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mirror of https://github.com/minetest/minetest_game.git synced 2025-06-28 20:56:02 +02:00

699 Commits

Author SHA1 Message Date
e7a55734d3 Tnt: Avoid divide-by-zero errors in calc_velocity() 2016-05-08 22:53:16 +01:00
b36b154257 Creative: Fix inventory crash after toggling creative mode in-game 2016-05-08 00:40:52 +01:00
3976dc6a5b Creative: Fix '-' glitch in playername
Fix the glitch when players use the '-' character in their username
on a server, causing creative inventory to not pass page 2
2016-05-07 02:13:00 +01:00
8ea031ef77 Creative: Add global variable creative.formspec_add
This pull adds a new global variable called creative.formspec_add
that will allow mods to add to the creative inventory screen
without the need to fork the mod altogether.  Simple solution
that works already for inventory_plus' BACK button
2016-05-07 02:07:55 +01:00
8c3f96d738 Stairs/default: Make sandstone(brick) groups consistent
Sandstone is crumbly = 1 cracky = 3 to be slowly diggable by hand
Sandstonebrick(stair/slab) is cracky = 2
2016-05-05 23:46:53 +01:00
Foz
8d3d558e42 Tnt: Fix bug in dropped item counting 2016-05-05 23:46:10 +01:00
de3adb5859 Default: Lower grass_side and snow_side textures
Half coverage for a more grassy appearance
Make snow_side universal by removing green pixels
Move KevDoy's heart texture credit to above sound credits
2016-05-05 23:42:10 +01:00
acafe5ca86 Add give_initial_items API 2016-05-01 19:29:15 +01:00
12c763a6c7 TNT: Combine adjacent TNT into the explosion
This uses a vmanip to count adjacent tnt nodes and explodes them
all at once, using an inverse square law to recalculate the radius.
The maximum explosion becomes 125 nodes of tnt yielding a radius of
15 nodes, which does not break my machine and makes it return
in under a second.

This makes both bigger explosions and less stability issues.

The drop code has been simplified and now drops at all times a
reasonable amount of drops, never blanketing the area with drops,
even at the larges explosion level.

Particles are scaled up according to explosion size as well - a
bigger explosion will show bigger particles.

To scale the tnt:boom particle, we move it to the _effects() function.
2016-05-01 18:57:45 +01:00
098ea0d10a TNT: Allow mods to override entity physics.
Introduces an `on_blast(luaobj, damage)` callback that mods can attach
to an entity def. The function will get called with the damage that
TNT would make.

The function should return three values:

  bool do_damage, bool do_knockback, table drops

do_damage allows the mod to tell the TNT code to perform damage on
the entity for the mod. The mod code should not do anything with
the entity HP. The entity should not be immortal. If false, then
the entity will not be damaged by the TNT mod.

do_knockback allows the mod to tell the TNT mod to perform an
entity knockback effect. If false, no knockback effect is applied
to the entity.

the drops table is a list of items to drop. It may be nil. E.g. {
"wool:red" }.

I've documented both on_blast() API methods in game_api.txt. It is
a better place than lua_api.txt.
2016-04-30 20:47:21 +01:00
f14b411157 TNT: Fix multiple explosions erasing drops
Any second explosion near a first TNT explosion will punch all
entities found nearby, including item drops. This causes the
item pickup code to think the item was picked up, but by
a `nil` player, thus removing the item.

We query for the immortal entity group, and if the item is in
the immortal group, do not punch the item.
2016-04-30 20:47:21 +01:00
Foz
1a6298958e Default: Add function 'node_sound_gravel_defaults()' 2016-04-29 23:19:30 +01:00
fafbe2c268 Default: New grass and grass_side textures
Derived from Casimir's Voxelgarden texture
2016-04-29 23:19:30 +01:00
dc7cbdd5ab Beds: Quicker saves with tidy output
Tweaked the beds.save_spawns() function to compile list then output
to file with shortened co-ordinates containing 1 decimal place
2016-04-29 23:18:05 +01:00
5cd4b5a231 TNT: make tnt:boom visual a particle, and larger
We reuse the tnt:boom texture for a particle that is added by the
on_construct() of tnt:boom, and has a short expiry time (0.2sec).
It is 3 nodes larged, centered on the explosion.

We then make tnt:boom airlike so it doesn't have a texture, and it's
the thing that emits lots of light (we could even make it exist a
bit longer).

The nice thing about particles is that the client is less susceptible
to lag and will always remove them as fast as possible, so this makes
the visual more constant and responsive.
2016-04-26 22:34:00 +01:00
f62afa02b7 TNT: lower smoke particle count and speed.
The effect is similar, and the reduction in particles is a small
boost in responsiveness.

To compensate, I've lowered the spawner time and expiration length
as well.
2016-04-26 22:34:00 +01:00
7a892c70e6 TNT: self-start boom removal timer. 2016-04-26 22:34:00 +01:00
682d79b82a TNT: make tnt:burning a falling node.
This allows TNT to be used for e.g. traps (drop it from the
ceiling) or weird tnt effects with other explosions.
2016-04-26 22:34:00 +01:00
8b384fb257 TNT: randomly vary ejecting velocity
We add a +/- 0.5 random value to the velocity vector of
ejecting nodes.

I've spotted a lot of nodes going exactly straight up if blowing
up sand above TNT. The extra variation looks less artificial.
2016-04-26 22:34:00 +01:00
d6c33da355 TNT: Damage mobs, knock back players
We apply punch damage to mobs caught in the blast radius, as
this code previously only hurt players.

We "move" players back 1 node if they're caught in the blast, and
slightly up. We can't "eject" players due to missing API code to
support that, unfortunately.
2016-04-26 22:33:59 +01:00
386dcdef06 TNT: Whitespace cleanup 2016-04-26 22:33:59 +01:00
54b87e955d TNT: Add on_blast to all nodes with an inventory
Adds a minor helper function that allows efficient retrieval of
several inventories from a node inventory. We use this helper to
quickly retrieve the items in chests, vessel shelves, book shelves
and furnaces, and return these with the nodes itself to the TNT caller.

The TNT caller then performs the entity physics, and we don't need
to do anything else.

We disable TNT doing anything with bones.

We expose a bug in the code that drops the items - metadata was lost
entirely. This patch corrects that by properly copying the metadata
and creating the drops list inclusive metadata.
2016-04-26 22:33:59 +01:00
f32a3ff57c Farming: Add quiet sounds to seeds 2016-04-23 20:09:04 +01:00
16fe1efcd8 Flowers: Fix waterlily node's duplication with stack of 1 2016-04-23 20:08:43 +01:00
fa43bd8a56 Default: New heart texture
Similar to before, add symmetry and slightly more rounded off
2016-04-23 20:01:09 +01:00
e426f64993 Fire: Higher chance of removing flammable nodes
Flammable nodes burn away quicker
2016-04-19 05:33:13 +01:00
ab7b7c7504 Flowers: Make flower spread a public function to enable override
Remove search for 'group:flora_block'
Enable flora spread on 'dirt with dry grass'
2016-04-19 02:58:03 +01:00
80664f9f8a Doors: Use LBM instead of ABM to convert doors.
This works much more efficiently to replace old style doors.
2016-04-19 02:57:54 +01:00
0ca43e42bc Default: Create 'grass', 'dry_grass' groups, use in dirt conversion ABM 2016-04-18 01:52:03 +01:00
33aa5e77dc Character: Fix boat leg wobble.
There was a small leg wobble in the sitting animation (visible
when sitting on the boat). This removes it.
2016-04-18 01:51:57 +01:00
f8e273da15 Boats: Increase maximum velocity to 5n/s 2016-04-16 19:27:47 +01:00
9ece86cc7a Flowers: Tweak flower and mushroom spreading
Tidy up position numbers and code
Check for flora group aswell
Improve node light check for mushroom growth
Shrooms grow in 3 and below light
2016-04-16 19:27:41 +01:00
7d93272caa Change how dirt turns to dirt_with_(something)
This changes how dirt blocks turn to dirt_with -grass, -dry_grass
or -snow.

Previously, dirt that was sunlit would turn to dirt_with_grass no
matter what, but this happened without any context, so you could
get green patches of dirt_with_grass in the middle of a savannah or
even desert.

Dirt no longer turns to covered dirt unless it's within 1 node from
another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow.
This makes dirt_with_grass "growback" a lot slower, since it now only
happens on the edges, but it retains the context nicely now.

If there is any dirt with a grass or dry grass plant, or snow on top,
and enough light, we'll convert it sporadically to dirt_with_grass
or dirt_with_dry_grass or dirt_with_snow.

This allows us to plant grass of our choice in a large dirt patch,
or in a region where otherwise that type of grass is not present.

This used to be done by 2 abms, but I've combined them in to a single
ABM that is ordered to run with maximum efficiency, solving for the
most common outcome first before attempting more complex checks.
2016-04-16 19:27:34 +01:00
64fe69f382 Remove "grass under snow" from default:dirt_with_snow in darkness.
This is technically "dirt with grass" that's just under a snow
cover, so in darkness the grass on these nodes will also die,
turning it into dirt.

