftable to sandstone and sandstone was
craftable back into default:sand, allowing silver and desert sands to
be converted into incorrect colour sandstone and yellow sand.
2017-01-07 22:01:36 +00:00
96aac5ff5b Fire: Reduce flame light level to 13 2017-01-07 22:01:30 +00:00
b6889134d3 License.txt: Include full official LGPL 2.1 .txt file
Copy-paste and only remove form-feed characters.
2017-01-07 22:01:24 +00:00
cadc8b34d7 Add /killme chat command
Added as a new mod as it doesn't fit anywhere else.

This is a game play change, so it better suited to
Minetest Game rather than builtin

Fixes #857
2017-01-07 22:01:19 +00:00
48ab62db88 Make doors place when shift is held instead of calling on_rightclick
Fixes #1364
2017-01-03 16:54:01 +00:00
9ab50702fb Add LICENSE.txt 2017-01-02 18:38:36 +00:00
42700a4b4b Default: More generous meselamp recipe
Require only 1 mese crystal instead of 3.
To make farming in dark locations easier.
To reduce and balance recipe ore cost.
2017-01-02 18:31:01 +00:00
8bc93598c6 Papyrus, cactus: Require light level 13 for growth 2017-01-02 18:30:05 +00:00
f07c4dcd83 Decrease the cost of gunpowder for trails
The cost of TNT remains the same
2017-01-01 23:41:04 +00:00
437860feff Merge tag '0.4.15' into stable-0.4
0.4.15
2016-12-22 23:00:57 +01:00
350 changed files with 10365 additions and 2766 deletions

View File

@ -7,7 +7,12 @@ read_globals = {
"dump",
"vector",
"VoxelManip", "VoxelArea",
"PseudoRandom", "ItemStack",
"PseudoRandom", "PcgRandom",
"ItemStack",
"Settings",
"unpack",
-- Silence errors about custom table methods.
table = { fields = { "copy", "indexof" } }
}
-- Overwrites minetest.handle_node_drops

519
LICENSE.txt Normal file
View File

@ -0,0 +1,519 @@
License of media (textures and sounds)
--------------------------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
License of menu/header.png
Copyright (C) 2015 paramat CC BY-SA 3.0
License of source code
----------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
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That's all there is to it!

View File

@ -1,9 +1,9 @@
Minetest Game [minetest_game]
=============================
The main subgame for the Minetest engine
========================================
The main game for the Minetest engine
=====================================
To use this subgame with the Minetest engine, insert this repository as
To use this game with the Minetest engine, insert this repository as
/games/minetest_game
The Minetest engine can be found in:
@ -18,36 +18,11 @@ Additionally, when the Minetest engine is tagged to be a certain version (eg.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, Minetest Game is packaged and made available in
http://minetest.net/download
http://minetest.net/downloads/
and in case the repository has grown too much, it may be reset. In that sense,
this is not a "real" git repository. (Package maintainers please note!)
License of source code
----------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Licensing
---------
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
License of media (textures and sounds)
--------------------------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
License of menu/header.png
Copyright (C) 2015 paramat CC BY-SA 3.0
See LICENSE.txt

View File

@ -1 +1,3 @@
name = Minetest Game
name = Notre Ami Le Cube 1.1
author = minetest and sys4
description = Minetest game modified by sys4

View File

@ -2,10 +2,11 @@ Minetest Game API
=================
GitHub Repo: https://github.com/minetest/minetest_game
Introduction
------------
The Minetest Game subgame offers multiple new possibilities in addition to the Minetest engine's built-in API,
The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note:
@ -14,6 +15,7 @@ Please note:
* [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}`
Bucket API
----------
@ -34,6 +36,7 @@ The bucket API allows registering new types of buckets for non-default liquids.
The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source.
When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered.
Beds API
--------
@ -42,6 +45,7 @@ Beds API
def -- See [#Bed definition]
)
* `beds.can_dig(bed_pos)` Returns a boolean whether the bed at `bed_pos` may be dug
* `beds.read_spawns() ` Returns a table containing players respawn positions
* `beds.kick_players()` Forces all players to leave bed
* `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
@ -67,6 +71,17 @@ Beds API
}
}
Bones API
---------
An ordered list of listnames (default: "main", "craft") of the player inventory,
that will be placed into bones or dropped on player death can be looked up or changed
in `bones.player_inventory_lists`.
e.g. `table.insert(bones.player_inventory_lists, "backpack")`
Creative API
------------
@ -78,15 +93,79 @@ For example,
is used to show all tools. Name is used in the sfinv page name, title is the
human readable title.
`is_enabled_for` is used to check whether a player is in creative mode:
creative.is_enabled_for(name)
Override this to allow per-player game modes.
The contents of `creative.formspec_add` is appended to every creative inventory
page. Mods can use it to add additional formspec elements onto the default
creative inventory formspec to be drawn after each update.
Chests API
----------
The chests API allows the creation of chests, which have their own inventories for holding items.
`default.chest.get_chest_formspec(pos)`
* Returns a formspec for a specific chest.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_obstructed(pos)`
* Returns a boolean depending on whether or not a chest has its top obstructed by a solid node.
* `pos` Location of the chest node, e.g `{x = 1, y = 1, z = 1}`
`default.chest.chest_lid_close(pn)`
* Closes the chest that a player is currently looking in.
* `pn` The name of the player whose chest is going to be closed
`default.chest.open_chests`
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest
* `def` See [#Chest Definition]
### Chest Definition
description = "Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_front.png",
"default_chest_inside.png"
}, -- Textures which are applied to the chest model.
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = false, -- If true, only placer can modify chest.
Doors API
---------
The doors mod allows modders to register custom doors and trapdoors.
`doors.registered_doors[name] = Door definition`
* Table of registered doors, indexed by door name
`doors.registered_trapdoors[name] = Trapdoor definition`
* Table of registered trap doors, indexed by trap door name
`doors.register_door(name, def)`
* Registers new door
@ -122,6 +201,13 @@ The doors mod allows modders to register custom doors and trapdoors.
has the permissions needed to open this door. If omitted then no
permission checks are performed.
`doors.door_toggle(pos, node, clicker)`
* Toggle door open or shut
* `pos` Position of the door
* `node` Node definition
* `clicker` Player definition for the player that clicked on the door
### Door definition
description = "Door description",
@ -133,6 +219,8 @@ The doors mod allows modders to register custom doors and trapdoors.
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- optional function containing the on_rightclick callback, defaults to a doors.door_toggle-wrapper
### Trapdoor definition
@ -145,14 +233,55 @@ The doors mod allows modders to register custom doors and trapdoors.
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
protected = false, -- If true, only placer can open the door (locked for others)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
### Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png",
texture = "default_wood.png", -- `backface_culling` will automatically be
-- set to `true` if not specified.
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
-- function containing the on_rightclick callback
Dungeon Loot API
----------------
The mod that places chests with loot in dungeons provides an API to register additional loot.
`dungeon_loot.register(def)`
* Registers one or more loot items
* `def` Can be a single [#Loot definition] or a list of them
`dungeon_loot.registered_loot`
* Table of all registered loot, not to be modified manually
### Loot definition
name = "item:name",
chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
-- due to an extra step in the selection process, 0.5 does not(!) mean that
-- on average every second chest will have this item
count = {1, 4},
-- ^ table with minimum and maximum amounts of this item
-- optional, defaults to always single item
y = {-32768, -512},
-- ^ table with minimum and maximum heights this item can be found at
-- optional, defaults to no height restrictions
types = {"desert"},
-- ^ table with types of dungeons this item can be found in
-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
-- optional, defaults to no type restrictions
Fence API
---------
@ -175,6 +304,7 @@ Allows creation of new fences with "fencelike" drawtype.
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
Walls API
---------
@ -187,6 +317,7 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds]
Farming API
-----------
@ -227,6 +358,7 @@ The farming API allows you to easily register plants and hoes.
maxlight = default.LIGHT_MAX -- Maximum light to grow
}
Fire API
--------
@ -276,21 +408,63 @@ Give Initial Stuff API
^ str is a comma separated list of initial stuff
^ Adds items to the list of items to be given
Nyancat API
Players API
-----------
`nyancat.place(pos, facedir, length)`
The player API can register player models and update the player's appearence
^ Place a cat at `pos` facing `facedir` with tail length `length`
Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0
* `player_api.register_model(name, def)`
* Register a new model to be used by players
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* saved to player_api.registered_models
`nyancat.generate(minp, maxp, seed)`
* `player_api.registered_player_models[name]`
* Get a model's definition
* see [#Model definition]
* `player_api.set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_api.register_model()
* `player_api.set_animation(player, anim_name [, speed])`
* Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
* `player_api.set_textures(player, textures)`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil the default
textures from the model def are used
* `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
### Model Definition
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position
}
^ Called by `minetest.register_on_generated`. To disable nyancat generation,
you can redefine nyancat.generate() to be an empty function
TNT API
----------
-------
`tnt.register_tnt(definition)`
@ -300,6 +474,7 @@ TNT API
* `description` A description for your TNT.
* `radius` The radius within which the TNT can destroy nodes. The default is 3.
* `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`.
* `sound` The sound played when explosion occurs. By default it is `tnt_explode`.
* `disable_drops` Disable drops. By default it is set to false.
* `ignore_protection` Don't check `minetest.is_protected` before removing a node.
* `ignore_on_blast` Don't call `on_blast` even if a node has one.
@ -309,17 +484,20 @@ TNT API
* `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`.
* `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png".
`tnt.boom(position, definition)`
`tnt.boom(position[, definition])`
^ Create an explosion.
* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register`
* `definition` The TNT definion as passed to `tnt.register` with the following addition:
* `explode_center` false by default which removes TNT node on blast, when true will explode center node.
`tnt.burn(position, [nodename])`
^ Ignite TNT at position, nodename isn't required unless already known.
^ Ignite node at position, triggering its `on_ignite` callback (see fire mod).
If no such callback exists, fallback to turn tnt group nodes to their
"_burning" variant.
nodename isn't required unless already known.
To make dropping items from node inventories easier, you can use the
following helper function from 'default':
@ -404,20 +582,34 @@ set a players home position and teleport a player to home position.
Sfinv API
---------
It is recommended that you read this link for a good introduction to the
sfinv API by its author: https://rubenwardy.com/minetest_modding_book/en/chapters/sfinv.html
### sfinv Methods
* sfinv.set_player_inventory_formspec(player, context) - builds page formspec
and calls set_inventory_formspec().
If context is nil, it is either found or created.
* sfinv.get_formspec(player, context) - builds current page's formspec
* sfinv.get_nav_fs(player, context, nav, current_idx) - see above
**Pages**
* sfinv.set_page(player, pagename) - changes the page
* sfinv.get_page(player) - get the current page name. Will never return nil
* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player
* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
* show_inv, defaults to false. Whether to show the player's main inventory
* size, defaults to `size[8,8.6]` if not specified
* sfinv.register_page(name, def) - register a page, see section below
* sfinv.override_page(name, def) - overrides fields of an page registered with register_page.
* Note: Page must already be defined, (opt)depend on the mod defining it.
* sfinv.set_player_inventory_formspec(player) - (re)builds page formspec
and calls set_inventory_formspec().
* sfinv.get_formspec(player, context) - builds current page's formspec
**Contexts**
* sfinv.get_or_create_context(player) - gets the player's context
* sfinv.set_context(player, context)
**Theming**
* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec
* show_inv, defaults to false. Whether to show the player's main inventory
* size, defaults to `size[8,8.6]` if not specified
* sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or ""
### sfinv Members
@ -495,39 +687,65 @@ And override this function to change the layout:
return table.concat(tmp, "")
end
Stairs API
----------
The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those
delivered with Minetest Game, to keep them compatible with other mods.
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)`
`stairs.register_stair(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a stair.
* Registers a stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: see [Known damage and digging time defining groups]
* `images`: see [Tile definition]
* `description`: used for the description field in the stair's definition
* `sounds`: see [#Default sounds]
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers a slabs
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname"
* Registers a slab
* `subname`: Basically the material name (e.g. cobble) used for the slab name. Nodename pattern: "stairs:slab_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble"
* `groups`: see [Known damage and digging time defining groups]
* `images`: see [Tile definition]
* `description`: used for the description field in the stair's definition
* `sounds`: see [#Default sounds]
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the slab's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* A wrapper for stairs.register_stair and stairs.register_slab
* Registers an inner corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
* Registers an outer corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_subname"
* `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil`
* `groups`: See [Known damage and digging time defining groups]
* `images`: See [Tile definition]
* `description`: Used for the description field in the stair's definition
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair node
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
* `desc_slab`: Description for slab node
Xpanes API
----------
@ -545,8 +763,10 @@ Creates panes that automatically connect to each other
groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups]
sounds = SoundSpec, -- See [#Default sounds]
recipe = {{"","","","","","","","",""}}, -- Recipe field only
use_texture_alpha = true, -- Optional boolean (default: `false`) for colored glass panes
}
Raillike definitions
--------------------
@ -580,150 +800,119 @@ Sounds inside the default table can be used within the sounds field of node defi
* `default.node_sound_glass_defaults()`
* `default.node_sound_metal_defaults()`
Default constants
-----------------
`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source)
Player API
----------
The player API can register player models and update the player's appearence
GUI and formspecs
-----------------
`default.player_register_model(name, def)`
`default.get_hotbar_bg(x, y)`
* Register a new model to be used by players.
* name: model filename such as "character.x", "foo.b3d", etc.
* def: See [#Model definition]
* Get the hotbar background as string, containing the formspec elements
* x: Horizontal position in the formspec
* y: Vertical position in the formspec
`default.registered_player_models[name]`
`default.gui_bg`
* Get a model's definition
* see [#Model definition]
* Deprecated, remove from mods.
`default.player_set_model(player, model_name)`
`default.gui_bg_img`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_register_model()
* Deprecated, remove from mods.
`default.player_set_animation(player, anim_name [, speed])`
`default.gui_slots`
* Applies an animation to a player
* anim_name: name of the animation.
* speed: frames per second. If nil, default from the model is used
* Deprecated, remove from mods.
`default.player_set_textures(player, textures)`
`default.gui_survival_form`
* Sets player textures
* `player`: PlayerRef
* `textures`: array of textures, If `textures` is nil, the default textures from the model def are used
* Entire formspec for the survival inventory
default.player_get_animation(player)
`default.get_furnace_active_formspec(fuel_percent, item_percent)`
* Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil.
* player: PlayerRef
* Get the active furnace formspec using the defined GUI elements
* fuel_percent: Percent of how much the fuel is used
* item_percent: Percent of how much the item is cooked
### Model Definition
`default.get_furnace_inactive_formspec()`
* Get the inactive furnace formspec using the defined GUI elements
{
animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
},
}
Leafdecay
---------
To enable leaf decay for a node, add it to the `leafdecay` group.
To enable leaf decay for leaves when a tree is cut down by a player,
register the tree with the default.register_leafdecay(leafdecaydef)
function.
The rating of the group determines how far from a node in the group `tree`
the node can be without decaying.
If `param2` of any registered node is ~= 0, the node will always be
preserved. Thus, if the player places a node of that kind, you will
want to set `param2 = 1` or so.
If `param2` of the node is ~= 0, the node will always be preserved. Thus, if
the player places a node of that kind, you will want to set `param2 = 1` or so.
The function `default.after_place_leaves` can be set as
`after_place_node of a node` to set param2 to 1 if the player places
the node (should not be used for nodes that use param2 otherwise
(e.g. facedir)).
The function `default.after_place_leaves` can be set as `after_place_node of a node`
to set param2 to 1 if the player places the node (should not be used for nodes
that use param2 otherwise (e.g. facedir)).
If the node is in the `leafdecay_drop` group then it will always be
dropped as an item.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = {"default:tree"}, -- nodes considered trunks
leaves = {"default:leaves", "default:apple"},
-- nodes considered for removal
radius = 3, -- radius to consider for searching
}
Note: all the listed nodes in `trunks` have their `on_after_destruct`
callback overridden. All the nodes listed in `leaves` have their
`on_timer` callback overridden.
If the node is in the `leafdecay_drop` group then it will always be dropped as an
item.
Dyes
----
To make recipes that will work with any dye ever made by anybody, define
them based on groups. You can select any group of groups, based on your need for
amount of colors.
Minetest Game dyes are registered with:
### Color groups
groups = {dye = 1, color_<color> = 1},
Base color groups:
To make recipes that will work with dyes from many mods, define them using the
dye group and the color groups.
* `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
Dye color groups:
Extended color groups ( * means also base color )
* `color_white`
* `color_grey`
* `color_dark_grey`
* `color_black`
* `color_red`
* `color_pink`
* `color_orange`
* `color_brown`
* `color_yellow`
* `color_green`
* `color_dark_green`
* `color_blue`
* `color_cyan`
* `color_violet`
* `color_magenta`
* `excolor_white` *
* `excolor_lightgrey`
* `excolor_grey` *
* `excolor_darkgrey`
* `excolor_black` *
* `excolor_red` *
* `excolor_orange`
* `excolor_yellow` *
* `excolor_lime`
* `excolor_green` *
* `excolor_aqua`
* `excolor_cyan` *
* `excolor_sky_blue`
* `excolor_blue` *
* `excolor_violet`
* `excolor_magenta` *
* `excolor_red_violet`
The whole unifieddyes palette as groups:
* `unicolor_<excolor>`
For the following, no white/grey/black is allowed:
* `unicolor_medium_<excolor>`
* `unicolor_dark_<excolor>`
* `unicolor_light_<excolor>`
* `unicolor_<excolor>_s50`
* `unicolor_medium_<excolor>_s50`
* `unicolor_dark_<excolor>_s50`
Example of one shapeless recipe using a color group:
Example of one shapeless recipe using the dye group and a color group:
minetest.register_craft({
type = "shapeless",
output = '<mod>:item_yellow',
recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
output = "<mod>:item_yellow",
recipe = {"<mod>:item_no_color", "group:dye,color_yellow"},
})
### Color lists
* `dye.basecolors` are an array containing the names of available base colors
* `dye.excolors` are an array containing the names of the available extended colors
Trees
-----
@ -746,14 +935,27 @@ Trees
* `default.grow_new_pine_tree(pos)`
* Grows a new design pine tree at pos
* `default.grow_new_snowy_pine_tree(pos)`
* Grows a new design snowy pine tree at pos
* `default.grow_new_acacia_tree(pos)`
* Grows a new design acacia tree at pos
* `default.grow_new_aspen_tree(pos)`
* Grows a new design aspen tree at pos
* `default.grow_new_snowy_pine_tree(pos)`
* Grows a new design snowy pine tree at pos
* `default.grow_bush(pos)`
* Grows a bush at pos
* `default.grow_acacia_bush(pos)`
* Grows an acaia bush at pos
* `default.grow_pine_bush(pos)`
* Grows a pine bush at pos
* `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at pos
Carts
-----
@ -777,6 +979,7 @@ Carts
likely be called many times per second, so the function needs
to make sure that the event is handled properly.
Key API
-------