This doesn't convert dirt_with_snow under snow.
2016-04-16 19:27:34 +01:00
a2d4e57716 Call nodeupdate on the entire blast zone
This will make sand and gravel blocks on top of TNT actually fly
in the air.

  https://youtu.be/4omndVZijLc
2016-04-16 19:27:16 +01:00
8114c3dbab Limit entity speed to 250m/s.
Let's just call it "terminal" velocity.
2016-04-16 19:27:16 +01:00
e6cef57661 TNT: Move timer start to on_create() for burning nodes.
We add on_create() handlers for both burning TNT and burning
gunpowder. Because gunpowder will explode TNT in 1 second,
and not 4, we need to modify the 4 second timer after we
make the TNT burning. Other mods can now place burning TNT
that will by default explode after 4 seconds.
2016-04-16 19:27:16 +01:00
0736d30e33 TNT: Fix up nil derefs
I spotted two places where under stress (many explosions) luajit would
end up passing nil to these functions. I'm not entirely sure how,
but it seems good form to guard against it, which does make it
more robust. After this patch, I'm not able to crash the server. With
many explosions, it may still lag significantly, but always returns
in the end.
2016-04-16 19:27:16 +01:00
da5f4a939e Fix API docs after various changes. 2016-04-16 19:27:16 +01:00
a84e2669c7 Restructure code to only check def once. 2016-04-16 19:27:16 +01:00
ccee025ce3 Calculate blast intensity at all locations.
We define the blast intensity as the square of the tnt_radius, divided
by the square of the distance to the explosion center, where distance
is limited to 1 at the lower end.

When destroying nodes, we calculate the intensity for each node, and
only destroy the nodes when the intensity is 1.0 or larger. To avoid
perfectly spherical explosions, we make sure to retain a randomness
factor of 20%. This will make explosion edges jagged and not smooth,
but not too much.

We pass the calculated intensity to on_blast() functions as well,
except we take the jitter here out and make sure it's always 1.0
or larger.
2016-04-16 19:27:16 +01:00
8c801529df TNT: Limit amount of stacks ejected.
We apply a log scale to the size of the stacks ejected, so that
in larger explosions we are getting larger stacks. For normal r=3
explosions, this gives stack sizes ~6-7 or so, but for r=10 explosions
it could end up giving stacks of 25+.V
2016-04-16 19:27:16 +01:00
3ddff2fbea TNT: Chain reaction
With the new high res timer, we can make TNT much better create chain
reactions. This does exactly that.
2016-04-16 19:27:16 +01:00
eafd1ebc43 TNT particles: use drops list smartly
The drops list already has quantities, so let's just select the one
with the highest quantity from it, and use that as tile. Fallback
tile will therefore only be used if explosion happens in air. Oh well.
2016-04-16 19:27:16 +01:00
3623398b78 TNT: Spacing / codestyle fixes
- Fix spacing errors around = and ..
- Indentation fixes
- Break up long lines
2016-04-16 19:27:16 +01:00
b25889e742 Make TNT faster by using VoxelManip() for removing nodes. 2016-04-16 19:27:16 +01:00
9f4dc1412b Fix TNT mod calculate blast intensity.
Currently the TNT mod uses a dummy vaule of 1 for this.
2016-04-16 19:27:16 +01:00
cfef21f4d9 Add TNT API. 2016-04-16 19:27:16 +01:00
8556dd30e2 TNT: add some depth to the explosion effect
We add a dirt-like particle (drawn from scratch, uses some
colors from default_dirt's palette) to spawn many particles
that have collision enabled around the center of the blast.

This has the effect of obscuring the center of the blast, as
that is a painfully visible empty area when the explosion happens,
as there's only a little spark.

The dirt particles bounce around the walls and floor a bit,
and disappear rapidly, well before the smoke particles disappear.

This is a nice visual distraction that obscures the sudden
appearance of the gaping hole, and makes it a whole lot more
believable.
2016-04-16 19:27:16 +01:00
8cd049c224 Make TNT a bit more fun.
But not too much.

TNT is a bit underwhelming at the moment. We can make it a bit
more interesting by ejecting not just one or two itemstacks,
but a bunch of them. This code splits up the drops into
separate itemstacks that are 2-5 items together, which
results in generally roughly 10 itemstacks being ejected.

Since now we have multiple ejecta, it makes sense to tune
the ejecta velocities a bit better to get the appearance of
an actual explosion better. The items will not all start
with the same vertical velocity, since that would look
like fireworks. Instead we give them all a different vertical
speed.
2016-04-16 19:27:16 +01:00
12d5ca2f48 Allow the on_blast API to pass an itemstack.
If the node is special and has an on_blast() handler, we need
to call it instead of getting node drops manually. However, we
do want to know if drops should be added for the special nodes,
so we modify the on_blast() handler code to allow the nodedef
handlers to pass back itemstacks. This could be used by e.g.
the doors mod to drop door items after a blast.

Since this API is documented in lua_api.txt, a separate PR will
be incoming to update the on_blast() documentation.
2016-04-16 19:27:16 +01:00
3ecafbcfb4 Remove composed shelf side.
Don't compose the shelf side texture. The texture isn't transparent,
and unlikely to be in any case.
2016-04-14 02:46:03 +01:00
082b36d3e7 Books: Split text per page relatively to number of lines 2016-04-14 02:45:57 +01:00
7be008936e Flowers: Fix itemstack when waterlily is placed 2016-04-12 01:28:16 +01:00
6e1a329763 default: Strengthen obsidian glass Remove group 'oddly_breakable_by_hand' 2016-04-12 01:27:55 +01:00
47b197e4d5 Flowers: Cleaning of waterlily's placement 2016-04-08 01:13:14 +01:00
be05441e77 Farming: Override dirt_with_dry_grass to enable cultivation 2016-04-08 01:13:05 +01:00
aadac1223d Default/mapgen: Denser rainforest, fewer logs 2016-04-08 01:12:56 +01:00
9a6cb2d7c8 Creative: Add myself in credits
Some people borrowed the creative code for their sub-games with an exclusive attribution to celeron55.

This is frustrating since I've largely rewritten, redesigned and carefully maintained this mod for the last months.

I expect to be credited.
2016-04-04 05:39:29 +01:00
f4e77edcc6 Flood snow with either lava or water.
Fixes #1005

This doesn't flood snow or ice blocks.
2016-04-04 05:39:23 +01:00
e38f69d549 Fix doors disappearing while underwater
Currently any doors viewed from underwater will disappear but removing the line 'use_texture_alpha = true,' seems to fix this.  Thanks to Thomas-S for finding this glitch.
2016-04-04 05:39:16 +01:00
874b1ae326 Beds: Check for buildable_to for bottom half
We properly checked top half already, just not the top half
target location.

Assure both checked positions are not unknown nodes.

Fixes #991
2016-04-04 05:39:06 +01:00
1977ae19ae Boats: Optimize, re-UV unwrap.
The boat model had over 1700 tris (!) before this redo. I've reduced
the amount of tris to ~150, which is very reasonable given that there
are almost 45 faces to this model.

I've also spent a good hour re-UV unwrapping the entire model which
has a huuuge impact on the boats' appearance. As much as possible,
the boat now looks like it's made out of actual blocks of wood,
and I've even attempted to make the grains connect around edges,
appear in the same pattern and spacing, and generally make it look
like it's just a nice crafted thing out of several pieces of wood.

I've had to tweak the rudder part to make the texture actually have
square texture pixels. I did that by varying the vertical position of
the botton of the rudder handle and the top of the rudder bottom, which
worked well. I also had to 'slice' the rear face of the boat to prevent
a strange texture tear, probably due to non-flat surface somewhere,
but I couldn't spot the issue there anymore after adding 2 extra edges.

This looks totally like a new boat now.

 - http://i.imgur.com/stiVzsa.jpg
2016-03-30 23:11:12 +01:00
Rui
7bbbcbf7b0 Fire: Use get_item_group instead of get_node_group 2016-03-30 23:11:04 +01:00
4d7dbfc826 Start timer as well when moving items around.
It's possible to hit this when using an e.g. charcoal mod
where a tree is both a fuel and a source.
2016-03-30 23:10:59 +01:00
787ccb5747 Add recipe to craft clay block back into lumps
Added a recipe to craft a clay block back into 4 clay lumps.
2016-03-30 23:10:52 +01:00
12bcfeab4d Shelves: Fix listring functionality + code cleaning 2016-03-30 23:10:46 +01:00
14334a1d89 Default: Reduce sand footstep and dug sound gains 2016-03-25 13:15:22 +00:00
6749da1070 Books: Ensure backward compatibility for older written books 2016-03-25 13:15:12 +00:00
7a29d26e3e Fire: Allow placing only above flammable blocks 2016-03-25 13:15:04 +00:00
Rui
7cba7af894 Rename Glass Door (the obisian one) to Obsidian Glass Door 2016-03-22 15:46:26 +00:00
a71948c007 Books: Move page buttons at the bottom 2016-03-22 15:46:19 +00:00
c3d2bc383b Wooden Sign: Add group oddly_breakable_by_hand 2016-03-22 15:46:13 +00:00
7d55320d5c Default: Make some plant nodes non-flammable 2016-03-22 15:46:07 +00:00
0d3bca790c Default: Fix rotation errors for mapgen aspen and sapling jungletree 2016-03-22 15:46:00 +00:00
ffba9d978e Doors: Allow schematic placement of wooden doors.
If LVM or some other nonmetadata method is used to place a door,
then metadata is missing that tells us whether the door is left
or right-hinged.

However, we can detect that nodemeta is missing and see if the node
name is _a or _b. In the case of _a, nothing needs to be done and we
can just open the door. In the case of _b we assume the door is right
hinged, and tune the state nodemeta value so that the door opens the
right way. This all of course assumes that the schematic method places
the doors *closed* by default, which is reasonable.
2016-03-22 15:45:54 +00:00
1a5f89e750 Creative: Code cleaning + Fix items moving in virtual inventory 2016-03-22 15:45:48 +00:00
51891122f2 Changes to Screwdriver to add new drivers.
A few screwdriver changes so that mod makers can add new screwdrivers with different wear levels.  Tried and tested with new diamond screwdriver :)
2016-03-22 15:45:39 +00:00
537f94c28e Fire: Speed up fire spread and burn out 2016-03-21 06:17:50 +00:00
da0cc7f6f6 Beds: priv/griefing fixes.
- disallow placing beds in protected areas
- fix rotation of beds(broken after 41c2b2ae)
- allow using others' beds, but don't change spawn location

Fixes #953. #943 isn't something I think was ever implemented, and
this does a fair job of addressing the main concern (spawning in
others' houses)
2016-03-21 06:17:45 +00:00
b57dd0f9b2 Books: Add support for multiple pages 2016-03-21 06:17:40 +00:00
Rui
8fdcfea9f9 Allow for shift+clicking inventory from bones 2016-03-21 06:17:33 +00:00
9de43cdf7d Doors: Allow falling nodes to fall onto doors.
We were cleverly attempting to use an airlike node as the
top half of the doors, but as airlike nodes are not walkable,
falling nodes would not stop falling and thus remain an entity
stuck on top of a door.

After inspecting the builtin/game/falling.lua code, I considered
the remaining options: (a) revert doors such that the top part is
actually the door, (b) play with nodedef fields and see if other
flags may work, or (c) modify the hidden door part to another
drawtype that properly prevents this issue.

(a) seemed way over the top for now, although it would solve the
issue, it would cause a rewrite of most of the code including the
old-door-conversion.

(b) turned up nothing.

(c) turned out to be relatively simple.

So, here's the implementation where I turn the hidden door top
into a tiny, non-targetable but walkable nodebox that is entirely
inside the door hinge. It's entirely transparent, so you still
can't see it, can't hit it, nor can you place anything in it or
make liquids flow through it. The top part is placed in the right
position on placement and not touched further.