View File

@ -1,18 +1,21 @@
# This file contains settings of Minetest Game that can be changed in minetest.conf
# This file contains settings of Minetest Game that can be changed in
# minetest.conf.
# By default, all the settings are commented and not functional.
# Uncomment settings by removing the preceding #.
# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled
# Whether creative mode (fast digging of all blocks, unlimited resources) should
# be enabled.
#creative_mode = false
# Sets the behaviour of the inventory items when a player dies.
# "bones": Store all items inside a bone node but drop items if inside protected area
# "drop": Drop all items on the ground
# "keep": Player keeps all items
#bones_mode = "bones"
# bones: Store items in a bone node but drop items if inside protected area.
# drop: Drop items on the ground.
# keep: Player keeps items.
#bones_mode = bones
# The time in seconds after which the bones of a dead player can be looted by everyone
# 0 to disable
# The time in seconds after which the bones of a dead player can be looted by
# everyone.
# 0 to disable.
#share_bones_time = 1200
# How much earlier the bones of a dead player can be looted by
@ -20,31 +23,44 @@
# 0 to disable. By default it is "share_bones_time" divide by four.
#share_bones_time_early = 300
# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear.
# 'permanent flame' nodes will remain with either setting.
# Inform player of condition and location of new bones.
#bones_position_message = false
# Whether fire should be enabled. If disabled, 'basic_flame' nodes will
# disappear.
# 'permanent_flame' nodes will remain with either setting.
#enable_fire = true
# Enable flame sound.
#flame_sound = true
# Whether the stuff in initial_stuff should be given to new players
#give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99
# Whether lavacooling should be enabled.
#enable_lavacooling = true
# Whether the TNT mod should be enabled
# Whether the stuff in initial_stuff should be given to new players.
#give_initial_stuff = false
#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,
default:torch 99,default:cobble 99
# Whether the TNT mod should be enabled.
#enable_tnt = <true in singleplayer, false in multiplayer>
# The radius of a TNT explosion
# The radius of a TNT explosion.
#tnt_radius = 3
# Enable the stairs mod ABM that replaces the old 'upside down'
# stair and slab nodes in old maps with the new param2 versions.
#enable_stairs_replace_abm = false
# Whether you allow respawning in beds
# Default value is true
# Whether to allow respawning in beds.
# Default value is true.
#enable_bed_respawn = true
# Whether players can skip night by sleeping
# Default value is true
# Whether players can skip night by sleeping.
# Default value is true.
#enable_bed_night_skip = true
# Whether the engine's spawn search, which does not check for a suitable
# starting biome, is used.
# Default value is false.
#engine_spawn = false

View File

@ -10,6 +10,10 @@ Various Minetest developers and contributors (MIT)
Authors of media (textures)
---------------------------
BlockMen (CC BY-SA 3.0)
All textures unless otherwise noted
TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png
This mod adds a bed to Minetest which allows to skip the night.
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped

View File

@ -34,7 +34,7 @@ function beds.register_bed(name, def)
is_ground_content = false,
stack_max = 1,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
sounds = default.node_sound_wood_defaults(),
sounds = def.sounds or default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = def.nodebox.bottom,
@ -46,16 +46,27 @@ function beds.register_bed(name, def)
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
local pos
if minetest.registered_items[minetest.get_node(under).name].buildable_to then
if udef and udef.buildable_to then
pos = under
else
pos = pointed_thing.above
end
if minetest.is_protected(pos, placer:get_player_name()) and
not minetest.check_player_privs(placer, "protection_bypass") then
minetest.record_protection_violation(pos, placer:get_player_name())
local player_name = placer and placer:get_player_name() or ""
if minetest.is_protected(pos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(pos, player_name)
return itemstack
end
@ -64,12 +75,13 @@ function beds.register_bed(name, def)
return itemstack
end
local dir = minetest.dir_to_facedir(placer:get_look_dir())
local dir = placer and placer:get_look_dir() and
minetest.dir_to_facedir(placer:get_look_dir()) or 0
local botpos = vector.add(pos, minetest.facedir_to_dir(dir))
if minetest.is_protected(botpos, placer:get_player_name()) and
not minetest.check_player_privs(placer, "protection_bypass") then
minetest.record_protection_violation(botpos, placer:get_player_name())
if minetest.is_protected(botpos, player_name) and
not minetest.check_player_privs(player_name, "protection_bypass") then
minetest.record_protection_violation(botpos, player_name)
return itemstack
end
@ -81,7 +93,8 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not minetest.setting_getbool("creative_mode") then
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
return itemstack
@ -96,7 +109,7 @@ function beds.register_bed(name, def)
return itemstack
end,
on_rotate = function(pos, node, user, mode, new_param2)
on_rotate = function(pos, node, user, _, new_param2)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p)
@ -108,7 +121,7 @@ function beds.register_bed(name, def)
minetest.record_protection_violation(p, user:get_player_name())
return false
end
if mode ~= screwdriver.ROTATE_FACE then
if new_param2 % 32 > 3 then
return false
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
@ -128,6 +141,9 @@ function beds.register_bed(name, def)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true
end,
can_dig = function(pos, player)
return beds.can_dig(pos)
end,
})
minetest.register_node(name .. "_top", {
@ -138,7 +154,7 @@ function beds.register_bed(name, def)
is_ground_content = false,
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = default.node_sound_wood_defaults(),
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {
type = "fixed",
@ -147,6 +163,12 @@ function beds.register_bed(name, def)
on_destruct = function(pos)
destruct_bed(pos, 2)
end,
can_dig = function(pos, player)
local node = minetest.get_node(pos)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
end,
})
minetest.register_alias(name, name .. "_bottom")

View File

@ -7,19 +7,19 @@ beds.register_bed("beds:fancy_bed", {
tiles = {
bottom = {
"beds_bed_top1.png",
"default_wood.png",
"beds_bed_under.png",
"beds_bed_side1.png",
"beds_bed_side1.png^[transformFX",
"default_wood.png",
"beds_bed_foot.png",
"beds_bed_foot.png",
},
top = {
"beds_bed_top2.png",
"default_wood.png",
"beds_bed_under.png",
"beds_bed_side2.png",
"beds_bed_side2.png^[transformFX",
"beds_bed_head.png",
"default_wood.png",
"beds_bed_head.png",
}
},
nodebox = {
@ -44,7 +44,7 @@ beds.register_bed("beds:fancy_bed", {
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"", "", "group:stick"},
{"wool:red", "wool:red", "wool:white"},
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"},
},
})
@ -58,7 +58,7 @@ beds.register_bed("beds:bed", {
tiles = {
bottom = {
"beds_bed_top_bottom.png^[transformR90",
"default_wood.png",
"beds_bed_under.png",
"beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png",
@ -66,7 +66,7 @@ beds.register_bed("beds:bed", {
},
top = {
"beds_bed_top_top.png^[transformR90",
"default_wood.png",
"beds_bed_under.png",
"beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png",
@ -79,7 +79,7 @@ beds.register_bed("beds:bed", {
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:red", "wool:red", "wool:white"},
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
},
})

View File

@ -1,7 +1,7 @@
local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.setting_getbool("enable_bed_respawn")
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
end
@ -9,20 +9,23 @@ end
-- Helper functions
local function get_look_yaw(pos)
local n = minetest.get_node(pos)
if n.param2 == 1 then
return pi / 2, n.param2
elseif n.param2 == 3 then
return -pi / 2, n.param2
elseif n.param2 == 0 then
return pi, n.param2
local rotation = minetest.get_node(pos).param2
if rotation > 3 then
rotation = rotation % 4 -- Mask colorfacedir values
end
if rotation == 1 then
return pi / 2, rotation
elseif rotation == 3 then
return -pi / 2, rotation
elseif rotation == 0 then
return pi, rotation
else
return 0, n.param2
return 0, rotation
end
end
local function is_night_skip_enabled()
local enable_night_skip = minetest.setting_getbool("enable_bed_night_skip")
local enable_night_skip = minetest.settings:get_bool("enable_bed_night_skip")
if enable_night_skip == nil then
enable_night_skip = true
end
@ -58,6 +61,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
local p = beds.pos[name] or nil
if beds.player[name] ~= nil then
beds.player[name] = nil
beds.bed_position[name] = nil
player_in_bed = player_in_bed - 1
end
-- skip here to prevent sending player specific changes (used for leaving players)
@ -65,7 +69,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
return
end
if p then
player:setpos(p)
player:set_pos(p)
end
-- physics, eye_offset, etc
@ -80,6 +84,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
else
beds.player[name] = 1
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc
@ -89,7 +94,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
local dir = minetest.facedir_to_dir(param2)
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
player:set_physics_override(0, 0, 0)
player:setpos(p)
player:set_pos(p)
default.player_attached[name] = true
hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0)
@ -104,12 +109,12 @@ local function update_formspecs(finished)
local is_majority = (ges / 2) < player_in_bed
if finished then
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
form_n = beds.formspec .. "label[2.7,9; Good morning.]"
else
form_n = beds.formspec .. "label[2.2,11;" .. tostring(player_in_bed) ..
form_n = beds.formspec .. "label[2.2,9;" .. tostring(player_in_bed) ..
" of " .. tostring(ges) .. " players are in bed]"
if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,8;4,0.75;force;Force night skip]"
form_n = form_n .. "button_exit[2,6;4,0.75;force;Force night skip]"
end
end
@ -134,7 +139,7 @@ end
function beds.on_rightclick(pos, player)
local name = player:get_player_name()
local ppos = player:getpos()
local ppos = player:get_pos()
local tod = minetest.get_timeofday()
if tod > 0.2 and tod < 0.805 then
@ -171,6 +176,15 @@ function beds.on_rightclick(pos, player)
end
end
function beds.can_dig(bed_pos)
-- Check all players in bed which one is at the expected position
for _, player_bed_pos in pairs(beds.bed_position) do
if vector.equals(bed_pos, player_bed_pos) then
return false
end
end
return true
end
-- Callbacks
-- Only register respawn callback if respawn enabled
@ -180,7 +194,7 @@ if enable_respawn then
local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then
player:setpos(pos)
player:set_pos(pos)
return true
end
end)
@ -205,16 +219,25 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return
end
-- Because "Force night skip" button is a button_exit, it will set fields.quit
-- and lay_down call will change value of player_in_bed, so it must be taken
-- earlier.
local last_player_in_bed = player_in_bed
if fields.quit or fields.leave then
lay_down(player, nil, nil, false)
update_formspecs(false)
end
if fields.force then
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
local is_majority = (#minetest.get_connected_players() / 2) < last_player_in_bed
if is_majority and is_night_skip_enabled() then
update_formspecs(true)
beds.skip_night()
beds.kick_players()
else
update_formspecs(false)
end
end
end)

View File

@ -1,11 +1,13 @@
beds = {}
beds.player = {}
beds.bed_position = {}
beds.pos = {}
beds.spawn = {}
beds.formspec = "size[8,15;true]" ..
"bgcolor[#080808BB; true]" ..
"button_exit[2,12;4,0.75;leave;Leave Bed]"
beds.formspec = "size[8,11;true]" ..
"no_prepend[]" ..
"bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;Leave Bed]"
local modpath = minetest.get_modpath("beds")

View File

@ -30,6 +30,7 @@ Licenses of media (textures)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2018 TumeniNodes
You are free to:
Share — copy and redistribute the material in any medium or format.

View File

@ -53,7 +53,7 @@ end
function beds.set_spawns()
for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
local p = player:getpos()
local p = player:get_pos()
-- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then
beds.spawn[name] = p

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@ -0,0 +1,37 @@
Minetest Game mod: binoculars
=============================
See license.txt for license information.
Authors of source code
----------------------
paramat (MIT)
Authors of media (textures)
---------------------------
paramat (CC BY-SA 3.0):
binoculars_binoculars.png
Crafting
--------
binoculars:binoculars
default:obsidian_glass O
default:bronze_ingot B
O_O
BBB
O_O
Usage
-----
In survival mode, use of zoom requires the binoculars item in your inventory,
they will allow a 10 degree field of view.
It can take up to 5 seconds for adding to or removal from inventory to have an
effect, however to instantly allow the use of this zoom 'use' (leftclick) the
item.
Zoom with a field of view of 15 degrees is automatically allowed in creative
mode and for any player with the 'creative' privilege.
The 'binoculars.update_player_property()' function is global so can be
redefined by a mod for alternative behaviour.