Falling nodes will properly stop on top of these doors. I've
adjusted the door conversion code to properly account for the
issue as well, so the only thing remaining is people who have
been running a git branch - those can upgrade by re-placing the
door.
2016-03-21 06:17:27 +00:00
a2ecc51fbc Create API for registration of fence gate. 2016-03-21 06:17:21 +00:00
d90a081722 Rename argument to priv check
Fixes crash when punching bones not owned by you, and may resolve https://github.com/minetest/minetest_game/issues/940
2016-03-18 02:35:38 +00:00
70248505ae Walls: Don't connect to group:cracky
the ```group:cracky``` group contains all sorts of odds and ends
nodes that we shouldn't connect to. There are a few nodes that
walls now no longer connect to, that probably should get
```group:stone``` added, or something similar, though.
2016-03-18 02:35:28 +00:00
22e32a01ad Allow digging of protected doors with "protection_bypass"
This was probably lost in either the API rewrite or a merge/rebase.

Fixes #929
2016-03-18 02:35:20 +00:00
c94349eaef Re-export character.b3d without texture linkage.
I've created a modified B3Dexport.py version that automatically strips
the embedded texture link to external texture files. These links were
causing the engine to spew "can't find character.png" messages on the
console, but were harmless due to texture loading being done by the
client side and not through irrlicht.

I previously moved character.png to /textures/, which is wrong. I now
understand that character.png was in the same folder as character.blend
simply to make blender load the texture from the embedded linkage
automatically. Nothing more, nothing less.

Subsequently the character.png file should just sit in convenience
in the /models/ folder with the blend file, and not in the textures
file. This patch moves it back. And yes, minetest does load the
character.png from this path.
2016-03-18 02:35:14 +00:00
41c2b2aeea Allow both sides of the bed to be digged up.
Tested with nodebreaker, fire.

If called from lua, minetest.remove_node() calls on_destruct() callbacks
before the map is actually updated. This means that we can't look at the
map data to determine if we're done cleaning up adjacent nodes, and we
have to stop recursing some other way.

There's no data we can pass around through functions that would survive
scope to a secondary on_destruct() callback, so we have to maintain
local state somewhere in the mod namespace.

In this case, we keep a bitflag. The bitflag is set to "true" by
default. On the first half removal, the flag is flipped and afterwards
we remove the other half node. When the on_destruct for the other half
is running, it's value is false and we flip it back to true without
removing the other half node.

This thus prevents recursing.

To facilitate easier finding of the bed partner, we tell our on_destruct
whether we're a top or bottom half node through a passed flag.

Now that the top is diggable, we just need to assure that it drops a
bottom bed part.
2016-03-18 02:35:07 +00:00
cb57f70aab Add steel door/trapdoor sounds.
I've found a favorable steel door sound from a parking garage
door that isn't abrupt or scary, just sounds like a nice solid
metal door. The sample had both opening and closing sounds, and
so they match nicely. Amplified and mixed several samples together
to reduce ambient noise, and get the right level compared to
wood doors. Attribution was added as well. CC-BY-3.0 sounds.
2016-03-18 02:34:43 +00:00
f18871d60c Default: Colourise desert cobble to be consistent with desert stone
Hue and saturation match desert stone and desert stone brick
Preserve original mortar colour
2016-03-15 16:23:13 +00:00
c17c317669 Doors: Update glass door item textures to new design 2016-03-15 16:23:05 +00:00
7c966db4bc Fencegate: prevent y-fighting at top.
We raise the height of the fencegate node by 0.0001 to make the
fencegate post stop fighting with node blocks. This makes the
gate pole appear to be cut through the node, and doesn't leave
a gap when stacking fencegates, which would look odd.
2016-03-15 16:22:58 +00:00
e5304ce674 Fire: Optimize spreading ABM.
No need to find_node_near twice with the same params.
2016-03-15 16:22:50 +00:00
28884cc784 Add flint and flint-and-steel 2016-03-15 16:22:42 +00:00
dfee51c21e Clean up door tops if fire destroys bottom.
Fixes #909. Door tops are never flammable.

This doesn't guard yet against a voxelmanip removing the top node,
but that is less of an issue since if a voxelmanip removes the top,
then the bottom part remains functional and visibly intact. If the
voxelmanip removes the bottom part, but not the top, then this patch
makes it clean up the top just fine.
2016-03-13 04:49:21 +00:00
20053d6b52 Fix bug rotating unknown node
This fixes a bug what crashes game when rotating an unknown node.
2016-03-13 04:49:15 +00:00
079b796031 Dye: Add global table of dye names and descriptions 2016-03-13 04:49:03 +00:00
9c887e0b32 Dye: Make pink dye mixable
Correct 2 inconsistent mixes
Clean up code style and vertically align mix table
Remove dyelocal and simplify table names
2016-03-13 04:49:03 +00:00
2fb40be409 Add "protection_bypass" priv.
The access privilege allows players that have it to bypass protection
on locked doors/trapdoors, chests and bones.

The priv also allows bypassing any minetest.is_protected() check,
including digging nodes and placing them. It is meant for world
moderators to clean up and fix map issues.

Original patch by red-001. Split up and rebased/rewritten by sofar.

This patch requires https://github.com/minetest/minetest/pull/3800
2016-03-13 04:48:57 +00:00
f8f7502e32 Basic stone walls, using NDT_CONNECTED.
These basic connected wall nodes automatically connect
to neigboring stone blocks, other wall blocks and anything
that's "cracky". The do not connect to wood (fences will do
that).

The walls are generated using a new walls.register() API.
Documentation on the API is included in game_api.txt.

This change requires minetest/minetest#3503.

Walls are added for all cobble stone materials. They generally
look best and are the natural use cases for these materials.
2016-03-13 04:11:22 +00:00
b998ab1b3a Add a simple, but stylish fence gate.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.

The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.

A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:

  stick  wood  stick
  stick  wood  stick

The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.

I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.

This change requires #873, otherwise it doesn't connect to fences.
2016-03-13 04:11:03 +00:00
d979293f14 Convert fences to NDT_CONNECTED.
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype.

These nodes are drawn by the client with the needed connections on
the fly as the scene is drawn. There is no logic needed by mods to
modify the nodes.

These fences connect to (1) other fences, (2) planks and (3) tree
trunks, but nothing else. They do not connect to stone, dirt, wool,
etc. This is done by the "connects_to" parameter, which takes groups
and node names.

Due to the way textures are wrapped, we can make these nodes look a
lot better by giving them a special tile.

This change requires minetest/minetest#3503.
2016-03-13 04:10:51 +00:00
676822d286 Change steel ladder sounds + fix/add missing recipes 2016-03-11 15:28:13 +00:00
a5ad30748d Add an on_burn callback. 2016-03-11 15:27:57 +00:00
45bc0b245f Beds: Fix code style issues 2016-03-09 02:44:32 +00:00
aa676ab878 Add steel sign + Update wooden sign texture 2016-03-09 02:44:27 +00:00
f80fafbcfb Default: New jungletree_top texture 2016-03-06 01:32:11 +00:00
7f317871d4 Add steel ladder 2016-03-06 01:31:36 +00:00
68f5740dcc Fix markdown formating in game_api.txt. 2016-03-06 01:30:58 +00:00
6c6cc2159a Default/craftitems: Fix whitespace and code style issues 2016-03-06 01:30:40 +00:00
aa254e2835 Fix book formspec to word-wrap lines
Books still don't wrap long lines of text properly so until this has been sorted out I suggest reverting back to a previous working formspec which lets players read books properly until a fix is found (and maybe scrollbars added to texarea's).  Also adding a recipe to blank written books.
2016-03-03 00:37:07 +00:00
29252c6fb2 Allow non-players to dig steel doors. 2016-03-03 00:37:01 +00:00
ac843f8fe7 Allow non-players to dig locked chests. 2016-03-03 00:37:01 +00:00
0410b5e0ca Allow non-players to dig bones. 2016-03-03 00:37:01 +00:00
3a98245f62 Document share_bones_time_early 2016-03-03 00:36:53 +00:00
00a0d9a5d4 Doors: Prevent placement in protected areas.
https://forum.minetest.net/viewtopic.php?f=42&t=1523&start=500#p208773

Currently, doors can be placed inside others' protected areas. We
need to check protection for both bottom and top halves.
2016-02-29 20:29:47 +01:00
5d28040915 Default: Add 'snowy pine tree from sapling' schematic
Add function to detect nearby snow to enable snow on sapling-grown pine trees
Correct 'place schematic' rotation parameters to "0" or "random"
2016-02-27 21:47:10 +00:00
62dbf29301 Default/mapgen: Remove unnecessary spaces from log decorations 2016-02-25 00:08:30 +00:00
6493e5fefb Default/mapgen: Make forest clearings larger and more common
In mgv5/v7/flat/fractal/valleys
Add missing noise parameters to pine logs for
density to vary in relation to pine tree density
2016-02-24 22:53:32 +00:00
42cc6d2c31 Add item name to chest log messages 2016-02-24 22:53:20 +00:00
3a55e19055 Control leaf decay with sneak.
As requested by @paramat.
Leaves are preserved by default and only decay when using place + sneak.
2016-02-23 20:35:08 +00:00
ea2a7d3b1f Remove dig_up() from cactus.
Digging a cactus leaves the branches hanging. With this change it will no longer happen.
2016-02-23 20:34:32 +00:00
2c355a8642 Allow mod namespace for door registrations.
This is an adapted version of #861 - by oleastre

Most mods had been calling `doors.register_door() with a door
name that included the "modname:" prefix, and we should continue
to allow mods to do so, without registering the nodenames created
in the "doors:" namespace.

The default case is to use the "modname:" prefix verbatim. If
mods or code calls this function without a prefix, then "doors:"
is automatically used.

Now that the namespace is corrected, the copy replacement ABM is
no longer needed.
2016-02-23 20:34:23 +00:00
777088481b Fallback doors.register_door() code.
This function maps doors.register_door to the new API as far as
reasonable. We can't map the texture, so we fall back to a default
texture. An error message is printed if mod writers did not provide the
needed new tiles field for the door. The created doors are functional
and a full replacement. Old doors are replaced with the new ones
through an ABM.
2016-02-23 20:34:23 +00:00
6b055ae18a Fix broken door protection.
A previous fix overwrote the `def` variable during registration,
causing protected doors no longer to be placed with protection.
2016-02-23 20:34:23 +00:00
4c9944b263 Creative: Rename fields with correct naming convention to avoid possible conflicts 2016-02-21 15:31:37 +00:00
73d998ccdf Lower snow footstep and dig sound level.
These sounds were perceived to be too loud in the
game. I've lowered them significantly but they remain
plenty audible. The dig sounds were very loud as well
so I toned them down as well.
2016-02-21 15:31:28 +00:00
3fcb7821d7 Move character.png to textures.
This file is obviously out of place, as the engine does not
load textures, ever, out of a models folder.
2016-02-21 15:31:20 +00:00
ed9fd475de Call on_place_node() callbacks after placing door.
Other mods may depend on knowing whether doors are placed
to setup additional attributes or perform node manipulations.

This is something e.g. mesecons does to connect circuits
to doors. This was tested with mesecons. Placing a door next
to a mesecon wire will make the wire automatically
connect, which was otherwise not happening.
2016-02-19 19:54:55 +00:00
2cc6640edf Open doors when right-clicking a door with a door.
And similarly, if we wield a door and right click any node
that has an on_rightclick() handler, call the handler
instead.

Just to be on the safe side, assure that none of this
code runs when right-clicking an entity or player, which
would likely crash the server.

Fold in PR #831 as well - prevent server crash on door
place on unknown blocks, by @tenplus1.
2016-02-19 19:54:50 +00:00
bbf17c9eca Allow building doors on buildable_to nodes.
This code never allowed placing a door on e.g. a grass
plant. The code to handle this isn't that complex. With
this code, doors can be placed on flowers and on normal
node surfaces without issues.
2016-02-19 19:54:50 +00:00
1ab0fc12a7 Add background image to book formspec 2016-02-19 19:54:45 +00:00
5569950b26 New gravel texture.
Issue #811 - new gravel texture needed.

This texture was Gambits' PixelBOX gravel light texture. Gambit
posted that his texture pack is WTFPL:
- https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196

I've made significant modifications to this texture:
- slightly rotated and rolled some sections of pixels
- minor burn/dodge some pixels to keep high contrast
- removed lineair repeating effects
- etc.

Attribution is added back to Gambit. Thanks.
2016-02-19 19:54:40 +00:00
363b95c003 Doors: Allow arbitrary recipe to be passed, even nil
This allows mod makers to register their own recipies, including
none, to register doors.
2016-02-18 13:57:09 +00:00
8422f2ef52 Fix character.b3d animation issues.
Both the standing and sitting animations had misplaced curve
cusps that caused the end part of the animation to wiggle the
feet slightly back and forward.

I've fixed both animations parts and re-exported. Verified in-game
with multiplayer that everything was indeed fixed.
2016-02-18 13:57:04 +00:00
36d18cb161 added timer to tnt:tnt_burning for explosions
By adding the timer to the tnt:tnt_burning node it will help mods add the block and cause an explosion after 4 seconds instead of doing nothing like in it's current state.
2016-02-18 13:56:57 +00:00
b47a556472 Remove log_mods from TNT
This option is not documented nor is it used with any other mod in Minetest Game so why should it be used in TNT?
2016-02-18 13:56:50 +00:00
7d2dfe4101 Consolidate ABMs
Spread ABM intervals evenly across 1 to 16 seconds
16s ensures no nodes are missed when player walks past
Adjust chance values to compensate, for identical action rates
Combine lavacooling ABMs into one, return to chance = 1
Grass growth: add 'neighbors = "air"' to avoid
processing the thousands of underground dirt nodes
Grass death: Reduce action rate to that of grass growth
Fire: Use chance = 1 for flame extinguishing
and flame removal when mod is disabled
2016-02-14 05:22:20 +00:00
04f01bc57f Doors: fix unability to register doors outside of doors mod 2016-02-13 18:37:16 +01:00
Rui
7a3cff5529 Remove minetest.inventorycube 2016-02-13 03:47:49 +00:00
8f095c62a8 Convert furnace ABM to node timer
Node timers are higher precision and a better guarantee
of happening at regular intervals, whereas ABM's may be
postponed, cancelled or missed if a player is too far.

The largest benefit is that once the furnace is done
cooking, no more ABM's are fired - the timer is stopped
instead and no more events are created until items
are put in the furnace.

This patch is larger due to the migration of the timer
function and indentation change as a result of the somewhat
reduced complexity. I've tested with several furnaces and
this works correctly and behavior is not affected, although
people may find that their furnaces now work more
regularly.

If you place several furnaces next to eachother, you will
still find all furnace timers firing exactly at the same
time. This is a bug in core that should not coalesce node
timers at second intervals.
2016-02-13 03:47:38 +00:00
f600a9f645 New mesh door models, and extensive door API
This patch replaces the default door nodes with a new mesh model
and nodes.

Two new models were added that are 2 blocks high. One for left-hinge
and one for right-hinge doors. This allows us to make a single texture
fit on both models. The alternative would have been 1 model and 2
unmapped textures, which is more work for mod developers.

Doors work exactly like the old doors, including ownership, breaking
doors, opening and closing.

Under the hood, we can prevent the top part of the door from being
obstructed by placing an invisible node. This prevents liquids from
flowing through doors or people placing sand or other blocks in the
top half. The door code automatically places and removes these as
needed.

Metadata is used to store door state, just like the old version.

A doors API is added, it allows mods to use the API to open/close or
toggle door states without worrying about sounds, permissions and
other details. This is intended for e.g. mesecons. This API allows
mods to manipulate or inspect doors for players or for themselves.

In-game old door nodes are automatically converted using an ABM and
preserve ownership and orientation and state.

TNT blows up all doors and trapdoors except for the steel ones,
who can survive a blast. We return an itemstack in on_blast(),
which requires a TNT API patch which is also pending.

We enable backface culling for most of these doors, as this gives
the identical visual appearance that the old doors had. In the case
of the glass door, there's a slight twist.

The texture files used by the new doors have new names that do
not conflict with previous texture file names to avoid texture
pack conflicts.

Thanks to red-001 <red-001@users.noreply.github.com> for some
of the conversion code, cleanups, and extra textures.
2016-02-13 03:47:28 +00:00
9e54b379c8 Creative: Extend search function to descriptions 2016-02-06 01:24:24 +00:00
5994ac8dc5 Default/schematics: Re-add force-placed root node to mapgen trees
Avoids trees or large cacti being placed multiple times at a single
position, by changing the node at the heightmap y value
2016-02-06 01:24:19 +00:00
c198d8c57e Default/mapgen: Confine Aspen to one half of deciduous forest 2016-02-06 01:24:14 +00:00
09dbaf7972 Follow naming conventions of textures in creative 2016-02-03 19:33:59 +00:00
0add474af2 Follow naming conventions of textures and models in boats 2016-02-03 19:33:46 +00:00
0ea23a50d3 Creative: move player datas in separate table (fixes #812) 2016-02-03 19:33:31 +00:00
2f39cad09b Create API for fence.register, and use it.
This converts the call to minetest.register() for the default
fence node, so it can be called by other mods to quickly
setup other fences.

Since this creates an API, insert it into the game_api.txt.

The api looks like minetest.register(name, {def}), and has two
uncommon fields: "texture" and "material". Any normal nodedef
property can be passed through, except "drawtype". The "fence"
group will always be added.

The default fence recipe is modified to be as follows:
  wood, stick, wood
  wood, stick, wood

This recipe yields 4 fence nodes.

This allows us to create according recipes for acacia, pine,
aspen, and junglewood fences without adding new stick types:

  pine wood, stick, pine wood
  pine wood, stick, pine wood

This is a from-scratch implementation, written by heart but inspired
by (#665 - Add many wooden fences).

Stick and fences nodes are named in a consistent way.
2016-02-03 19:33:19 +00:00
a4e144e4c8 Default/mapgen: Add gravel beach in Tundra 2016-01-29 03:50:32 +00:00
f4512cb5b6 ability to dye coloured wool white
as above, the avility to dye coloured wool whilte again.
2016-01-29 03:50:07 +00:00
38a8351327 Register biomes before ores.