View File

@ -0,0 +1,2 @@
default
creative?

76
mods/binoculars/init.lua Normal file
View File

@ -0,0 +1,76 @@
-- Mod global namespace
binoculars = {}
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif creative_enabled then
new_zoom_fov = 15
end
-- Only set property if necessary to avoid player mesh reload
if player:get_properties().zoom_fov ~= new_zoom_fov then
player:set_properties({zoom_fov = new_zoom_fov})
end
end
-- Set player property 'on joinplayer'
minetest.register_on_joinplayer(function(player)
binoculars.update_player_property(player)
end)
-- Cyclic update of player property
local function cyclic_update()
for _, player in ipairs(minetest.get_connected_players()) do
binoculars.update_player_property(player)
end
minetest.after(4.7, cyclic_update)
end
minetest.after(4.7, cyclic_update)
-- Binoculars item
minetest.register_craftitem("binoculars:binoculars", {
description = "Binoculars\nUse with 'Zoom' key",
inventory_image = "binoculars_binoculars.png",
stack_max = 1,
on_use = function(itemstack, user, pointed_thing)
binoculars.update_player_property(user)
end,
})
-- Crafting
minetest.register_craft({
output = "binoculars:binoculars",
recipe = {
{"default:obsidian_glass", "", "default:obsidian_glass"},
{"default:bronze_ingot", "default:bronze_ingot", "default:bronze_ingot"},
{"default:obsidian_glass", "", "default:obsidian_glass"},
}
})

View File

@ -1,25 +1,34 @@
License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012-2016 Various Minetest developers and contributors
The MIT License (MIT)
Copyright (C) 2017 paramat
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 VanessaE
Copyright (C) 2017 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.

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@ -13,3 +13,19 @@ Textures: Zeg9 (CC BY-SA 3.0)
Model: thetoon and Zeg9 (CC BY-SA 3.0),
modified by PavelS(SokolovPavel) (CC BY-SA 3.0),
modified by sofar (CC BY-SA 3.0)
Controls
--------
Right mouse button = Enter or exit boat when pointing at boat.
Forward = Speed up.
Slow down when moving backwards.
Forward + backward = Enable cruise mode: Boat will accelerate to maximum forward
speed and remain at that speed without needing to hold the
forward key.
Backward = Slow down.
Speed up when moving backwards.
Disable cruise mode.
Left = Turn to the left.
Turn to the right when moving backwards.
Right = Turn to the right.
Turn to the left when moving backwards.

View File

@ -1 +1,2 @@
default
player_api

View File

@ -33,18 +33,21 @@ end
--
local boat = {
physical = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "boats_boat.obj",
textures = {"default_wood.png"},
initial_properties = {
physical = true,
-- Warning: Do not change the position of the collisionbox top surface,
-- lowering it causes the boat to fall through the world if underwater
collisionbox = {-0.5, -0.35, -0.5, 0.5, 0.3, 0.5},
visual = "mesh",
mesh = "boats_boat.obj",
textures = {"default_wood.png"},
},
driver = nil,
v = 0,
last_v = 0,
removed = false
removed = false,
auto = false
}
@ -53,15 +56,16 @@ function boat.on_rightclick(self, clicker)
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
if self.driver and name == self.driver then
self.driver = nil
self.auto = false
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:getpos()
player_api.player_attached[name] = false
player_api.set_animation(clicker, "stand" , 30)
local pos = clicker:get_pos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:setpos(pos)
clicker:set_pos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
@ -72,18 +76,25 @@ function boat.on_rightclick(self, clicker)
end
clicker:set_detach()
end
self.driver = clicker
self.driver = name
clicker:set_attach(self.object, "",
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
{x = 0.5, y = 1, z = -3}, {x = 0, y = 0, z = 0})
player_api.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
player_api.set_animation(clicker, "sit" , 30)
end)
clicker:set_look_horizontal(self.object:getyaw())
clicker:set_look_horizontal(self.object:get_yaw())
end
end
-- If driver leaves server while driving boat
function boat.on_detach_child(self, child)
self.driver = nil
self.auto = false
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
@ -102,20 +113,23 @@ function boat.on_punch(self, puncher)
if not puncher or not puncher:is_player() or self.removed then
return
end
if self.driver and puncher == self.driver then
local name = puncher:get_player_name()
if self.driver and name == self.driver then
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
player_api.player_attached[name] = false
end
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not minetest.setting_getbool("creative_mode")
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
minetest.add_item(self.object:get_pos(), leftover)
end
end
-- delay remove to ensure player is detached
@ -127,38 +141,49 @@ end
function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * get_sign(self.v)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
if self.driver then
local ctrl = self.driver:get_player_control()
local yaw = self.object:getyaw()
if ctrl.up then
self.v = self.v + 0.1
elseif ctrl.down then
self.v = self.v - 0.1
end
if ctrl.left then
if self.v < 0 then
self.object:setyaw(yaw - (1 + dtime) * 0.03)
else
self.object:setyaw(yaw + (1 + dtime) * 0.03)
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
local ctrl = driver_objref:get_player_control()
if ctrl.up and ctrl.down then
if not self.auto then
self.auto = true
minetest.chat_send_player(self.driver, "[boats] Cruise on")
end
elseif ctrl.down then
self.v = self.v - dtime * 1.8
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, "[boats] Cruise off")
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
end
elseif ctrl.right then
if self.v < 0 then
self.object:setyaw(yaw + (1 + dtime) * 0.03)
else
self.object:setyaw(yaw - (1 + dtime) * 0.03)
if ctrl.left then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
end
elseif ctrl.right then
if self.v < -0.001 then
self.object:set_yaw(self.object:get_yaw() + dtime * 0.9)
else
self.object:set_yaw(self.object:get_yaw() - dtime * 0.9)
end
end
end
end
local velo = self.object:getvelocity()
local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:setpos(self.object:getpos())
self.object:set_pos(self.object:get_pos())
return
end
local s = get_sign(self.v)
self.v = self.v - 0.02 * s
self.v = self.v - dtime * 0.6 * s
if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.object:set_velocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
@ -166,7 +191,7 @@ function boat.on_step(self, dtime)
self.v = 5 * get_sign(self.v)
end
local p = self.object:getpos()
local p = self.object:get_pos()
p.y = p.y - 0.5
local new_velo
local new_acce = {x = 0, y = 0, z = 0}
@ -178,13 +203,13 @@ function boat.on_step(self, dtime)
else
new_acce = {x = 0, y = -9.8, z = 0}
end
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
local y = self.object:get_velocity().y
if y >= 5 then
y = 5
elseif y < 0 then
@ -192,24 +217,24 @@ function boat.on_step(self, dtime)
else
new_acce = {x = 0, y = 5, z = 0}
end
new_velo = get_velocity(self.v, self.object:getyaw(), y)
self.object:setpos(self.object:getpos())
new_velo = get_velocity(self.v, self.object:get_yaw(), y)
self.object:set_pos(self.object:get_pos())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
if math.abs(self.object:get_velocity().y) < 1 then
local pos = self.object:get_pos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
self.object:set_pos(pos)
new_velo = get_velocity(self.v, self.object:get_yaw(), 0)
else
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
new_velo = get_velocity(self.v, self.object:get_yaw(),
self.object:get_velocity().y)
self.object:set_pos(self.object:get_pos())
end
end
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
self.object:set_velocity(new_velo)
self.object:set_acceleration(new_acce)
end
@ -225,6 +250,16 @@ minetest.register_craftitem("boats:boat", {
groups = {flammable = 2},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if pointed_thing.type ~= "node" then
return itemstack
end
@ -234,8 +269,12 @@ minetest.register_craftitem("boats:boat", {
pointed_thing.under.y = pointed_thing.under.y + 0.5
boat = minetest.add_entity(pointed_thing.under, "boats:boat")
if boat then
boat:setyaw(placer:get_look_horizontal())
if not minetest.setting_getbool("creative_mode") then
if placer then
boat:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item()
end
end

View File

@ -1,6 +1,8 @@
-- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information.
bones = {}
local function is_owner(pos, name)
local owner = minetest.get_meta(pos):get_string("owner")
if owner == "" or owner == name or minetest.check_player_privs(name, "protection_bypass") then
@ -11,9 +13,6 @@ end
local bones_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
@ -21,8 +20,8 @@ local bones_formspec =
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
local share_bones_time = tonumber(minetest.setting_get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.setting_get("share_bones_time_early")) or share_bones_time / 4
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
minetest.register_node("bones:bones", {
description = "Bones",
@ -68,6 +67,12 @@ minetest.register_node("bones:bones", {
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if meta:get_inventory():is_empty("main") then
local inv = player:get_inventory()
if inv:room_for_item("main", {name = "bones:bones"}) then
inv:add_item("main", {name = "bones:bones"})
else
minetest.add_item(pos, "bones:bones")
end
minetest.remove_node(pos)
end
end,
@ -151,7 +156,7 @@ end
local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:setvelocity({
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
@ -159,27 +164,51 @@ local drop = function(pos, itemstack)
end
end
local player_inventory_lists = { "main", "craft" }
bones.player_inventory_lists = player_inventory_lists
local function is_all_empty(player_inv)
for _, list_name in ipairs(player_inventory_lists) do
if not player_inv:is_empty(list_name) then
return false
end
end
return true
end
minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.setting_get("bones_mode") or "bones"
local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
end
local bones_position_message = minetest.settings:get_bool("bones_position_message") == true
local player_name = player:get_player_name()
local pos = vector.round(player:get_pos())
local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or minetest.setting_getbool("creative_mode") then
if bones_mode == "keep" or (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
end
return
end
local player_inv = player:get_inventory()
if player_inv:is_empty("main") and
player_inv:is_empty("craft") then
if is_all_empty(player_inv) then
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
end
return
end
local pos = vector.round(player:getpos())
local player_name = player:get_player_name()
-- check if it's possible to place bones, if not find space near player
if bones_mode == "bones" and not may_replace(pos, player) then
local air = minetest.find_node_near(pos, 1, {"air"})
@ -191,44 +220,48 @@ minetest.register_on_dieplayer(function(player)
end
if bones_mode == "drop" then
-- drop inventory items
for i = 1, player_inv:get_size("main") do
drop(pos, player_inv:get_stack("main", i))
for _, list_name in ipairs(player_inventory_lists) do
for i = 1, player_inv:get_size(list_name) do
drop(pos, player_inv:get_stack(list_name, i))
end
player_inv:set_list(list_name, {})
end
player_inv:set_list("main", {})
-- drop crafting grid items
for i = 1, player_inv:get_size("craft") do
drop(pos, player_inv:get_stack("craft", i))
end
player_inv:set_list("craft", {})
drop(pos, ItemStack("bones:bones"))
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Inventory dropped")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
", and dropped their inventory.")
end
return
end
local param2 = minetest.dir_to_facedir(player:get_look_dir())
minetest.set_node(pos, {name = "bones:bones", param2 = param2})
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
", and bones were placed.")
end
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8 * 4)
inv:set_list("main", player_inv:get_list("main"))
for i = 1, player_inv:get_size("craft") do
local stack = player_inv:get_stack("craft", i)
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else
--drop if no space left
drop(pos, stack)
for _, list_name in ipairs(player_inventory_lists) do
for i = 1, player_inv:get_size(list_name) do
local stack = player_inv:get_stack(list_name, i)
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
else -- no space left
drop(pos, stack)
end
end
player_inv:set_list(list_name, {})
end
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
meta:set_string("formspec", bones_formspec)
meta:set_string("owner", player_name)

View File

@ -4,9 +4,9 @@ See license.txt for license information.
Authors of source code
----------------------
Kahrl <kahrl@gmx.net> (LGPL 2.1)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPL 2.1)
Kahrl <kahrl@gmx.net> (LGPLv2.1+)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
Authors of media (textures)
---------------------------

View File

@ -69,7 +69,8 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
-- Call on_rightclick if the pointed node defines it
if ndef and ndef.on_rightclick and
user and not user:get_player_control().sneak then
not (user and user:is_player() and
user:get_player_control().sneak) then
return ndef.on_rightclick(
pointed_thing.under,
node, user,
@ -147,7 +148,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
if inv:room_for_item("main", {name=liquiddef.itemname}) then
inv:add_item("main", liquiddef.itemname)
else
local pos = user:getpos()
local pos = user:get_pos()
pos.y = math.floor(pos.y + 0.5)
minetest.add_item(pos, liquiddef.itemname)
end
@ -188,6 +189,12 @@ bucket.register_liquid(
{water_bucket = 1}
)
-- River water source is 'liquid_renewable = false' to avoid horizontal spread
-- of water sources in sloping rivers that can cause water to overflow
-- riverbanks and cause floods.
-- River water source is instead made renewable by the 'force renew' option
-- used here.
bucket.register_liquid(
"default:river_water_source",
"default:river_water_flowing",

View File

@ -0,0 +1,14 @@
Minetest Game mod: Butterflies
==============================
Adds butterflies to the world on mapgen, which can be caught in a net if the
fireflies mod is also enabled.
Authors of source code
----------------------
Shara RedCat (MIT)
Authors of media (textures)
---------------------------
Shara RedCat (CC BY-SA 3.0):
butterflies_butterfly_*.png
butterflies_butterfly_*_animated.png

View File

@ -0,0 +1,2 @@
default
flowers

133
mods/butterflies/init.lua Normal file
View File

@ -0,0 +1,133 @@
-- register butterflies
local butter_list = {
{"white", "White"},
{"red", "Red"},
{"violet", "Violet"}
}
for i in ipairs (butter_list) do
local name = butter_list[i][1]
local desc = butter_list[i][2]
minetest.register_node("butterflies:butterfly_"..name, {
description = desc.." Butterfly",
drawtype = "plantlike",
tiles = {{
name = "butterflies_butterfly_"..name.."_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3
},
}},
inventory_image = "butterflies_butterfly_"..name..".png",
wield_image = "butterflies_butterfly_"..name..".png",
waving = 1,
paramtype = "light",
sunlight_propagates = true,
buildable_to = true,
walkable = false,
groups = {catchable = 1},
selection_box = {
type = "fixed",
fixed = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
},
floodable = true,
on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:butterfly_"..name})
minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
end,
on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) < 11 then
minetest.set_node(pos, {name = "butterflies:hidden_butterfly_"..name})
end
minetest.get_node_timer(pos):start(30)
end
})
minetest.register_node("butterflies:hidden_butterfly_"..name, {
description = "Hidden "..desc.." Butterfly",
drawtype = "airlike",
inventory_image = "insects_butterfly_"..name..".png",
wield_image = "insects_butterfly_"..name..".png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
pointable = false,
diggable = false,
drop = "",
groups = {not_in_creative_inventory = 1},
floodable = true,
on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:hidden_butterfly_"..name})
minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
end,
on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) >= 11 then
minetest.set_node(pos, {name = "butterflies:butterfly_"..name})
end
minetest.get_node_timer(pos):start(30)
end
})
end
-- register decoration
minetest.register_decoration({
name = "butterflies:butterfly",
deco_type = "simple",
place_on = {"default:dirt_with_grass"},
place_offset_y = 2,
sidelen = 80,
fill_ratio = 0.005,
biomes = {"grassland", "deciduous_forest", "floatland_grassland"},
y_max = 31000,
y_min = 1,
decoration = {
"butterflies:butterfly_white",
"butterflies:butterfly_red",
"butterflies:butterfly_violet"
},
spawn_by = "group:flower",
num_spawn_by = 1
})
-- get decoration ID
local butterflies = minetest.get_decoration_id("butterflies:butterfly")
minetest.set_gen_notify({decoration = true}, {butterflies})
-- start nodetimers
minetest.register_on_generated(function(minp, maxp, blockseed)
local gennotify = minetest.get_mapgen_object("gennotify")
local poslist = {}
for _, pos in ipairs(gennotify["decoration#"..butterflies] or {}) do
local deco_pos = {x = pos.x, y = pos.y + 3, z = pos.z}
table.insert(poslist, deco_pos)
end
if #poslist ~= 0 then
for i = 1, #poslist do
local pos = poslist[i]
minetest.get_node_timer(pos):start(1)
end
end
end)

View File

@ -0,0 +1,58 @@
License of source code
----------------------
The MIT License (MIT)
Copyright (c) 2018 Shara RedCat
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2018 Shara RedCat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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@ -6,7 +6,8 @@ itself is based on (and fully compatible with) the carts mod [2].
The model was originally designed by stujones11 [3] (CC-0).
Cart textures are based on original work from PixelBOX (WTFPL).
Cart textures are based on original work from PixelBOX by Gambit (permissive
license).
[1] https://github.com/SmallJoker/boost_cart/

View File

@ -1,10 +1,12 @@
local cart_entity = {
physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "carts_cart.b3d",
visual_size = {x=1, y=1},
textures = {"carts_cart.png"},
initial_properties = {
physical = false, -- otherwise going uphill breaks
collisionbox = {-0.5, -0.5, -0.5, 0.5, 0.5, 0.5},
visual = "mesh",
mesh = "carts_cart.b3d",
visual_size = {x=1, y=1},
textures = {"carts_cart.png"},
},
driver = nil,
punched = false, -- used to re-send velocity and position
@ -27,6 +29,10 @@ function cart_entity:on_rightclick(clicker)
elseif not self.driver then
self.driver = player_name
carts:manage_attachment(clicker, self.object)
-- player_api does not update the animation
-- when the player is attached, reset to default animation
player_api.set_animation(clicker, "stand")
end
end
@ -36,29 +42,33 @@ function cart_entity:on_activate(staticdata, dtime_s)
return
end
local data = minetest.deserialize(staticdata)
if not data or type(data) ~= "table" then
if type(data) ~= "table" then
return
end
self.railtype = data.railtype
if data.old_dir then
self.old_dir = data.old_dir
end
if data.old_vel then
self.old_vel = data.old_vel
end
end
function cart_entity:get_staticdata()
return minetest.serialize({
railtype = self.railtype,
old_dir = self.old_dir,
old_vel = self.old_vel
old_dir = self.old_dir
})
end
-- 0.5.x and later: When the driver leaves
function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then
self.driver = nil
end
end
function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities, direction)
local pos = self.object:getpos()
if not self.railtype then
local pos = self.object:get_pos()
local vel = self.object:get_velocity()
if not self.railtype or vector.equals(vel, {x=0, y=0, z=0}) then
local node = minetest.get_node(pos).name
self.railtype = minetest.get_item_group(node, "connect_to_raillike")
end
@ -80,31 +90,31 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
-- Detach driver and items
if self.driver then
if self.old_pos then
self.object:setpos(self.old_pos)
self.object:set_pos(self.old_pos)
end
local player = minetest.get_player_by_name(self.driver)
carts:manage_attachment(player, nil)
end
for _,obj_ in ipairs(self.attached_items) do
for _, obj_ in ipairs(self.attached_items) do
if obj_ then
obj_:set_detach()
end
end
-- Pick up cart
local inv = puncher:get_inventory()
if not minetest.setting_getbool("creative_mode")
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
if not leftover:is_empty() then
minetest.add_item(self.object:getpos(), leftover)
minetest.add_item(self.object:get_pos(), leftover)
end
end
self.object:remove()
return
end
-- Player punches cart to alter velocity
local vel = self.object:getvelocity()
if puncher:get_player_name() == self.driver then
if math.abs(vel.x + vel.z) > carts.punch_speed_max then
return
@ -151,7 +161,7 @@ local function rail_sound(self, dtime)
self.sound_handle = nil
minetest.after(0.2, minetest.sound_stop, handle)
end
local vel = self.object:getvelocity()
local vel = self.object:get_velocity()
local speed = vector.length(vel)
if speed > 0 then
self.sound_handle = minetest.sound_play(
@ -168,32 +178,23 @@ local function get_railparams(pos)
return carts.railparams[node.name] or {}
end
local v3_len = vector.length
local function rail_on_step(self, dtime)
local vel = self.object:getvelocity()
local vel = self.object:get_velocity()
if self.punched then
vel = vector.add(vel, self.velocity)
self.object:setvelocity(vel)
self.object:set_velocity(vel)
self.old_dir.y = 0
elseif vector.equals(vel, {x=0, y=0, z=0}) then
return
end
local pos = self.object:getpos()
local pos = self.object:get_pos()
local cart_dir = carts:velocity_to_dir(vel)
local same_dir = vector.equals(cart_dir, self.old_dir)
local update = {}
-- stop cart if velocity vector flips
if self.old_vel and self.old_vel.y == 0 and
(self.old_vel.x * vel.x < 0 or self.old_vel.z * vel.z < 0) then
self.old_vel = {x = 0, y = 0, z = 0}
self.old_pos = pos
self.object:setvelocity(vector.new())
self.object:setacceleration(vector.new())
rail_on_step_event(get_railparams(pos).on_step, self, dtime)
return
end
self.old_vel = vector.new(vel)
if self.old_pos and not self.punched then
if self.old_pos and not self.punched and same_dir then
local flo_pos = vector.round(pos)
local flo_old = vector.round(self.old_pos)
if vector.equals(flo_pos, flo_old) then
@ -212,20 +213,29 @@ local function rail_on_step(self, dtime)
end
end
if self.old_pos then
-- Detection for "skipping" nodes
local found_path = carts:pathfinder(
pos, self.old_pos, self.old_dir, ctrl, self.old_switch, self.railtype
local stop_wiggle = false
if self.old_pos and same_dir then
-- Detection for "skipping" nodes (perhaps use average dtime?)
-- It's sophisticated enough to take the acceleration in account
local acc = self.object:get_acceleration()
local distance = dtime * (v3_len(vel) + 0.5 * dtime * v3_len(acc))
local new_pos, new_dir = carts:pathfinder(
pos, self.old_pos, self.old_dir, distance, ctrl,
self.old_switch, self.railtype
)
if not found_path then
-- No rail found: reset back to the expected position
pos = vector.new(self.old_pos)
if new_pos then
-- No rail found: set to the expected position
pos = new_pos
update.pos = true
cart_dir = new_dir
end
elseif self.old_pos and self.old_dir.y ~= 1 and not self.punched then
-- Stop wiggle
stop_wiggle = true
end
local cart_dir = carts:velocity_to_dir(vel)
local railparams
-- dir: New moving direction of the cart
@ -233,16 +243,25 @@ local function rail_on_step(self, dtime)
local dir, switch_keys = carts:get_rail_direction(
pos, cart_dir, ctrl, self.old_switch, self.railtype
)
local dir_changed = not vector.equals(dir, self.old_dir)
local new_acc = {x=0, y=0, z=0}
if vector.equals(dir, {x=0, y=0, z=0}) then
if stop_wiggle or vector.equals(dir, {x=0, y=0, z=0}) then
vel = {x = 0, y = 0, z = 0}
pos = vector.round(pos)
local pos_r = vector.round(pos)
if not carts:is_rail(pos_r, self.railtype)
and self.old_pos then
pos = self.old_pos
elseif not stop_wiggle then
pos = pos_r
else
pos.y = math.floor(pos.y + 0.5)
end
update.pos = true
update.vel = true
else
-- Direction change detected
if not vector.equals(dir, self.old_dir) then
if dir_changed then
vel = vector.multiply(dir, math.abs(vel.x + vel.z))
update.vel = true
if dir.y ~= self.old_dir.y then
@ -293,9 +312,9 @@ local function rail_on_step(self, dtime)
end
end
self.object:setacceleration(new_acc)
self.old_pos = vector.new(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) then
self.object:set_acceleration(new_acc)
self.old_pos = vector.round(pos)
if not vector.equals(dir, {x=0, y=0, z=0}) and not stop_wiggle then
self.old_dir = vector.new(dir)
end
self.old_switch = switch_keys
@ -331,7 +350,7 @@ local function rail_on_step(self, dtime)
elseif self.old_dir.z < 0 then
yaw = 1
end
self.object:setyaw(yaw * math.pi)
self.object:set_yaw(yaw * math.pi)
local anim = {x=0, y=0}
if dir.y == -1 then
@ -341,9 +360,15 @@ local function rail_on_step(self, dtime)
end
self.object:set_animation(anim, 1, 0)
self.object:setvelocity(vel)
if update.vel then
self.object:set_velocity(vel)
end
if update.pos then
self.object:setpos(pos)
if dir_changed then
self.object:set_pos(pos)
else
self.object:move_to(pos)
end
end
-- call event handler
@ -362,6 +387,16 @@ minetest.register_craftitem("carts:cart", {
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png",
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
local udef = minetest.registered_nodes[node.name]
if udef and udef.on_rightclick and
not (placer and placer:is_player() and
placer:get_player_control().sneak) then
return udef.on_rightclick(under, node, placer, itemstack,
pointed_thing) or itemstack
end
if not pointed_thing.type == "node" then
return
end
@ -376,7 +411,8 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above})
if not minetest.setting_getbool("creative_mode") then
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item()
end
return itemstack

View File

@ -1 +1,2 @@
default
player_api

View File

@ -12,13 +12,13 @@ function carts:manage_attachment(player, obj)
end
local status = obj ~= nil
local player_name = player:get_player_name()
if default.player_attached[player_name] == status then
if player_api.player_attached[player_name] == status then
return
end
default.player_attached[player_name] = status
player_api.player_attached[player_name] = status
if status then
player:set_attach(obj, "", {x=0, y=6, z=0}, {x=0, y=0, z=0})
player:set_attach(obj, "", {x=0, y=-4.5, z=0}, {x=0, y=0, z=0})
player:set_eye_offset({x=0, y=-4, z=0},{x=0, y=-4, z=0})
else
player:set_detach()
@ -99,6 +99,16 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right.z = -dir.x
end
local straight_priority = ctrl and dir.y ~= 0
-- Normal, to disallow rail switching up- & downhill
if straight_priority then
cur = self:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
end
if ctrl then
if old_switch == 1 then
left_check = false
@ -106,14 +116,14 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
right_check = false
end
if ctrl.left and left_check then
cur = carts:check_front_up_down(pos, left, false, railtype)
cur = self:check_front_up_down(pos, left, false, railtype)
if cur then
return cur, 1
end
left_check = false
end
if ctrl.right and right_check then
cur = carts:check_front_up_down(pos, right, false, railtype)
cur = self:check_front_up_down(pos, right, false, railtype)
if cur then
return cur, 2
end
@ -122,9 +132,11 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
end
-- Normal
cur = carts:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
if not straight_priority then
cur = self:check_front_up_down(pos, dir, true, railtype)
if cur then
return cur
end
end
-- Left, if not already checked
@ -158,31 +170,41 @@ function carts:get_rail_direction(pos_, dir, ctrl, old_switch, railtype)
return {x=0, y=0, z=0}
end
function carts:pathfinder(pos_, old_pos, old_dir, ctrl, pf_switch, railtype)
function carts:pathfinder(pos_, old_pos, old_dir, distance, ctrl,
pf_switch, railtype)
local pos = vector.round(pos_)
if vector.equals(old_pos, pos) then
return
end
local pf_pos = vector.round(old_pos)
local pf_dir = vector.new(old_dir)
distance = math.min(carts.path_distance_max,
math.floor(distance + 1))
for i = 1, 3 do
if vector.equals(pf_pos, pos) then
-- Success! Cart moved on correctly
return true
end
for i = 1, distance do
pf_dir, pf_switch = self:get_rail_direction(
pf_pos, pf_dir, ctrl, pf_switch or 0, railtype)
pf_dir, pf_switch = carts:get_rail_direction(pf_pos, pf_dir, ctrl, pf_switch, railtype)
if vector.equals(pf_dir, {x=0, y=0, z=0}) then
-- No way forwards
return false
return pf_pos, pf_dir
end
pf_pos = vector.add(pf_pos, pf_dir)
if vector.equals(pf_pos, pos) then
-- Success! Cart moved on correctly
return
end
end
-- Cart not found
return false
-- Not found. Put cart to predicted position
return pf_pos, pf_dir
end
function carts:register_rail(name, def, railparams)
local def_default = {
function carts:register_rail(name, def_overwrite, railparams)
local def = {
drawtype = "raillike",
paramtype = "light",
sunlight_propagates = true,
@ -194,7 +216,7 @@ function carts:register_rail(name, def, railparams)
},
sounds = default.node_sound_metal_defaults()
}
for k, v in pairs(def_default) do
for k, v in pairs(def_overwrite) do
def[k] = v
end
if not def.inventory_image then
@ -211,7 +233,12 @@ end
function carts:get_rail_groups(additional_groups)
-- Get the default rail groups and add more when a table is given
local groups = {dig_immediate = 2, attached_node = 1, rail = 1, connect_to_raillike = 1}
local groups = {
dig_immediate = 2,
attached_node = 1,
rail = 1,
connect_to_raillike = minetest.raillike_group("rail")
}
if type(additional_groups) == "table" then
for k, v in pairs(additional_groups) do
groups[k] = v

View File

@ -7,14 +7,10 @@ carts.railparams = {}
carts.speed_max = 7
-- Set to -1 to disable punching the cart from inside (min = -1)
carts.punch_speed_max = 5
-- Maximal distance for the path correction (for dtime peaks)
carts.path_distance_max = 3
dofile(carts.modpath.."/functions.lua")
dofile(carts.modpath.."/rails.lua")
-- Support for non-default games
if not default.player_attached then
default.player_attached = {}
end
dofile(carts.modpath.."/cart_entity.lua")

View File

@ -10,11 +10,11 @@ carts:register_rail("carts:rail", {
}, {})
minetest.register_craft({
output = "carts:rail 16",
output = "carts:rail 18",
recipe = {
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "group:stick", "default:steel_ingot"},
{"default:steel_ingot", "", "default:steel_ingot"},
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
}
})
@ -22,7 +22,7 @@ minetest.register_alias("default:rail", "carts:rail")
carts:register_rail("carts:powerrail", {
description = "Powered rail",
description = "Powered Rail",
tiles = {
"carts_rail_straight_pwr.png", "carts_rail_curved_pwr.png",
"carts_rail_t_junction_pwr.png", "carts_rail_crossing_pwr.png"
@ -31,17 +31,17 @@ carts:register_rail("carts:powerrail", {
}, {acceleration = 5})
minetest.register_craft({
output = "carts:powerrail 8",
output = "carts:powerrail 18",
recipe = {
{"default:steel_ingot", "default:mese_crystal_fragment", "default:steel_ingot"},
{"default:steel_ingot", "group:stick", "default:steel_ingot"},
{"default:steel_ingot", "default:mese_crystal_fragment", "default:steel_ingot"},
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
{"default:steel_ingot", "default:mese_crystal", "default:steel_ingot"},
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
}
})
carts:register_rail("carts:brakerail", {
description = "Brake rail",
description = "Brake Rail",
tiles = {
"carts_rail_straight_brk.png", "carts_rail_curved_brk.png",
"carts_rail_t_junction_brk.png", "carts_rail_crossing_brk.png"
@ -50,10 +50,10 @@ carts:register_rail("carts:brakerail", {
}, {acceleration = -3})
minetest.register_craft({
output = "carts:brakerail 8",
output = "carts:brakerail 18",
recipe = {
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
{"default:steel_ingot", "default:coal_lump", "default:steel_ingot"},
{"default:steel_ingot", "group:stick", "default:steel_ingot"},
{"default:steel_ingot", "default:coal_lump", "default:steel_ingot"},
{"default:steel_ingot", "group:wood", "default:steel_ingot"},
}
})