We may want to use biomes here at a later stage.
2016-01-26 21:33:27 +00:00
a5d40e13be Stair and Slab groups.
Organizing these in groups will allow mods to do several things
easier:

- create craft recipes using them as ingredients
- manipulate map nodes based on group properties

There are quite a few slab and stair blocks already, so automatically
add these groups at registration time for all of those. Since most
mods I've seen use the registration code in this submod, they will
also benefit.
2016-01-26 21:33:17 +00:00
4b8410a982 Default/mapgen: Remove unused 'mapgen_air' alias 2016-01-22 13:21:26 +00:00
250be40ecd Fix blank page in creative in some rare case and keep crafting tab's size stationary 2016-01-20 22:17:38 +00:00
322967d2d1 Better trapdoor side appearance.
We're using a normal wooden side texture to draw the sides
of trapdoors. But the side textures have only 2 edges that
have a nice texture for the 2px wide trapdoor. We can
either repaint the textures, or just rotate the texture
properly for the two sides that need it.

Because the side texture for wooden doors was just a default:wood
texture, it clashes with the colors in the trapdoor, and so
we add a wooden trapdoor-matching tile side texture as well.

This also improves the steel trapdoor side, but without a
texture change there since that was already a specially
drawn texture for that node.

We also increase the thickness of the trapdoor to 2px. Right
now the model is 0.4 large, but this causes the side textures
to look odd as there's a mismatch in pixel size. By scaling the
trapdoor side up to exactly 2px, the sides look natural.

Thanks to @kilbith for the suggestion.
2016-01-20 22:17:25 +00:00
f41314185e Allow trapdoors to be rotated all ways.
There really is no reason to prevent rotation in trapdoors, I
expect this to be an oversight.

Trapdoors work perfectly well sideways, upside down and can
work like fences, gates and more. Most commonly, people will
want to put them in the top half of the node so they remain
flush with a floor.
2016-01-20 22:17:13 +00:00
6d79d157c3 New design of the creative inventory (with tabs) 2016-01-15 04:56:24 +00:00
6267f26027 Aspen trees.
Adds a birch-like tree to the default_game. Aspen was chosen on
purpose instead of birch, as several birch tree mods already exist
and choosing a different name avoids any conflicts.

Schematics were made for both normal and sapling version, assuring
saplings will not be able to grief. The shape of the Aspen is "fanning
out at the top" and provides an easy tree to walk under, but still a
somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up
to three layers of leaves on top, making it slightly taller than an
Apple tree, but shorter than a Pine tree, which provides a good blend.

Textures were painted from scratch, except tree_top and _wood
variants, which are color modified versions of the pine_wood
variants. Appropriate licenses have been chosen for the new textures.

The leaf texture is light enough to contrast other trees, but dark
enough to offset against our light default grass color. The leaves
are drawn in the typical minetest default fashion with plenty of
transparancy, but enough definition to suggest that you're seeing
something that looks like leaves. The placement of leaves in the
schematic also suggests the top of the tree is sparse and you can
see the sky through the leaves.

Sapling texture is both traditional and different, with lush green
leaves and a well-defined stem, but slightly stick-like and skinny,
as these plants tend to grow up first, then out.

Add fallen Aspen logs. We make these logs a minimum of 2 blocks long,
and up to 3. This allows us to make these logs a place where both
red and brown mushrooms can be found, to these may be attractive to
players. However, the spawn rate for these has been reduced a lot
compared to the other logs, to account for the scarcity of Aspen.

Add stairs, slabs for these wood types as well.

Mapgen will place these trees in deciduous forests only, but in
a way that the biome is a range between entirely Apple trees, and
mostly entirely Aspen trees, with a bias to Apple trees. To make
fallen logs somewhat correlated with trees, we modify the planting
of Apple trees and logs to use perlin noise and not fill ratio,
otherwise you'd always end up with Apple logs in Aspen tree areas,
which would be suspicious. There still is a bit of a mix.
2016-01-15 04:56:15 +00:00
535e611eb1 Fix trapdoor recipe conflict with iron bar recipe.
In oversight, I added this recipe not verifying that it was already
taken.

We change this to a 2x2 iron bar recipe. The shape and amount are
reasonable (reduced to output 1 steel trapdoor), and I verified that
it wasn't in use.

Fixes #779
2016-01-12 04:03:19 +00:00
223e924edf Lower mushroom-on-log rate for pine forests.
These were likely too high, so we lower them to the rate
of mushrooms on apple trees.

issue #773
2016-01-08 04:44:29 +00:00
556f0d48e3 Replace aliased fertile mushrooms.
This is a non-issue: these are aliased to normal mushrooms. For
clarity, we replace them with the normal mushrooms here as well.
2016-01-08 00:24:05 +00:00
57939c6c3f Place tree logs as decorations.
We can vary the landscape a bit more by placing "fallen logs"
around the various forests. These decorations are quite fast
and will provide some gameplay value but are still more rare
than the corresponding trees, so they don't provide free
materials.

I've manually put the schematic as lua tables since these log
schematics are only 8 blocks. We vary the log lengths between
1 and 3 blocks by making the end blocks have a lower chance
of appearing.

Amount is varied by fill_ratio, except for acacia trees where
we reduce the scale, so that acacia logs show up near places with
acacia trees consistently.

Mushrooms are placed optionally on each log. We can't place
two different mushrooms on a log, so instead we opt to place
brown mushrooms on oak/appletree logs, brown mushrooms on
jungletree logs, and red mushrooms on pine logs. No mushrooms
are placed on acacia logs, as they occur in a dry biome,
savannah, and this adds a bit of biome diversity.
2016-01-07 05:36:12 +00:00
9542d119f6 Fix endless trapdoor bug.
Closes #770 - thanks to @tenplus1, @kilbith
2016-01-05 23:29:24 +00:00
7488f483c7 Minor polishing of creative 2016-01-05 23:29:15 +00:00
b0ec8f1b5a Allow books to be copied on the craft grid.
Combine any written book with an empty book to copy it. The
copy is in player hands when using, and the original is put
back on the crafting grid and can be directly copied again.

All ownership and metadata is retained, so the copy of the book
is as writable as the original is, or isn't.
2016-01-05 23:29:08 +00:00
c76a91943c Fix TNT drops being placed inside nodes 2016-01-05 23:28:59 +00:00
0472e61a9d Default: Remove normalmap textures 2016-01-03 02:12:22 +00:00
e9a7782c88 Steel Trapdoor.
Adds a steel trapdoor. Textures were painted from scratch, and
inspired by the current Steel Door. Ownership on the trapdoor
works as expected, and so does the crafting recipe.
2016-01-03 02:11:40 +00:00
76471dd137 Default: Add mapgen alias for air 2015-12-31 00:05:34 +00:00
11115c7d15 Default: New appletree schematics with more variation 2015-12-28 21:41:23 +00:00
481d1758ad Fix door volume level.
Playing stereo sounds positionally in OpenAL causes it to play
the sounds unattenuated - same volume for all distances. This
shouldn't happen, and makes door sounds unneccesarily loud from
very far away.

Convert all door samples to mono, 22kHz 64kbit.

Trimmed all door samples to remove lead, trail silence.
2015-12-28 21:41:15 +00:00
32bdb9a393 Remove spores from mushrooms.
These have almost no value gameplay wise. Mushrooms spread
by their very nature into appropriate soil nearby, and
harvesting spores is something only scientists do. Actual
mushroom farmers leave a few mushrooms and put on more
manure, and keep the light off.

Modify the growth ABM to test for light levels and attempt
to plant a similar mushroom nearby (+/- 2 x,z, +/- y). Light
at both source and destination needs to be low enough. I've
tuned it to be 3-4 spaces from a torch.

Mushrooms will die in full sunlight, but they can survive under
trees and may grow out at night anywhere.

Removed obsolete textures.

Remove unused nodes and provide aliases for them.

Aliased obsolete nodes so no unknown item nodes appear.

Mushrooms die only in full sunlight (light level 15).
2015-12-25 15:37:40 +00:00
82299b94dc Verify node type is facedir.
This prevents nodes that are not of the "facedir" paramtype2,
as these are generally not expected to be able to rotate. Mods
and other methods may still manipulate param2 of these nodes
as expected.

Addresses #712
2015-12-25 15:37:17 +00:00
b1e2ece638 Add a search field to the creative inventory 2015-12-25 15:36:55 +00:00
eaed418b10 Ores: Allow dirt and sand blob ore in sandstone, desert stone
Re-align parameter format in 'register ore'
2015-12-23 16:55:18 +00:00
8704afe5b1 Flowers/mapgen: Slightly more flowers in mgv5/v7/flat/fractal 2015-12-19 15:03:10 +00:00
c3a1545ca1 Default/mapgen: Correct spelling of 'noise threshhold' in 'register ore' 2015-12-19 15:03:09 +00:00
a1b8b68e92 Default/mapgen: Re-add grassy sand dune biomes 2015-12-19 15:03:09 +00:00
b57ecb94df Add a separate image for a written book.
Since written books are quite different from empty books, the
visual clue that they are different items is really needed in-game.

I've added a "clasp" or "belt-with-buckle" like element to the
png from default_book, keeping them very similar but also
immediately recgnizably different.

I added the new texture to blockmen's license list since it's
obviously derivative of his work.

The PNG was run through a minimizer/optimizer to save space.
2015-12-12 19:56:56 +01:00