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@ -9,4 +9,9 @@ Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> (MIT)
Author of media (textures)
--------------------------
Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> (CC BY-SA 3.0)
paramat (CC BY-SA 3.0):
* creative_prev_icon.png
* creative_next_icon.png
* creative_search_icon.png
* creative_clear_icon.png
* creative_trash_icon.png derived from a texture by kilbith (CC BY-SA 3.0)

View File

@ -1,6 +1,36 @@
creative = {}
local function update_sfinv(name)
minetest.after(0, function()
local player = minetest.get_player_by_name(name)
if player then
if sfinv.get_page(player):sub(1, 9) == "creative:" then
sfinv.set_page(player, sfinv.get_homepage_name(player))
else
sfinv.set_player_inventory_formspec(player)
end
end
end)
end
minetest.register_privilege("creative", {
description = "Allow player to use creative inventory",
give_to_singleplayer = false,
give_to_admin = false,
on_grant = update_sfinv,
on_revoke = update_sfinv,
})
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
function creative.is_enabled_for(name)
return creative_mode_cache or
minetest.check_player_privs(name, {creative = true})
end
dofile(minetest.get_modpath("creative") .. "/inventory.lua")
if minetest.setting_getbool("creative_mode") then
if creative_mode_cache then
-- Dig time is modified according to difference (leveldiff) between tool
-- 'maxlevel' and node 'level'. Digtime is divided by the larger of
-- leveldiff and 1.
@ -28,22 +58,27 @@ if minetest.setting_getbool("creative_mode") then
damage_groups = {fleshy = 10},
}
})
end
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
return true
end)
-- Unlimited node placement
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if placer and placer:is_player() then
return creative.is_enabled_for(placer:get_player_name())
end
end)
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() then
return
end
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
item = ItemStack(item):get_name()
if not inv:contains_item("main", item) then
inv:add_item("main", item)
end
-- Don't pick up if the item is already in the inventory
local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() or
not creative.is_enabled_for(digger:get_player_name()) then
return old_handle_node_drops(pos, drops, digger)
end
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end

View File

@ -1,5 +1,19 @@
creative = {}
local player_inventory = {}
local inventory_cache = {}
local function init_creative_cache(items)
inventory_cache[items] = {}
local i_cache = inventory_cache[items]
for name, def in pairs(items) do
if def.groups.not_in_creative_inventory ~= 1 and
def.description and def.description ~= "" then
i_cache[name] = def
end
end
table.sort(i_cache)
return i_cache
end
function creative.init_creative_inventory(player)
local player_name = player:get_player_name()
@ -11,22 +25,25 @@ function creative.init_creative_inventory(player)
minetest.create_detached_inventory("creative_" .. player_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
if not to_list == "main" then
return count
else
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) or
to_list == "main" then
return 0
end
return count
end,
allow_put = function(inv, listname, index, stack, player2)
return 0
end,
allow_take = function(inv, listname, index, stack, player2)
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) then
return 0
end
return -1
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
end,
on_put = function(inv, listname, index, stack, player2)
end,
on_take = function(inv, listname, index, stack, player2)
if stack and stack:get_count() > 0 then
minetest.log("action", player_name .. " takes " .. stack:get_name().. " from creative inventory")
@ -34,22 +51,20 @@ function creative.init_creative_inventory(player)
end,
}, player_name)
creative.update_creative_inventory(player_name, minetest.registered_items)
return player_inventory[player_name]
end
function creative.update_creative_inventory(player_name, tab_content)
local creative_list = {}
local inv = player_inventory[player_name] or
creative.init_creative_inventory(minetest.get_player_by_name(player_name))
local player_inv = minetest.get_inventory({type = "detached", name = "creative_" .. player_name})
local inv = player_inventory[player_name]
if not inv then
creative.init_creative_inventory(minetest.get_player_by_name(player_name))
end
for name, def in pairs(tab_content) do
if not (def.groups.not_in_creative_inventory == 1) and
def.description and def.description ~= "" and
(def.name:find(inv.filter, 1, true) or
def.description:lower():find(inv.filter, 1, true)) then
local items = inventory_cache[tab_content] or init_creative_cache(tab_content)
for name, def in pairs(items) do
if def.name:find(inv.filter, 1, true) or
def.description:lower():find(inv.filter, 1, true) then
creative_list[#creative_list+1] = name
end
end
@ -79,7 +94,7 @@ function creative.register_tab(name, title, items)
sfinv.register_page("creative:" .. name, {
title = title,
is_in_nav = function(self, player, context)
return minetest.setting_getbool("creative_mode")
return creative.is_enabled_for(player:get_player_name())
end,
get = function(self, player, context)
local player_name = player:get_player_name()
@ -97,21 +112,21 @@ function creative.register_tab(name, title, items)
list[current_player;main;0,5.85;8,3;8]
list[detached:creative_trash;main;4,3.3;1,1;]
listring[]
button[5.4,3.2;0.8,0.9;creative_prev;<]
button[7.25,3.2;0.8,0.9;creative_next;>]
button[2.1,3.4;0.8,0.5;creative_search;?]
button[2.75,3.4;0.8,0.5;creative_clear;X]
image_button[5.4,3.25;0.8,0.8;creative_prev_icon.png;creative_prev;]
image_button[7.2,3.25;0.8,0.8;creative_next_icon.png;creative_next;]
image_button[2.1,3.25;0.8,0.8;creative_search_icon.png;creative_search;]
image_button[2.75,3.25;0.8,0.8;creative_clear_icon.png;creative_clear;]
tooltip[creative_search;Search]
tooltip[creative_clear;Reset]
tooltip[creative_prev;Previous page]
tooltip[creative_next;Next page]
listring[current_player;main]
field_close_on_enter[creative_filter;false]
]] ..
"field[0.3,3.5;2.2,1;creative_filter;;" .. minetest.formspec_escape(inv.filter) .. "]" ..
"listring[detached:creative_" .. player_name .. ";main]" ..
"list[detached:creative_" .. player_name .. ";main;0,0;8,3;" .. tostring(start_i) .. "]" ..
default.get_hotbar_bg(0,4.7) ..
default.gui_bg .. default.gui_bg_img .. default.gui_slots
.. creative.formspec_add, false)
default.get_hotbar_bg(0,4.7) .. creative.formspec_add, false)
end,
on_enter = function(self, player, context)
local player_name = player:get_player_name()
@ -161,10 +176,6 @@ function creative.register_tab(name, title, items)
})
end
minetest.register_on_joinplayer(function(player)
creative.init_creative_inventory(player)
end)
creative.register_tab("all", "All", minetest.registered_items)
creative.register_tab("nodes", "Nodes", minetest.registered_nodes)
creative.register_tab("tools", "Tools", minetest.registered_tools)
@ -172,7 +183,7 @@ creative.register_tab("craftitems", "Items", minetest.registered_craftitems)
local old_homepage_name = sfinv.get_homepage_name
function sfinv.get_homepage_name(player)
if minetest.setting_getbool("creative_mode") then
if creative.is_enabled_for(player:get_player_name()) then
return "creative:all"
else
return old_homepage_name(player)

View File

@ -30,6 +30,7 @@ Licenses of media (textures)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com>
Copyright (C) 2018 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.

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@ -4,43 +4,40 @@ See license.txt for license information.
Authors of source code
----------------------
Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPL 2.1)
Various Minetest developers and contributors (LGPL 2.1)
Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
Authors of media (textures, models and sounds)
----------------------------------------------
The torch code was derived by sofar from the 'torches' mod by
BlockMen (LGPLv2.1+)
Authors of media (textures, sounds, models and schematics)
----------------------------------------------------------
Everything not listed in here:
celeron55, Perttu Ahola <celeron55@gmail.com> (CC BY-SA 3.0)
Textures
--------
Cisoun's texture pack (CC BY-SA 3.0):
default_jungletree.png
default_lava.png
default_leaves.png
default_sapling.png
default_bush_sapling.png
default_stone.png
default_tree.png
default_tree_top.png
default_water.png
Cisoun's conifers mod (CC BY-SA 3.0):
default_pine_needles.png
Originating from G4JC's Almost MC Texture Pack (CC BY-SA 3.0):
default_torch.png
default_torch_on_ceiling.png
default_torch_on_floor.png
VanessaE's animated torches (CC BY-SA 3.0):
default_torch_animated.png
default_torch_on_ceiling_animated.png
default_torch_on_floor_animated.png
default_torch_on_floor.png
RealBadAngel's animated water (CC BY-SA 3.0):
default_water_source_animated.png
default_water_flowing_animated.png
VanessaE (CC BY-SA 3.0):
default_torch_animated.png
default_torch_on_ceiling_animated.png
default_torch_on_floor_animated.png
default_torch_on_floor.png
default_desert_sand.png
default_desert_stone.png
default_sand.png
@ -51,13 +48,6 @@ Calinou (CC BY-SA 3.0):
default_brick.png
default_papyrus.png
default_mineral_copper.png
default_glass_detail.png
MirceaKitsune (CC BY-SA 3.0):
character.x
Jordach (CC BY-SA 3.0):
character.png
PilzAdam (CC BY-SA 3.0):
default_jungleleaves.png
@ -74,13 +64,10 @@ InfinityProject (CC BY-SA 3.0):
Splizard (CC BY-SA 3.0):
default_pine_sapling.png
default_pine_needles.png
Zeg9 (CC BY-SA 3.0):
default_coal_block.png
default_steel_block.png
default_copper_block.png
default_bronze_block.png
default_gold_block.png
paramat (CC BY-SA 3.0):
wieldhand.png -- Copied from character.png by Jordach (CC BY-SA 3.0)
@ -90,11 +77,14 @@ paramat (CC BY-SA 3.0):
default_acacia_leaves.png
default_acacia_leaves_simple.png
default_acacia_sapling.png
default_acacia_bush_sapling.png
default_pine_bush_sapling.png
default_acacia_tree.png
default_acacia_tree_top.png
default_acacia_wood.png
default_acacia_bush_stem.png
default_bush_stem.png
default_pine_bush_stem.png
default_junglewood.png
default_jungletree_top.png
default_sandstone_brick.png
@ -115,18 +105,39 @@ paramat (CC BY-SA 3.0):
default_grass_side.png
default_mese_block.png
default_silver_sand.png
default_mese_post_light_side.png
default_mese_post_light_side_dark.png
default_mese_post_light_top.png
default_silver_sandstone.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_silver_sandstone_brick.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_silver_sandstone_block.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_bookshelf_slot.png -- Derived from a texture by Gambit (CC-BY-SA 3.0)
default_marram_grass_*.png -- Derived from textures by TumeniNodes (CC-BY-SA 3.0)
default_emergent_jungle_sapling.png
default_permafrost.png -- Derived from a texture by Neuromancer (CC BY-SA 3.0)
default_stones.png -- Derived from a texture by sofar (CC0 1.0)
default_stones_side.png -- Derived from a texture by sofar (CC0 1.0)
default_moss.png
default_moss_side.png
default_fence_rail_acacia_wood
default_fence_rail_aspen_wood -- Derived from a texture by sofar (CC BY-SA 3.0)
default_fence_rail_junglewood
default_fence_rail_pine_wood
default_fence_rail_wood -- Derived from a texture by BlockMen (CC BY-SA 3.0)
brunob.santos (CC BY-SA 4.0):
default_desert_cobble.png
TumeniNodes (CC BY-SA 3.0):
default_desert_cobble.png -- Derived from a texture by brunob.santos (CC BY-SA 3.0)
default_coniferous_litter.png
default_coniferous_litter_side.png
BlockMen (CC BY-SA 3.0):
default_aspen_leaves.png -- Derived from Sofar's texture
default_wood.png
default_clay_brick.png
default_iron_ingot.png
default_gold_ingot.png
default_tool_steelsword.png
default_diamond.png
default_book.png
default_tool_*.png
default_lava_source_animated.png
default_lava_flowing_animated.png
@ -140,24 +151,19 @@ BlockMen (CC BY-SA 3.0):
bubble.png
gui_*.png
Wuzzy (CC BY-SA 3.0):
default_bookshelf_slot.png (based on default_book.png)
sofar (CC BY-SA 3.0):
default_book_written.png, based on default_book.png
default_aspen_sapling
default_aspen_leaves
default_aspen_tree
default_aspen_tree_top, derived from default_pine_tree_top (by paramat)
default_aspen_wood, derived from default_pine_wood (by paramat)
default_chest_inside
sofar (CC0 1.0):
default_gravel.png -- Derived from Gambit's PixelBOX texture pack light gravel
Neuromancer (CC BY-SA 2.0):
Neuromancer (CC BY-SA 3.0):
default_cobble.png, based on texture by Brane praefect
default_mossycobble.png, based on texture by Brane praefect
Neuromancer (CC BY-SA 3.0):
default_dirt.png
default_furnace_*.png
Gambit (CC BY-SA 3.0):
@ -179,11 +185,12 @@ Gambit (CC BY-SA 3.0):
default_snowball.png
default_key.png
default_key_skeleton.png
default_book.png
asl97 (CC BY-SA 3.0):
default_ice.png
KevDoy (CC BY-SA 3.0)
KevDoy (CC BY-SA 3.0):
heart.png
Pithydon (CC BY-SA 3.0)
@ -191,19 +198,64 @@ Pithydon (CC BY-SA 3.0)
default_coral_orange.png
default_coral_skeleton.png
Ferk (CC0 1.0)
Ferk (CC0 1.0):
default_item_smoke.png
default_item_smoke.ogg, based on sound by http://opengameart.org/users/bart
npx (CC BY-SA 3.0):
default_rainforest_litter.png
default_rainforest_litter_side.png
kaeza (CC-BY-SA 3.0):
default_desert_sandstone.png
default_desert_sandstone_brick.png
default_desert_sandstone_block.png
kilbith (CC BY-SA 3.0):
default_steel_block.png
default_copper_block.png
default_bronze_block.png
default_gold_block.png
default_tin_block.png
default_mineral_tin.png
default_tin_ingot.png
default_tin_lump.png
tobyplowy (CC BY-SA 3.0):
default_kelp.png
CloudyProton (CC BY-SA 3.0):
default_book_written.png, based on default_book.png by Gambit
Mossmanikin (CC BY-SA 3.0):
default_fern_*.png
random-geek (CC BY-SA 3.0):
default_blueberries.png
default_blueberry_overlay.png
default_blueberry_bush_leaves.png, derived from default_bush_leaves (by paramat)
default_blueberry_bush_sapling.png
default_dirt.png -- Derived from a texture by Neuromancer (CC BY-SA 3.0)
Krock (CC0 1.0):
default_glass.png
default_glass_detail.png
Topywo (CC BY-SA 3.0)
default_coral_cyan.png
default_coral_green.png
default_coral_pink.png
Extex101 (CC BY-SA 3.0)
default_large_cactus_seedling.png
Sounds
------
Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
sonictechtonic (CC BY 3.0):
https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg
Mito551 (sounds) (CC BY-SA 3.0):
default_dig_choppy.ogg
default_dig_cracky.ogg
@ -226,8 +278,6 @@ Mito551 (sounds) (CC BY-SA 3.0):
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_snow_footstep.1.ogg
default_snow_footstep.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
@ -252,13 +302,76 @@ Metal sounds:
Tool breaking sounds added by sofar: CC-BY-3.0
default_tool_breaks.* - http://www.freesound.org/people/HerbertBoland/sounds/33206/
AGFX (CC BY 3.0)
AGFX (CC BY 3.0):
https://www.freesound.org/people/AGFX/packs/1253/
default_water_footstep.1.ogg
default_water_footstep.2.ogg
default_water_footstep.3.ogg
(default_water_footstep.4.ogg is silent)
blukotek (CC0 1.0)
blukotek (CC0 1.0):
https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg
Chests sounds added by sofar, derived of several files mixed together:
default_chest_open.ogg
default_chest_close.ogg
- http://www.freesound.org/people/Sevin7/sounds/269722/ CC0
- http://www.freesound.org/people/Percy%20Duke/sounds/23448/ CC-BY-3.0
- http://www.freesound.org/people/kingsamas/sounds/135576/ CC-BY-3.0
- http://www.freesound.org/people/bulbastre/sounds/126887/ CC-BY-3.0
- http://www.freesound.org/people/Yoyodaman234/sounds/183541/ CC0
Ryding (CC0 1.0):
http://freesound.org/people/Ryding/sounds/94337/
default_snow_footstep.*.ogg
Ferk (CC0 1.0):
default_item_smoke.ogg, based on a sound by http://opengameart.org/users/bart
Models
------
sofar (CC BY-SA 3.0):
chest_open.obj
torch_ceiling.obj
torch_floor.obj
torch_wall.obj
Schematics
----------
paramat (CC BY-SA 3.0):
acacia_bush.mts
acacia_tree.mts
acacia_tree_from_sapling.mts
apple_tree.mts
apple_tree_from_sapling.mts
aspen_tree.mts
aspen_tree_from_sapling.mts
bush.mts
emergent_jungle_tree.mts
emergent_jungle_tree_from_sapling.mts
jungle_tree.mts
jungle_tree_from_sapling.mts
large_cactus.mts
papyrus.mts
pine_tree.mts
pine_tree_from_sapling.mts
snowy_pine_tree_from_sapling.mts
small_pine_tree.mts
small_pine_tree_from_sapling.mts
snowy_small_pine_tree_from_sapling.mts
Shara RedCat (CC BY-SA 3.0):
acacia_log.mts
apple_log.mts
aspen_log.mts
jungle_log.mts
pine_log.mts
TumeniNodes (CC BY-SA 3.0):
pine_bush.mts
random-geek (CC BY-SA 3.0):
blueberry_bush.mts