c66a98bbed Default: Slightly reduce alpha of water post effect colour
To make water a little clearer and feel purer
Also correct lava alpha values from 192 to 191
2015-12-12 13:42:54 +00:00
25e1f84733 Default: Remove root from mapgen trees and large cactus 2015-12-06 22:19:23 +00:00
b8333cf82a Speed-up creative inventory initializing (~10x faster) 2015-12-06 00:22:12 +00:00
abf0ca9c7e Default/mapgen: Retune cactus density due to low density fix 2015-11-23 03:19:11 +00:00
135d80eb86 Default/trees: Make 'can grow' public to enable over-riding 2015-11-23 03:19:00 +00:00
0d49978341 Default/mapgen: Use sidelen 16 for low density decorations
The fixing of low density decorations allows returning to
sidelen 16 for acacia trees and cacti, previously sidelen
80 was required for low density decorations to appear
Also use sidelen 16 instead of 8 for mgv6 papyrus
2015-11-15 09:20:21 +00:00
4ef6810298 Beds: Re-add commas at list ends 2015-11-14 05:18:11 +00:00
Rui
1d8def5c06 Beds: Make non pointable by pointable definition 2015-11-14 04:49:22 +00:00
e41a411f1c Default, fire: Disable catch-up in some ABMs
To avoid processing spikes where catch-up is non-essential
Disable in: Lavacooling, grass growing, grass removal
and all fire mod ABMs
2015-11-14 04:49:03 +00:00
e67e28d226 Default/mapgen: Fix missing taiga pine 2015-11-09 01:10:41 +00:00
3d6f1685ad Default/mapgen: Tune biome points for improved disribution
Bring humidity points closer to reduce distortion of voronoi cells
Slightly reduce size of hot and frozen biomes
Improve location of glacier biomes
Remove unnecessary snow nodeboxes from tundra to improve FPS
Add missing dirt_with_snow to taiga
2015-11-08 05:04:39 +00:00
592ca341ea Default/mapgen: Tune biome points and biome depths 2015-11-04 01:13:46 +00:00
a88576afd1 Boats: Check player attached object 2015-10-29 23:06:01 +00:00
6f6d46ddfc Fire: Add 'permanent flame' node
Update 'disable fire' documentation in conf.example
2015-10-28 03:08:09 +00:00
7c0abe9366 Remove unused TNT & torch textures
Closes #544
2015-10-28 03:07:56 +00:00
321bd66721 Default/trees: Clean-up 'can grow' function 2015-10-27 01:51:54 +00:00
2729777b94 Default/functions: ABM for mossycobble replacing cobble next to water 2015-10-25 23:11:29 +00:00
f3dc78204c Boats: Check inventory in boat.on_punch
If puncher inventory is full, then drop boat
2015-10-20 00:26:30 +01:00
b292975fbc Use PI variable rather than unclear constant 2015-10-20 00:26:19 +01:00
Rui
3fb6ee5bdf Default/book: textarea -> table 2015-10-18 18:02:27 +01:00
ef8b7e230d Default/trees: Add requirement of light level 13 for sapling growth 2015-10-17 09:41:17 +01:00
c15bd9d529 Fix wrong nomenclature in game_api.txt 2015-10-11 18:29:39 +02:00
41c1e99b1f Default/mapgen: Remove dunes biome. Sand for glacier seabed 2015-10-10 16:28:49 +01:00
70e8924082 New header image 'Minetest Game' 2015-10-10 16:28:40 +01:00
f4a412d9c1 Papyrus: Grow on dirt and grass only, remove from desert ocean 2015-10-05 01:47:37 +01:00
8148bbf95e Flowers: Allow placing waterlily on river water
Add 'buildable_to = true' to flowers and waterlily
2015-10-05 01:47:18 +01:00
2119054a95 Mgv5/7 biomes: Add more shallow dirt waters
Dirt waters are more suitable for waterlilies
Add dedicated dunes biome in coniferous forest
Papyrus: use dirt base again
Force-place roots on mapgen tree schematics
Tune some humidity points to improve voronoi cells
Add random rotation to jungle trees
2015-10-03 01:12:45 +01:00
ac810dbf9d Default: Remove light source from mese ore
New brighter mineral_mese texture
2015-10-03 01:11:10 +01:00
8e51f318b3 Rename to Minetest Game
Rename in game.conf and documentation
Update game_api.txt documentation for bucket API and tree functions
Fix tab, space and comment formatting in game_api.txt
Rename in mod READMEs
2015-09-30 23:33:12 +01:00
93a2c40ebc Adding bones' drop feature Before, when you died, you got to punch you bones to get back your stuff, the bones block was not dropped. However, a lot of people wants to use them for decorations/building, and have to install a dedicated mod since 0.4.10-release. With this commit, a bones block containing an inventory is dropped/added to inventory (if enough room) when the bones block is removed. Then, when a player places a bones block by himself, he will dig it like any other basic node (eg. default:tree), not just punch it.
Thanks for reading.
2015-09-29 21:01:34 +01:00
ff0973fa4f Update api.lua
added protection for seed placement and hoeing
2015-09-29 21:01:20 +01:00
1f85f001f9 Remove ugly def of xpanes 2015-09-29 01:26:02 +01:00
279b85fc45 Add option to disable bed's night skip - Solve second point of #512 by adding a setting, enable_bed_night_skip , with default value of true. 2015-09-29 01:25:40 +01:00
24578ca968 Default/mapgen blob ores: Tune, make faithful to mgv6 2015-09-20 00:39:05 +01:00
d0fad4b004 Flowers: Make waterlily not walkable. Add missing flower group 2015-09-17 16:50:11 +01:00
4bb9652c0f Flowers: Add waterlily and add to mapgen 2015-09-17 12:34:17 +01:00
b6c12010b1 Remove beds/Changelog.txt & farming/API.txt
- beds/Changelog.txt probably won't be updated because http://dev.minetest.net/Changelog is used instead
- The information in farming/API.txt is already documented in game_api.txt
2015-09-14 23:08:52 +01:00
f5c8f881d7 Change obsidian glass drawtype to glasslike_framed_optional 2015-09-14 23:08:37 +01:00
0004c5e637 Better bucket textures 2015-09-14 06:58:19 +02:00
1cc8300ba9 Default/mapgen: Make river water ice in glacier biome
Add commented-out 'node river water' lines to all biomes
2015-09-10 16:34:34 +01:00
fd5721faa8 Flowers: Make flowers wave when waving shader enabled 2015-09-10 16:34:18 +01:00
09d910efcb Default/schematics: Fix root error in jungletree from sapling 2015-09-05 06:09:47 +01:00
acb0cecb36 Fire: Move flame extinguishing to separate faster ABM
Add extinguish sounds (from default mod lavacooling)
'disable fire' setting extinguishes fire quickly using a dedicated ABM
'disable fire' also disables all other ABMs
Simplify flammable node removal ABM
Speed up node ignition, it was too slow
Add 'sunlight propagates = true' and 'paramtype = "light" to flame
Balance fire sounds' gain
2015-09-04 23:05:26 +01:00
c2307b8816 Default/nodes: Fix acacia leaves not waving 2015-09-01 06:18:06 +01:00
73113f3443 Default/trees: Add not-force-placed tree schematics grown from saplings 2015-09-01 05:57:07 +01:00
4d9b595a69 Default: Allow papyrus growing on default:sand
Mgv5/mgv7 papyrus schematic now has sand nodes as a base
Add sand beach to mgv5/mgv7 deserts
2015-08-31 22:58:33 +01:00
908d8e5f90 Default/nodes.lua: Add missing spaces, shorten lines 2015-08-25 06:47:55 +01:00
a0d7644a86 Default: Add snow, snowblock, ice to puts_out_fire group 2015-08-25 03:03:06 +01:00
2392842948 Fire: Slow down fire spread and reduce lua load
Increase chance value of ABMs
Disable ignition from a distance
Only detect neighbouring extinguishing nodes
Fix code style issues and add comments
2015-08-20 04:09:22 +01:00
3740efb393 New normalmaps for some nodes 2015-08-19 03:24:45 +01:00
835ca02be5 Add tiling info for grass nodes 2015-08-19 00:59:22 +01:00
99d0442cc9 Boats: Fix sinking through boat when detaching
By CProgrammerRU
Also, by paramat:
Slightly raise base of collision box
Improve code style
2015-08-18 22:35:16 +01:00
b24049950e Default: New stone brick and desert stone brick textures 2015-08-17 21:59:43 +01:00
86dab909ed Default: Change to 'pixelbox2' long grass textures by Gambit 2015-08-17 03:58:34 +01:00
ffcb3d6356 Stairs: Add aliases needed due to new pine wood name 2015-08-16 00:31:41 +01:00
c7b9e734ff Default: New grass textures, new footprint overlay texture 2015-08-15 21:19:39 +01:00
450543f782 Stairs: Add straw and metal blocks
Make replace ABM optional, disabled by default
2015-08-14 23:23:41 +01:00
b7a1426b42 Default: New darker jungletree_top and junglewood textures 2015-08-14 19:15:33 +01:00
408ee69fb8 Flowers: Add sporeless mushrooms and edit drops 2015-08-14 01:34:35 +01:00
35de5241f4 Fixed invalid check. This fixes minetest/minetest_game#609 2015-08-11 18:56:15 +02:00
be4dd6479d Default: Rename pine tree nodes, textures and mapgen aliases 2015-08-10 09:19:02 +01:00
7066a6a0dd Tweak mushroom drops
-> Don't always drop the main mushroom (allowed endless spore generation loop before)
-> Drop less spores, before you got lots of spores
2015-08-10 01:03:15 +02:00
6194f9ffea Default/trees: Combine sapling ABMs into one ABM 2015-08-09 05:52:46 +01:00
47c7b0b187 Mushrooms: Rename spore nodes. Single ABM for mushroom growing
Code re-arranged and clarified
2015-08-07 19:07:48 +01:00
0a3bf5b220 Biomes: Tune v5/v7 biomes and v5/v6/v7 mushroom distribution
More complex distribution of dry grasses
Remove water below glacier rivers
Gravel as glacier seabed
Do not force-place acacia root
Tune acacia tree density
Match mgv5/v7 mushrooms to tree density
Spawn mgv6 mushrooms by trees
2015-08-07 17:13:33 +01:00
14ee61ab92 Fix mese block alias
It should alias the old name (mese_block) to the new/current name (mese) rather than the other way round.
2015-08-04 01:02:01 +01:00
f7f178ce03 Stairs: Lengthen interval of replace abm 2015-08-04 01:01:40 +01:00
547a7b3304 Default/functions: Reduce lavacooling ABM/sound overload 2015-08-04 01:01:25 +01:00
8d1eef025d Flowers: Make mushrooms farmable using spores 2015-08-04 01:00:47 +01:00
84de5f0f40 Add biomes for mgv5 and mgv7 2015-07-30 01:19:12 +01:00
cbea61e8dd Default: Thicker snow nodebox 2015-07-29 01:18:30 +01:00
2885ae6018 Default: Add papyrus schematic 2015-07-28 02:27:45 +01:00
cf781ee218 Default: New appletree schematic with tuned apple chance 2015-07-27 05:06:32 +01:00
252dffce78 Default/mapgen: Disable nyancats in singlenode mapgen 2015-07-27 05:05:50 +01:00
83c2a88c91 Flowers: Keep mushrooms above water level 2015-07-24 21:56:16 +01:00