318
mods/default/chests.lua Normal file
View File

@ -0,0 +1,318 @@
default.chest = {}
function default.chest.get_chest_formspec(pos)
local spos = pos.x .. "," .. pos.y .. "," .. pos.z
local formspec =
"size[8,9]" ..
"list[nodemeta:" .. spos .. ";main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[nodemeta:" .. spos .. ";main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
return formspec
end
function default.chest.chest_lid_obstructed(pos)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local def = minetest.registered_nodes[minetest.get_node(above).name]
-- allow ladders, signs, wallmounted things and torches to not obstruct
if def and
(def.drawtype == "airlike" or
def.drawtype == "signlike" or
def.drawtype == "torchlike" or
(def.drawtype == "nodebox" and def.paramtype2 == "wallmounted")) then
return false
end
return true
end
function default.chest.chest_lid_close(pn)
local chest_open_info = default.chest.open_chests[pn]
local pos = chest_open_info.pos
local sound = chest_open_info.sound
local swap = chest_open_info.swap
default.chest.open_chests[pn] = nil
for k, v in pairs(default.chest.open_chests) do
if v.pos.x == pos.x and v.pos.y == pos.y and v.pos.z == pos.z then
return true
end
end
local node = minetest.get_node(pos)
minetest.after(0.2, minetest.swap_node, pos, { name = "default:" .. swap,
param2 = node.param2 })
minetest.sound_play(sound, {gain = 0.3, pos = pos, max_hear_distance = 10})
end
default.chest.open_chests = {}
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "default:chest" then
return
end
if not player or not fields.quit then
return
end
local pn = player:get_player_name()
if not default.chest.open_chests[pn] then
return
end
default.chest.chest_lid_close(pn)
return true
end)
minetest.register_on_leaveplayer(function(player)
local pn = player:get_player_name()
if default.chest.open_chests[pn] then
default.chest.chest_lid_close(pn)
end
end)
function default.chest.register_chest(name, d)
local def = table.copy(d)
def.drawtype = "mesh"
def.visual = "mesh"
def.paramtype = "light"
def.paramtype2 = "facedir"
def.legacy_facedir_simple = true
def.is_ground_content = false
if def.protected then
def.on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Locked Chest")
meta:set_string("owner", "")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end
def.after_place_node = function(pos, placer)
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name() or "")
meta:set_string("infotext", "Locked Chest (owned by " ..
meta:get_string("owner") .. ")")
end
def.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main") and
default.can_interact_with_node(player, pos)
end
def.allow_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
if not default.can_interact_with_node(player, pos) then
return 0
end
return count
end
def.allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if not default.can_interact_with_node(player, pos) then
return 0
end
return stack:get_count()
end
def.allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if not default.can_interact_with_node(player, pos) then
return 0
end
return stack:get_count()
end
def.on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
if not default.can_interact_with_node(clicker, pos) then
return itemstack
end
minetest.sound_play(def.sound_open, {gain = 0.3,
pos = pos, max_hear_distance = 10})
if not default.chest.chest_lid_obstructed(pos) then
minetest.swap_node(pos,
{ name = "default:" .. name .. "_open",
param2 = node.param2 })
end
minetest.after(0.2, minetest.show_formspec,
clicker:get_player_name(),
"default:chest", default.chest.get_chest_formspec(pos))
default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
sound = def.sound_close, swap = name }
end
def.on_blast = function() end
def.on_key_use = function(pos, player)
local secret = minetest.get_meta(pos):get_string("key_lock_secret")
local itemstack = player:get_wielded_item()
local key_meta = itemstack:get_meta()
if itemstack:get_metadata() == "" then
return
end
if key_meta:get_string("secret") == "" then
key_meta:set_string("secret", minetest.parse_json(itemstack:get_metadata()).secret)
itemstack:set_metadata("")
end
if secret ~= key_meta:get_string("secret") then
return
end
minetest.show_formspec(
player:get_player_name(),
"default:chest_locked",
default.chest.get_chest_formspec(pos)
)
end
def.on_skeleton_key_use = function(pos, player, newsecret)
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
local pn = player:get_player_name()
-- verify placer is owner of lockable chest
if owner ~= pn then
minetest.record_protection_violation(pos, pn)
minetest.chat_send_player(pn, "You do not own this chest.")
return nil
end
local secret = meta:get_string("key_lock_secret")
if secret == "" then
secret = newsecret
meta:set_string("key_lock_secret", secret)
end
return secret, "a locked chest", owner
end
else
def.on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end
def.can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end
def.on_rightclick = function(pos, node, clicker)
minetest.sound_play(def.sound_open, {gain = 0.3, pos = pos,
max_hear_distance = 10})
if not default.chest.chest_lid_obstructed(pos) then
minetest.swap_node(pos, {
name = "default:" .. name .. "_open",
param2 = node.param2 })
end
minetest.after(0.2, minetest.show_formspec,
clicker:get_player_name(),
"default:chest", default.chest.get_chest_formspec(pos))
default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
sound = def.sound_close, swap = name }
end
def.on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "main", drops)
drops[#drops+1] = "default:" .. name
minetest.remove_node(pos)
return drops
end
end
def.on_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff in chest at " .. minetest.pos_to_string(pos))
end
def.on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves " .. stack:get_name() ..
" to chest at " .. minetest.pos_to_string(pos))
end
def.on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" takes " .. stack:get_name() ..
" from chest at " .. minetest.pos_to_string(pos))
end
local def_opened = table.copy(def)
local def_closed = table.copy(def)
def_opened.mesh = "chest_open.obj"
for i = 1, #def_opened.tiles do
if type(def_opened.tiles[i]) == "string" then
def_opened.tiles[i] = {name = def_opened.tiles[i], backface_culling = true}
elseif def_opened.tiles[i].backface_culling == nil then
def_opened.tiles[i].backface_culling = true
end
end
def_opened.drop = "default:" .. name
def_opened.groups.not_in_creative_inventory = 1
def_opened.selection_box = {
type = "fixed",
fixed = { -1/2, -1/2, -1/2, 1/2, 3/16, 1/2 },
}
def_opened.can_dig = function()
return false
end
def_opened.on_blast = function() end
def_closed.mesh = nil
def_closed.drawtype = nil
def_closed.tiles[6] = def.tiles[5] -- swap textures around for "normal"
def_closed.tiles[5] = def.tiles[3] -- drawtype to make them match the mesh
def_closed.tiles[3] = def.tiles[3].."^[transformFX"
minetest.register_node("default:" .. name, def_closed)
minetest.register_node("default:" .. name .. "_open", def_opened)
-- convert old chests to this new variant
minetest.register_lbm({
label = "update chests to opening chests",
name = "default:upgrade_" .. name .. "_v2",
nodenames = {"default:" .. name},
action = function(pos, node)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", nil)
local inv = meta:get_inventory()
local list = inv:get_list("default:chest")
if list then
inv:set_size("main", 8*4)
inv:set_list("main", list)
inv:set_list("default:chest", nil)
end
end
})
end
default.chest.register_chest("chest", {
description = "Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_front.png",
"default_chest_inside.png"
},
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
})
default.chest.register_chest("chest_locked", {
description = "Locked Chest",
tiles = {
"default_chest_top.png",
"default_chest_top.png",
"default_chest_side.png",
"default_chest_side.png",
"default_chest_lock.png",
"default_chest_inside.png"
},
sounds = default.node_sound_wood_defaults(),
sound_open = "default_chest_open",
sound_close = "default_chest_close",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
protected = true,
})

View File

@ -49,6 +49,13 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = "default:pine_wood",
recipe = {
{"default:pine_bush_stem"},
}
})
minetest.register_craft({
output = 'default:stick 4',
recipe = {
@ -190,6 +197,9 @@ minetest.register_craft({
}
})
-- Axes
-- Recipes face left to match appearence in textures and inventory
minetest.register_craft({
output = 'default:axe_wood',
recipe = {
@ -244,60 +254,6 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = 'default:axe_wood',
recipe = {
{'group:wood', 'group:wood'},
{'group:stick', 'group:wood'},
{'group:stick',''},
}
})
minetest.register_craft({
output = 'default:axe_stone',
recipe = {
{'group:stone', 'group:stone'},
{'group:stick', 'group:stone'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_steel',
recipe = {
{'default:steel_ingot', 'default:steel_ingot'},
{'group:stick', 'default:steel_ingot'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_bronze',
recipe = {
{'default:bronze_ingot', 'default:bronze_ingot'},
{'group:stick', 'default:bronze_ingot'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_mese',
recipe = {
{'default:mese_crystal', 'default:mese_crystal'},
{'group:stick', 'default:mese_crystal'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:axe_diamond',
recipe = {
{'default:diamond', 'default:diamond'},
{'group:stick', 'default:diamond'},
{'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:sword_wood',
recipe = {
@ -392,12 +348,6 @@ minetest.register_craft({
}
})
minetest.register_craft({
type = "shapeless",
output = "default:bronze_ingot",
recipe = {"default:steel_ingot", "default:copper_ingot"},
})
minetest.register_craft({
output = 'default:coalblock',
recipe = {
@ -446,6 +396,31 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = "default:tinblock",
recipe = {
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
{"default:tin_ingot", "default:tin_ingot", "default:tin_ingot"},
}
})
minetest.register_craft({
output = "default:tin_ingot 9",
recipe = {
{"default:tinblock"},
}
})
minetest.register_craft({
output = "default:bronze_ingot 9",
recipe = {
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:tin_ingot", "default:copper_ingot"},
{"default:copper_ingot", "default:copper_ingot", "default:copper_ingot"},
}
})
minetest.register_craft({
output = 'default:bronzeblock',
recipe = {
@ -495,34 +470,98 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:sandstone',
output = "default:sandstone",
recipe = {
{'group:sand', 'group:sand'},
{'group:sand', 'group:sand'},
{"default:sand", "default:sand"},
{"default:sand", "default:sand"},
}
})
minetest.register_craft({
output = 'default:sand 4',
output = "default:sand 4",
recipe = {
{'default:sandstone'},
{"default:sandstone"},
}
})
minetest.register_craft({
output = 'default:sandstonebrick 4',
output = "default:sandstonebrick 4",
recipe = {
{'default:sandstone', 'default:sandstone'},
{'default:sandstone', 'default:sandstone'},
{"default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone"},
}
})
minetest.register_craft({
output = 'default:sandstone_block 9',
output = "default:sandstone_block 9",
recipe = {
{'default:sandstone', 'default:sandstone', 'default:sandstone'},
{'default:sandstone', 'default:sandstone', 'default:sandstone'},
{'default:sandstone', 'default:sandstone', 'default:sandstone'},
{"default:sandstone", "default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone", "default:sandstone"},
{"default:sandstone", "default:sandstone", "default:sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone",
recipe = {
{"default:desert_sand", "default:desert_sand"},
{"default:desert_sand", "default:desert_sand"},
}
})
minetest.register_craft({
output = "default:desert_sand 4",
recipe = {
{"default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone_brick 4",
recipe = {
{"default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:desert_sandstone_block 9",
recipe = {
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
{"default:desert_sandstone", "default:desert_sandstone", "default:desert_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone",
recipe = {
{"default:silver_sand", "default:silver_sand"},
{"default:silver_sand", "default:silver_sand"},
}
})
minetest.register_craft({
output = "default:silver_sand 4",
recipe = {
{"default:silver_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone_brick 4",
recipe = {
{"default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone"},
}
})
minetest.register_craft({
output = "default:silver_sandstone_block 9",
recipe = {
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
{"default:silver_sandstone", "default:silver_sandstone", "default:silver_sandstone"},
}
})
@ -582,11 +621,11 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:ladder_wood 3',
output = "default:ladder_wood 5",
recipe = {
{'group:stick', '', 'group:stick'},
{'group:stick', 'group:stick', 'group:stick'},
{'group:stick', '', 'group:stick'},
{"group:stick", "", "group:stick"},
{"group:stick", "group:stick", "group:stick"},
{"group:stick", "", "group:stick"},
}
})
@ -632,10 +671,19 @@ minetest.register_craft({
})
minetest.register_craft({
output = 'default:meselamp 1',
output = 'default:meselamp',
recipe = {
{'', 'default:mese_crystal',''},
{'default:mese_crystal', 'default:glass', 'default:mese_crystal'},
{'default:glass'},
{'default:mese_crystal'},
}
})
minetest.register_craft({
output = "default:mese_post_light 3",
recipe = {
{"", "default:glass", ""},
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
{"", "group:wood", ""},
}
})
@ -722,14 +770,35 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = "default:emergent_jungle_sapling",
recipe = {
{"default:junglesapling", "default:junglesapling", "default:junglesapling"},
{"default:junglesapling", "default:junglesapling", "default:junglesapling"},
{"default:junglesapling", "default:junglesapling", "default:junglesapling"},
}
})
minetest.register_craft({
output = "default:large_cactus_seedling",
recipe = {
{"", "default:cactus", ""},
{"default:cactus", "default:cactus", "default:cactus"},
{"", "default:cactus", ""},
}
})
--
-- Crafting (tool repair)
--
minetest.register_craft({
type = "toolrepair",
additional_wear = -0.02,
})
--
-- Cooking recipes
--
@ -776,6 +845,12 @@ minetest.register_craft({
recipe = "default:copper_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:tin_ingot",
recipe = "default:tin_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:gold_ingot",
@ -802,11 +877,12 @@ minetest.register_craft({
cooktime = 5,
})
--
-- Fuels
--
-- Support use of group:tree
-- Support use of group:tree, includes default:tree which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:tree",
@ -829,12 +905,6 @@ minetest.register_craft({
burntime = 26,
})
minetest.register_craft({
type = "fuel",
recipe = "default:tree",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_tree",
@ -848,7 +918,7 @@ minetest.register_craft({
})
-- Support use of group:wood
-- Support use of group:wood, includes default:wood which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:wood",
@ -867,12 +937,6 @@ minetest.register_craft({
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:wood",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_wood",
@ -886,41 +950,59 @@ minetest.register_craft({
})
-- Support use of group:sapling
-- Support use of group:sapling, includes default:sapling which has the same burn time
minetest.register_craft({
type = "fuel",
recipe = "group:sapling",
burntime = 10,
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bush_sapling",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_bush_sapling",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_bush_sapling",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:aspen_sapling",
burntime = 8,
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_sapling",
burntime = 9,
})
minetest.register_craft({
type = "fuel",
recipe = "default:sapling",
burntime = 10,
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:acacia_sapling",
burntime = 11,
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglesapling",
burntime = 12,
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:emergent_jungle_sapling",
burntime = 7,
})
@ -955,6 +1037,37 @@ minetest.register_craft({
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_aspen_wood",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_pine_wood",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_wood",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_acacia_wood",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_rail_junglewood",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bush_stem",
@ -967,16 +1080,22 @@ minetest.register_craft({
burntime = 8,
})
minetest.register_craft({
type = "fuel",
recipe = "default:pine_bush_stem",
burntime = 6,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglegrass",
burntime = 2,
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "group:leaves",
burntime = 1,
burntime = 4,
})
minetest.register_craft({
@ -985,10 +1104,16 @@ minetest.register_craft({
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:large_cactus_seedling",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "default:papyrus",
burntime = 1,
burntime = 3,
})
minetest.register_craft({
@ -1000,7 +1125,7 @@ minetest.register_craft({
minetest.register_craft({
type = "fuel",
recipe = "default:ladder_wood",
burntime = 2,
burntime = 7,
})
minetest.register_craft({
@ -1033,12 +1158,6 @@ minetest.register_craft({
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:apple",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:coal_lump",
@ -1063,6 +1182,18 @@ minetest.register_craft({
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fern_1",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:marram_grass_1",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:paper",

View File

@ -12,14 +12,23 @@ minetest.register_craftitem("default:paper", {
groups = {flammable = 3},
})
local lpp = 14 -- Lines per book's page
local function book_on_use(itemstack, user)
local player_name = user:get_player_name()
local data = minetest.deserialize(itemstack:get_metadata())
local meta = itemstack:get_meta()
local title, text, owner = "", "", player_name
local page, page_max, lines, string = 1, 1, {}, ""
if data then
-- Backwards compatibility
local old_data = minetest.deserialize(itemstack:get_metadata())
if old_data then
meta:from_table({ fields = old_data })
end
local data = meta:to_table().fields
if data.owner then
title = data.title
text = data.text
owner = data.owner
@ -41,16 +50,14 @@ local function book_on_use(itemstack, user)
local formspec
if owner == player_name then
formspec = "size[8,8]" .. default.gui_bg ..
default.gui_bg_img ..
formspec = "size[8,8]" ..
"field[0.5,1;7.5,0;title;Title:;" ..
minetest.formspec_escape(title) .. "]" ..
"textarea[0.5,1.5;7.5,7;text;Contents:;" ..
minetest.formspec_escape(text) .. "]" ..
"button_exit[2.5,7.5;3,1;save;Save]"
else
formspec = "size[8,8]" .. default.gui_bg ..
default.gui_bg_img ..
formspec = "size[8,8]" ..
"label[0.5,0.5;by " .. owner .. "]" ..
"tablecolumns[color;text]" ..
"tableoptions[background=#00000000;highlight=#00000000;border=false]" ..
@ -63,14 +70,19 @@ local function book_on_use(itemstack, user)
end
minetest.show_formspec(player_name, "default:book", formspec)
return itemstack
end
local max_text_size = 10000
local max_title_size = 80
local short_title_size = 35
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "default:book" then return end
local inv = player:get_inventory()
local stack = player:get_wielded_item()
if fields.save and fields.title ~= "" and fields.text ~= "" then
if fields.save and fields.title and fields.text
and fields.title ~= "" and fields.text ~= "" then
local new_stack, data
if stack:get_name() ~= "default:book_written" then
local count = stack:get_count()
@ -81,35 +93,47 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
new_stack = ItemStack("default:book_written")
end
else
data = minetest.deserialize(stack:get_metadata())
data = stack:get_meta():to_table().fields
end
if data and data.owner and data.owner ~= player:get_player_name() then
return
end
if not data then data = {} end
data.title = fields.title
data.text = fields.text
data.text_len = #data.text
data.title = fields.title:sub(1, max_title_size)
data.owner = player:get_player_name()
local short_title = data.title
-- Don't bother triming the title if the trailing dots would make it longer
if #short_title > short_title_size + 3 then
short_title = short_title:sub(1, short_title_size) .. "..."
end
data.description = "\""..short_title.."\" by "..data.owner
data.text = fields.text:sub(1, max_text_size)
data.text = data.text:gsub("\r\n", "\n"):gsub("\r", "\n")
data.page = 1
data.page_max = math.ceil((#data.text:gsub("[^\n]", "") + 1) / lpp)
data.owner = player:get_player_name()
local data_str = minetest.serialize(data)
if new_stack then
new_stack:set_metadata(data_str)
new_stack:get_meta():from_table({ fields = data })
if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack)
else
minetest.add_item(player:getpos(), new_stack)
minetest.add_item(player:get_pos(), new_stack)
end
else
stack:set_metadata(data_str)
stack:get_meta():from_table({ fields = data })
end
elseif fields.book_next or fields.book_prev then
local data = minetest.deserialize(stack:get_metadata())
local data = stack:get_meta():to_table().fields
if not data or not data.page then
return
end
data.page = tonumber(data.page)
data.page_max = tonumber(data.page_max)
if fields.book_next then
data.page = data.page + 1
if data.page > data.page_max then
@ -122,11 +146,11 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
end
end
local data_str = minetest.serialize(data)
stack:set_metadata(data_str)
book_on_use(stack, player)
stack:get_meta():from_table({fields = data})
stack = book_on_use(stack, player)
end
-- Update stack
player:set_wielded_item(stack)
end)
@ -167,13 +191,69 @@ minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv
if not original then
return
end
local copymeta = original:get_metadata()
local copymeta = original:get_meta():to_table()
-- copy of the book held by player's mouse cursor
itemstack:set_metadata(copymeta)
itemstack:get_meta():from_table(copymeta)
-- put the book with metadata back in the craft grid
craft_inv:set_stack("craft", index, original)
end)
minetest.register_craftitem("default:skeleton_key", {
description = "Skeleton Key",
inventory_image = "default_key_skeleton.png",
groups = {key = 1},
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type ~= "node" then
return itemstack
end
local pos = pointed_thing.under
local node = minetest.get_node(pos)
if not node then
return itemstack
end
local on_skeleton_key_use = minetest.registered_nodes[node.name].on_skeleton_key_use
if not on_skeleton_key_use then
return itemstack
end
-- make a new key secret in case the node callback needs it
local random = math.random
local newsecret = string.format(
"%04x%04x%04x%04x",
random(2^16) - 1, random(2^16) - 1,
random(2^16) - 1, random(2^16) - 1)
local secret, _, _ = on_skeleton_key_use(pos, user, newsecret)
if secret then
local inv = minetest.get_inventory({type="player", name=user:get_player_name()})
-- update original itemstack
itemstack:take_item()
-- finish and return the new key
local new_stack = ItemStack("default:key")
local meta = new_stack:get_meta()
meta:set_string("secret", secret)
meta:set_string("description", "Key to "..user:get_player_name().."'s "
..minetest.registered_nodes[node.name].description)
if itemstack:get_count() == 0 then
itemstack = new_stack
else
if inv:add_item("main", new_stack):get_count() > 0 then
minetest.add_item(user:get_pos(), new_stack)
end -- else: added to inventory successfully
end
return itemstack
end
end
})
minetest.register_craftitem("default:coal_lump", {
description = "Coal Lump",
inventory_image = "default_coal_lump.png",
@ -190,6 +270,11 @@ minetest.register_craftitem("default:copper_lump", {
inventory_image = "default_copper_lump.png",
})
minetest.register_craftitem("default:tin_lump", {
description = "Tin Lump",
inventory_image = "default_tin_lump.png",
})
minetest.register_craftitem("default:mese_crystal", {
description = "Mese Crystal",
inventory_image = "default_mese_crystal.png",
@ -220,6 +305,11 @@ minetest.register_craftitem("default:copper_ingot", {
inventory_image = "default_copper_ingot.png",
})
minetest.register_craftitem("default:tin_ingot", {
description = "Tin Ingot",
inventory_image = "default_tin_ingot.png",
})
minetest.register_craftitem("default:bronze_ingot", {
description = "Bronze Ingot",
inventory_image = "default_bronze_ingot.png",
@ -250,3 +340,9 @@ minetest.register_craftitem("default:flint", {
inventory_image = "default_flint.png"
})
minetest.register_craftitem("default:blueberries", {
description = "Blueberries",
inventory_image = "default_blueberries.png",
groups = {food_blueberries = 1, food_berry = 1},
on_use = minetest.item_eat(2),
})

1
mods/default/depends.txt Normal file
View File

@ -0,0 +1 @@
player_api?

View File

@ -1,5 +1,3 @@
-- mods/default/functions.lua
--
-- Sounds
--
@ -77,8 +75,6 @@ function default.node_sound_leaves_defaults(table)
{name = "default_grass_footstep", gain = 0.45}
table.dug = table.dug or
{name = "default_grass_footstep", gain = 0.7}
table.dig = table.dig or
{name = "default_dig_crumbly", gain = 0.4}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
@ -119,6 +115,21 @@ function default.node_sound_water_defaults(table)
return table
end
function default.node_sound_snow_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_snow_footstep", gain = 0.2}
table.dig = table.dig or
{name = "default_snow_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_snow_footstep", gain = 0.3}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
--
-- Lavacooling
--
@ -133,21 +144,23 @@ default.cool_lava = function(pos, node)
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
minetest.register_abm({
label = "Lava cooling",
nodenames = {"default:lava_source", "default:lava_flowing"},
neighbors = {"group:cools_lava", "group:water"},
interval = 1,
chance = 1,
catch_up = false,
action = function(...)
default.cool_lava(...)
end,
})
if minetest.settings:get_bool("enable_lavacooling") ~= false then
minetest.register_abm({
label = "Lava cooling",
nodenames = {"default:lava_source", "default:lava_flowing"},
neighbors = {"group:cools_lava", "group:water"},
interval = 2,
chance = 2,
catch_up = false,
action = function(...)
default.cool_lava(...)
end,
})
end
--
-- optimized helper to put all items in an inventory into a drops list
-- Optimized helper to put all items in an inventory into a drops list
--
function default.get_inventory_drops(pos, inventory, drops)
@ -162,11 +175,12 @@ function default.get_inventory_drops(pos, inventory, drops)
end
end
--
-- Papyrus and cactus growing
--
-- wrapping the functions in abm action is necessary to make overriding them possible
-- Wrapping the functions in ABM action is necessary to make overriding them possible
function default.grow_cactus(pos, node)
if node.param2 >= 4 then
@ -186,6 +200,9 @@ function default.grow_cactus(pos, node)
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:cactus"})
return true
end
@ -209,6 +226,9 @@ function default.grow_papyrus(pos, node)
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:papyrus"})
return true
end
@ -237,7 +257,7 @@ minetest.register_abm({
--
-- dig upwards
-- Dig upwards
--
function default.dig_up(pos, node, digger)
@ -283,7 +303,7 @@ function default.register_fence(name, def)
connect_right = {{1/8,3/16,-1/16,1/2,5/16,1/16},
{1/8,-5/16,-1/16,1/2,-3/16,1/16}},
},
connects_to = {"group:fence", "group:wood", "group:tree"},
connects_to = {"group:fence", "group:wood", "group:tree", "group:wall"},
inventory_image = fence_texture,
wield_image = fence_texture,
tiles = {def.texture},
@ -292,7 +312,72 @@ function default.register_fence(name, def)
groups = {},
}
for k, v in pairs(default_fields) do
if not def[k] then
if def[k] == nil then
def[k] = v
end
end
-- Always add to the fence group, even if no group provided
def.groups.fence = 1
def.texture = nil
def.material = nil
minetest.register_node(name, def)
end
--
-- Fence rail registration helper
--
function default.register_fence_rail(name, def)
minetest.register_craft({
output = name .. " 16",
recipe = {
{ def.material, def.material },
{ "", ""},
{ def.material, def.material },
}
})
local fence_rail_texture = "default_fence_rail_overlay.png^" .. def.texture ..
"^default_fence_rail_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden
local default_fields = {
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {
{-1/16, 3/16, -1/16, 1/16, 5/16, 1/16},
{-1/16, -3/16, -1/16, 1/16, -5/16, 1/16}
},
-- connect_top =
-- connect_bottom =
connect_front = {
{-1/16, 3/16, -1/2, 1/16, 5/16, -1/16},
{-1/16, -5/16, -1/2, 1/16, -3/16, -1/16}},
connect_left = {
{-1/2, 3/16, -1/16, -1/16, 5/16, 1/16},
{-1/2, -5/16, -1/16, -1/16, -3/16, 1/16}},
connect_back = {
{-1/16, 3/16, 1/16, 1/16, 5/16, 1/2},
{-1/16, -5/16, 1/16, 1/16, -3/16, 1/2}},
connect_right = {
{1/16, 3/16, -1/16, 1/2, 5/16, 1/16},
{1/16, -5/16, -1/16, 1/2, -3/16, 1/16}},
},
connects_to = {"group:fence", "group:wall"},
inventory_image = fence_rail_texture,
wield_image = fence_rail_texture,
tiles = {def.texture},
sunlight_propagates = true,
is_ground_content = false,
groups = {},
}
for k, v in pairs(default_fields) do
if def[k] == nil then
def[k] = v
end
end
@ -314,53 +399,72 @@ end
-- Prevent decay of placed leaves
default.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
if placer and not placer:get_player_control().sneak then
if placer and placer:is_player() and not placer:get_player_control().sneak then
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
end
end
-- Leafdecay ABM
minetest.register_abm({
label = "Leaf decay",
nodenames = {"group:leafdecay"},
neighbors = {"air"},
interval = 2,
chance = 10,
catch_up = false,
action = function(pos, node, _, _)
-- Check if leaf is placed
if node.param2 ~= 0 then
return
-- Leafdecay
local function leafdecay_after_destruct(pos, oldnode, def)
for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius),
vector.add(pos, def.radius), def.leaves)) do
local node = minetest.get_node(v)
local timer = minetest.get_node_timer(v)
if node.param2 == 0 and not timer:is_started() then
timer:start(math.random(20, 120) / 10)
end
end
end
local rad = minetest.registered_nodes[node.name].groups.leafdecay
-- Assume ignore is a trunk, to make this
-- work at the border of a loaded area
if minetest.find_node_near(pos, rad, {"ignore", "group:tree"}) then
return
end
-- Drop stuff
local itemstacks = minetest.get_node_drops(node.name)
for _, itemname in ipairs(itemstacks) do
if itemname ~= node.name or
minetest.get_item_group(node.name, "leafdecay_drop") ~= 0 then
local p_drop = {
x = pos.x - 0.5 + math.random(),
y = pos.y - 0.5 + math.random(),
z = pos.z - 0.5 + math.random(),
}
minetest.add_item(p_drop, itemname)
local function leafdecay_on_timer(pos, def)
if minetest.find_node_near(pos, def.radius, def.trunks) then
return false
end
local node = minetest.get_node(pos)
local drops = minetest.get_node_drops(node.name)
for _, item in ipairs(drops) do
local is_leaf
for _, v in pairs(def.leaves) do
if v == item then
is_leaf = true
end
end
-- Remove node
minetest.remove_node(pos)
minetest.check_for_falling(pos)
if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or
not is_leaf then
minetest.add_item({
x = pos.x - 0.5 + math.random(),
y = pos.y - 0.5 + math.random(),
z = pos.z - 0.5 + math.random(),
}, item)
end
end
})
minetest.remove_node(pos)
minetest.check_for_falling(pos)
end
function default.register_leafdecay(def)
assert(def.leaves)
assert(def.trunks)
assert(def.radius)
for _, v in pairs(def.trunks) do
minetest.override_item(v, {
after_destruct = function(pos, oldnode)
leafdecay_after_destruct(pos, oldnode, def)
end,
})
end
for _, v in pairs(def.leaves) do
minetest.override_item(v, {
on_timer = function(pos)
leafdecay_on_timer(pos, def)
end,
})
end
end
--
@ -459,56 +563,43 @@ minetest.register_abm({
--
-- Checks if specified volume intersects a protected volume
-- NOTICE: This method is not an official part of the API yet.
-- This method may change in future.
--
function default.intersects_protection(minp, maxp, player_name, interval)
-- 'interval' is the largest allowed interval for the 3D lattice of checks
-- Compute the optimal float step 'd' for each axis so that all corners and
-- borders are checked. 'd' will be smaller or equal to 'interval'.
-- Subtracting 1e-4 ensures that the max co-ordinate will be reached by the
-- for loop (which might otherwise not be the case due to rounding errors).
local d = {}
for _, c in pairs({"x", "y", "z"}) do
if maxp[c] > minp[c] then
d[c] = (maxp[c] - minp[c]) / math.ceil((maxp[c] - minp[c]) / interval) - 1e-4
elseif maxp[c] == minp[c] then
d[c] = 1 -- Any value larger than 0 to avoid division by zero
else -- maxp[c] < minp[c], print error and treat as protection intersected
minetest.log("error", "maxp < minp in 'default.intersects_protection()'")
function default.can_interact_with_node(player, pos)
if player then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
else
return false
end
for zf = minp.z, maxp.z, d.z do
local z = math.floor(zf + 0.5)
for yf = minp.y, maxp.y, d.y do
local y = math.floor(yf + 0.5)
for xf = minp.x, maxp.x, d.x do
local x = math.floor(xf + 0.5)
if minetest.is_protected({x = x, y = y, z = z}, player_name) then
return true
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if not owner or owner == "" or owner == player:get_player_name() then
return true
end
-- Is player wielding the right key?
local item = player:get_wielded_item()
if item:get_name() == "default:key" then
local key_meta = item:get_meta()
if key_meta:get_string("secret") == "" then
local key_oldmeta = item:get_metadata()
if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then
return false
end
key_meta:set_string("secret", minetest.parse_json(key_oldmeta).secret)
item:set_metadata("")
end
return meta:get_string("key_lock_secret") == key_meta:get_string("secret")
end
return false
end
--
-- Coral death near air
--
minetest.register_abm({
nodenames = {"default:coral_brown", "default:coral_orange"},
neighbors = {"air"},
interval = 17,
chance = 5,
catch_up = false,
action = function(pos, node)
minetest.set_node(pos, {name = "default:coral_skeleton"})
end,
})

View File

@ -3,50 +3,43 @@
-- Formspecs
--
local function active_formspec(fuel_percent, item_percent)
local formspec =
"size[8,8.5]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"list[current_name;src;2.75,0.5;1,1;]"..
"list[current_name;fuel;2.75,2.5;1,1;]"..
function default.get_furnace_active_formspec(fuel_percent, item_percent)
return "size[8,8.5]"..
"list[context;src;2.75,0.5;1,1;]"..
"list[context;fuel;2.75,2.5;1,1;]"..
"image[2.75,1.5;1,1;default_furnace_fire_bg.png^[lowpart:"..
(100-fuel_percent)..":default_furnace_fire_fg.png]"..
"image[3.75,1.5;1,1;gui_furnace_arrow_bg.png^[lowpart:"..
(item_percent)..":gui_furnace_arrow_fg.png^[transformR270]"..
"list[current_name;dst;4.75,0.96;2,2;]"..
"list[context;dst;4.75,0.96;2,2;]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"listring[current_name;dst]"..
"listring[context;dst]"..
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[context;src]"..
"listring[current_player;main]"..
"listring[current_name;fuel]"..
"listring[context;fuel]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0, 4.25)
return formspec
end
local inactive_formspec =
"size[8,8.5]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"list[current_name;src;2.75,0.5;1,1;]"..
"list[current_name;fuel;2.75,2.5;1,1;]"..
"image[2.75,1.5;1,1;default_furnace_fire_bg.png]"..
"image[3.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
"list[current_name;dst;4.75,0.96;2,2;]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"listring[current_name;dst]"..
"listring[current_player;main]"..
"listring[current_name;src]"..
"listring[current_player;main]"..
"listring[current_name;fuel]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0, 4.25)
function default.get_furnace_inactive_formspec()
return "size[8,8.5]"..
"list[context;src;2.75,0.5;1,1;]"..
"list[context;fuel;2.75,2.5;1,1;]"..
"image[2.75,1.5;1,1;default_furnace_fire_bg.png]"..
"image[3.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
"list[context;dst;4.75,0.96;2,2;]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"listring[context;dst]"..
"listring[current_player;main]"..
"listring[context;src]"..
"listring[current_player;main]"..
"listring[context;fuel]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0, 4.25)
end
--
-- Node callback functions that are the same for active and inactive furnace
@ -119,7 +112,7 @@ local function furnace_node_timer(pos, elapsed)
local fuel
local update = true
while update do
while elapsed > 0 and update do
update = false
srclist = inv:get_list("src")
@ -134,13 +127,18 @@ local function furnace_node_timer(pos, elapsed)
cooked, aftercooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
cookable = cooked.time ~= 0
local el = math.min(elapsed, fuel_totaltime - fuel_time)
if cookable then -- fuel lasts long enough, adjust el to cooking duration
el = math.min(el, cooked.time - src_time)
end
-- Check if we have enough fuel to burn
if fuel_time < fuel_totaltime then
-- The furnace is currently active and has enough fuel
fuel_time = fuel_time + elapsed
fuel_time = fuel_time + el
-- If there is a cookable item then check if it is ready yet
if cookable then
src_time = src_time + elapsed
src_time = src_time + el
if src_time >= cooked.time then
-- Place result in dst list if possible
if inv:room_for_item("dst", cooked.item) then
@ -149,6 +147,9 @@ local function furnace_node_timer(pos, elapsed)
src_time = src_time - cooked.time
update = true
end
else
-- Item could not be cooked: probably missing fuel
update = true
end
end
else
@ -166,8 +167,7 @@ local function furnace_node_timer(pos, elapsed)
-- Take fuel from fuel list
inv:set_stack("fuel", 1, afterfuel.items[1])
update = true
fuel_totaltime = fuel.time + (fuel_time - fuel_totaltime)
src_time = src_time + elapsed
fuel_totaltime = fuel.time + (fuel_totaltime - fuel_time)
end
else
-- We don't need to get new fuel since there is no cookable item
@ -177,7 +177,7 @@ local function furnace_node_timer(pos, elapsed)
fuel_time = 0
end
elapsed = 0
elapsed = elapsed - el
end
if fuel and fuel_totaltime > fuel.time then
@ -190,7 +190,7 @@ local function furnace_node_timer(pos, elapsed)
--
-- Update formspec, infotext and node
--
local formspec = inactive_formspec
local formspec
local item_state
local item_percent = 0
if cookable then
@ -209,14 +209,14 @@ local function furnace_node_timer(pos, elapsed)
end
local fuel_state = "Empty"
local active = "inactive "
local active = "inactive"
local result = false
if fuel_totaltime ~= 0 then
active = "active "
active = "active"
local fuel_percent = math.floor(fuel_time / fuel_totaltime * 100)
fuel_state = fuel_percent .. "%"
formspec = active_formspec(fuel_percent, item_percent)
formspec = default.get_furnace_active_formspec(fuel_percent, item_percent)
swap_node(pos, "default:furnace_active")
-- make sure timer restarts automatically
result = true
@ -224,12 +224,14 @@ local function furnace_node_timer(pos, elapsed)
if not fuellist[1]:is_empty() then
fuel_state = "0%"
end
formspec = default.get_furnace_inactive_formspec()
swap_node(pos, "default:furnace")
-- stop timer on the inactive furnace
minetest.get_node_timer(pos):stop()
end
local infotext = "Furnace " .. active .. "(Item: " .. item_state .. "; Fuel: " .. fuel_state .. ")"
local infotext = "Furnace " .. active .. "\n(Item: " .. item_state ..
"; Fuel: " .. fuel_state .. ")"
--
-- Set meta values
@ -266,7 +268,7 @@ minetest.register_node("default:furnace", {
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", inactive_formspec)
meta:set_string("formspec", default.get_furnace_inactive_formspec())
local inv = meta:get_inventory()
inv:set_size('src', 1)
inv:set_size('fuel', 1)
@ -327,4 +329,3 @@ minetest.register_node("default:furnace_active", {
allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_take = allow_metadata_inventory_take,
})

View File

@ -9,9 +9,12 @@ default = {}
default.LIGHT_MAX = 14
-- GUI related stuff
default.gui_bg = "bgcolor[#080808BB;true]"
default.gui_bg_img = "background[5,5;1,1;gui_formbg.png;true]"
default.gui_slots = "listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]"
minetest.register_on_joinplayer(function(player)
player:set_formspec_prepend([[
bgcolor[#080808BB;true]
background[5,5;1,1;gui_formbg.png;true]
listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF] ]])
end)
function default.get_hotbar_bg(x,y)
local out = ""
@ -22,9 +25,6 @@ function default.get_hotbar_bg(x,y)
end
default.gui_survival_form = "size[8,8.5]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"list[current_player;craft;1.75,0.5;3,3;]"..
@ -40,6 +40,7 @@ local default_path = minetest.get_modpath("default")
dofile(default_path.."/functions.lua")
dofile(default_path.."/trees.lua")
dofile(default_path.."/nodes.lua")
dofile(default_path.."/chests.lua")
dofile(default_path.."/furnace.lua")
dofile(default_path.."/torch.lua")
dofile(default_path.."/tools.lua")
@ -47,6 +48,5 @@ dofile(default_path.."/item_entity.lua")
dofile(default_path.."/craftitems.lua")
dofile(default_path.."/crafting.lua")
dofile(default_path.."/mapgen.lua")
dofile(default_path.."/player.lua")
dofile(default_path.."/aliases.lua")
dofile(default_path.."/legacy.lua")

View File

@ -16,7 +16,7 @@ local item = {
burn_up = function(self)
-- disappear in a smoke puff
self.object:remove()
local p = self.object:getpos()
local p = self.object:get_pos()
minetest.sound_play("default_item_smoke", {
pos = p,
max_hear_distance = 8,
@ -48,7 +48,7 @@ local item = {
if self.ignite_timer > 10 then
self.ignite_timer = 0
local node = minetest.get_node_or_nil(self.object:getpos())
local node = minetest.get_node_or_nil(self.object:get_pos())
if not node then
return
end

View File

@ -23,3 +23,27 @@ LIGHT_MAX = default.LIGHT_MAX
-- Formspecs
default.gui_suvival_form = default.gui_survival_form
default.gui_bg = ""
default.gui_bg_img = ""
default.gui_slots = ""
-- Players
if minetest.get_modpath("player_api") then
default.registered_player_models = player_api.registered_models
default.player_register_model = player_api.register_model
default.player_attached = player_api.player_attached
default.player_get_animation = player_api.get_animation
default.player_set_model = player_api.set_model
default.player_set_textures = player_api.set_textures
default.player_set_animation = player_api.set_animation
end
-- Chests
default.register_chest = default.chest.register_chest
-- Check for a volume intersecting protection
function default.intersects_protection(minp, maxp, player_name, interval)
minetest.log("warning", "default.intersects_protection() is " ..
"deprecated, use minetest.is_area_protected() instead.")
minetest.is_area_protected(minp, maxp, player_name, interval)
end

View File

@ -2,8 +2,8 @@ License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2016 Various Minetest developers and contributors
Copyright (C) 2011-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2018 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
@ -19,7 +19,8 @@ Licenses of media (textures, models and sounds)
-----------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2010-2016:
Copyright (C) 2010-2018:
celeron55, Perttu Ahola <celeron55@gmail.com>
Cisoun
G4JC
@ -41,6 +42,15 @@ Copyright (C) 2010-2016:
asl97
KevDoy
Mito551
GreenXenith
kaeza
kilbith
tobyplowy
CloudyProton
TumeniNodes
Mossmanikin
random-geek
Extex101
You are free to:
Share — copy and redistribute the material in any medium or format.
@ -72,74 +82,8 @@ http://creativecommons.org/licenses/by-sa/3.0/
-----------------------
Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
Copyright (C) 2014-2016 brunob.santos
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/4.0/
-----------------------
Attribution-ShareAlike 2.0 Generic (CC BY-SA 2.0)
Copyright (C) 2014-2016 Neuromancer
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
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-----------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2009 cmusounddesign
Copyright (C) 2010 Tomlija
Copyright (C) 2010 lsprice
@ -172,3 +116,41 @@ rights may limit how you use the material.
For more details:
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CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
Iwan Gabovitch
Ottomaani138
Ogrebane
blukotek
Sevin7
Yoyodaman234
Ryding
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# www.blender.org
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vt 1.0000 1.0000
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f 7/22/6 4/12/6 11/18/6 13/23/6
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Front
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f 9/16/8 12/26/8 14/27/8 10/17/8
g Top_Cube.002_None_Top_Cube.002_None_bottom_Top_Cube.002_None_Top_Cube.002_None_bottom_Inside
f 4/28/9 3/29/9 8/30/9 7/31/9
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