e7def5d4e6 Default: Add improved mgv5/mgv7 tree schematics 2015-07-24 00:59:44 +01:00
ec68283812 Stairs: Register acacia wood stair and slab 2015-07-23 05:14:43 +01:00
bc4d0c1344 Flowers: Add mushrooms to mgv6 2015-07-23 05:14:32 +01:00
e2033025b0 Default: Add biome API tree schematics and enable growing by sapling ABMs 2015-07-20 22:56:35 +01:00
da9789e3ce Fix not_in_creative_inventory
Update
2015-07-17 20:53:55 +01:00
26866e4c21 Grant multiple tiles on stairs model 2015-07-17 20:53:32 +01:00
0cf4fd4c18 Add mushrooms 2015-07-17 10:12:00 +02:00
2ddbf68e31 Better default stone normalmap, sharpened a bit 2015-07-14 14:53:13 +02:00
0c5f6dabc0 Add new texture for leaves, jungle leaves and style simple 2015-07-13 03:17:26 +01:00
fdae2832bb Default: New ice texture by Gambit and asl97 2015-07-13 00:45:38 +01:00
6843ddb814 Default: Add savanna nodes, textures, crafting and fuels 2015-07-12 22:41:59 +01:00
166b1c623a Add some normalmaps with heightmap in alpha channel 2015-07-12 12:24:02 +02:00
jp
e8cafeb3e7 Improved diamond block texture (from #548) 2015-07-12 12:06:38 +02:00
8a7af21e3a Improved stairs model, v2 2015-07-11 00:22:18 +01:00
407b32e04c Improved stairs model 2015-07-09 21:35:53 +01:00
f3f8b22698 Convert stairs in meshnode 2015-07-08 19:07:22 +01:00
585b2bc22e Default/trees: Add checks for air/ignore/needles to pinetree trunk
Speed optimise: Trunk placing, add_pine_needles, add_snow
2015-07-05 15:23:55 +01:00
0914e595c7 Default/mapgen: Add missing spaces 2015-07-01 08:34:25 +01:00
7361eb5e05 Add the listring functionality c977fbd928 2015-06-23 19:17:57 +02:00
44ac020f28 Fix node placing sound being heard on left channel only 2015-06-22 18:33:15 +02:00
e15fde1624 Fix is_ground_content settings for nodes
Remove line if set to the default of 'true'
2015-06-18 02:25:02 +01:00
15ef8b0995 Fix bookshelf's allow_metadata_inventory_move (check if item belongs to "book" group instead of checking if it is "default:book") 2015-06-17 18:33:54 +02:00
d8dd9332ed Improved Iron Bar texture 2015-06-14 11:34:52 +02:00
c4fb5bd385 Bucket: Register river water bucket, add texture
Add groups to registration and use water_bucket group
2015-06-14 01:18:14 +01:00
f09ae11e89 Add patch files to gitignore 2015-06-09 22:01:25 +02:00
8b4a92ef2d word-wrap book text
This change word-wraps text when reading a book.
2015-06-08 16:29:44 +02:00
f92d49feff Default/functions: Fix cactus growing by rotation again. Cleanup code 2015-06-08 00:32:40 +01:00
64fa8e6be5 Make books writable 2015-06-07 15:57:29 +02:00
0aebf864d1 Add gunpowder trails
Uses group “connect_to_raillike”
2015-06-07 14:27:18 +02:00
016fa0da40 Default/functions: Fix cacti not growing when rotation is 1-3 2015-06-07 04:39:25 +01:00
7786f7f8b1 Default/nodes: Match river_water post_effect_colour hue to that of new texture 2015-06-07 04:39:02 +01:00
6919d43d02 Remove deprecated ore generation code 2015-06-07 04:38:52 +01:00
01ad09036b Improved flowers' registration system - Specific nodeboxes, - Color groups - All datas were put into a table then unpacked for add_simple_flower 2015-06-06 14:51:25 +02:00
638add603f Simplified flowers' registration - Created a new local function to register flowers 2015-06-06 14:51:25 +02:00
750f9575af Improve water post effect color 2015-06-06 14:13:01 +02:00
40e2b945e3 Default: New obsidian brick texture. Add river water textures 2015-06-02 01:13:34 +01:00
03b51e8c8f Default: New sandstone brick texture 2015-05-31 05:55:12 +01:00
a4d056e493 Make some common nodes let light pass through 2015-05-14 17:34:17 +02:00
23a37e5e79 Apples give 2 HP instead of 1 HP, bread gives 5 HP instead of 4 HP 2015-05-14 17:33:10 +02:00
300b14078f Give 24 rails per craft instead of 15 2015-05-14 17:28:30 +02:00
eae3740d85 Fix missing argument for on_rotate 2015-05-14 16:07:19 +02:00
3669ca0a83 Make beds not skip night if nobody is online 2015-05-14 14:41:26 +02:00
46c6154444 Make doors not depend on screwdriver. 2015-05-14 14:24:14 +02:00
2824562dc9 Add screwdriver callbacks, and code them for doors and beds 2015-05-14 10:24:56 +02:00
852b337916 Use connect_to_raillike for rail
Used value: 2
2015-05-14 10:19:07 +02:00
dd34dffa45 Default/mapgen: Add sandstone alias for sandstone biome detection 2015-05-12 23:31:38 +01:00
aaa6c260cd Copy pos before giving it to on_blast because it can modify it; also remove a debug print that had nothing to do here 2015-05-12 21:03:02 +02:00
81259e9fcc De-duplicate code in doors mod in make_on_blast 2015-05-12 20:55:46 +02:00
4bd1094619 Fix problems with TNT 2015-05-12 16:53:04 +02:00
8bc8dd64c5 Make TNT respect on_blast, implement on_blast for some nodes
Implemented nodes:
- Steel Door: Ignores explosion
- Locked Chest: Ignores explosion
- Fire: Ignores explosion
- TNT: Starts burning
- Burning TNT: Explodes immediately
- Gunpowder: Starts burning
- Burning Gunpowder: Ignores explosion
2015-05-12 16:32:52 +02:00
ab4485f824 Default/mapgen: Add mapgen aliases for sandstone brick and sandstone brick stair, to enable sandstone dungeons 2015-05-12 16:23:09 +02:00
fa1b4d0d44 Default/nodes: Increase meselamp light level to light_max (14) 2015-05-11 22:50:44 +01:00
055157d084 Default/mapgen: Make register function selection compatible with future mapgens 2015-05-11 05:37:04 +01:00
fe3c5a7090 allow overriding papyrus and cactus grow functions
dont grow cactus on a lying one

use minetest.get_node 2 times less

do a bit what ShadowNinja wrote

add comment

return true if the plant is set
2015-04-27 01:09:32 +01:00
d0070f2b1a Default/mapgen: Add dry shrub to mgv6 tundra 2015-04-23 06:28:49 +01:00
c570f9f494 Default/mapgen: Add alias for river water source 2015-04-19 04:00:46 +01:00
f8c8047a52 Default: Add river_water nodes 2015-04-19 02:27:06 +01:00
f49faadc19 Minetest.conf: Move mapgen flags to engine .conf 2015-04-14 02:32:06 +01:00
fe7a982343 Default/nodes: Make water, lava and ice is_ground_content = false 2015-04-06 01:43:17 +01:00
87468eb6fc Default/mapgen: Fix missing num_spawn_by = 1 line for papyrus 2015-04-05 01:37:14 +01:00
4a7a51a46e Default/mapgen.lua: Remove ores absheight flags. Add aliases for mgv6 snow biomes 2015-03-30 00:21:47 +01:00
Rui
9c15ebccab Add max_hear_distance for fire 2015-03-29 21:35:03 +02:00
525f467057 Slow down fire spread a bit 2015-03-29 21:25:46 +02:00
820a97e397 Add Meselamps
- Mese glows
- Glass + Mese = Meselamp
- New mese mineral texture
2015-03-29 21:17:53 +02:00
jp
3f2e35e827 Add vessels shelf 2015-03-29 21:00:32 +02:00
ccb4b925ed default/mapgen.lua: Register mgv6 decorations
Organise and cleanup code
2015-03-27 00:29:44 +00:00
21c874ab52 flowers/mapgen.lua: Remove unnecessary double quotation marks 2015-03-25 22:03:53 +00:00
8a8712e4a3 flowers/mapgen.lua: Register flower decorations for mgv6 2015-03-25 21:28:15 +00:00
9eb9502209 Optimize boat model 2015-03-21 17:28:36 +01:00
a192f9fc78 default/mapgen.lua: Update biomes for new biome API
Register blob ores in mgv6 to replace addDirtGravelBlobs
Combine ores and blobs functions
2015-03-17 07:46:45 +00:00
794a436d86 Fix bucket code indentation 2015-03-07 21:26:55 -05:00
41837e6193 Fix beds respawn settings check 2015-03-06 19:29:16 +01:00
86e0e4b2bf Remove undeclared writing variable 2015-03-06 11:49:22 +01:00
2a6050e552 Add option to disable bed respawn, better recipe for fancy bed 2015-03-06 10:46:05 +01:00
e604d8d7f3 Remove dupe aliases (fixes #438) 2015-02-28 22:49:32 +01:00
5a2aab855f Make some tools dig faster 2015-02-28 22:44:31 +01:00
jp
f86ac2fdff Optimize textures and model (use *.b3d instead *.x) 2015-02-28 22:33:19 +01:00
df35360372 Make empty buckets stackable 2015-02-28 22:15:46 +01:00
3e912f7b85 Add reverse recipes for hoes
- Adds material for crafting (keeps def.recipe compatibility)
- Fix two typos in api documentation
2015-02-28 22:05:07 +01:00
ea7b04a712 Use only red and white wool for beds 2015-02-24 21:55:14 +01:00
edb02e9d33 Add beds 2015-02-24 20:59:04 +01:00
3b526a7276 mapgen.lua: Add dirt/sand/gravel blob ores for mgv5/mgv7
Create register ores function. Select and order functions per mapgen
Use blob ore for clay. Update ore height_min/max to y_min/max
Tune flower amount
2015-02-22 01:34:35 +00:00
03c00a831d Clean up trapdoors code and make them more flexible, so custom trapdoors
can be registered by other mods
2015-02-14 00:48:28 +01:00
60520b8032 Fix download URL 2015-02-12 22:25:07 +01:00
a9137e8c21 Fix typo in survival formspec & create legacy file 2015-02-12 22:18:22 +01:00
Tim
75ea7e3160 Bones mod fixes
1. don't delete protected nodes, 2. time out in loaded chunks, 3. don't crash when dying in certain nodes (like default doors or sign_lib signs)
2015-02-12 22:10:15 +01:00
047ecea3a2 Make trapdoor better visible when held in the hand
Screenshots at: https://github.com/minetest/minetest_game/issues/411
2015-02-12 16:51:32 +01:00
5518c277f3 Textures Update 2015-01-25 10:48:42 +01:00
4468015cbe Fix typo for obsidian glass door texture
I think that was just a typo?
2015-01-24 20:40:08 +01:00
0755a8fa05 Mossycobble fixes 2015-01-24 20:36:37 +01:00
5d8b2442ce Add straw 2015-01-17 16:30:31 +01:00
6157982787 Follow naming convention of textures and sounds in doors 2015-01-17 16:05:23 +01:00
07dcae7258 Add fancy inventory for bones 2015-01-17 16:05:19 +01:00
d546a5a1fa Return to original water sink speed for player 2015-01-11 11:27:08 +01:00
3689bdad75 Fix typo in water_flowing tile animation Also add missing commas and use non-deprecated field-names 2015-01-10 15:47:30 +01:00
4ce47528e1 Clarify comment in default:grass_1 2015-01-10 15:47:30 +01:00
2edfb55c29 Restructure default/nodes.lua 2015-01-10 15:47:30 +01:00
d1e715ebac Add tree growing functions to game_api.txt 2015-01-10 15:47:30 +01:00
c654c9fd11 Remove weird constants in default 2015-01-10 15:47:30 +01:00
2c0f716a13 Remove useless, empty callbacks 2015-01-10 15:47:29 +01:00
64bf6c1b89 Add crafting grid result arrow to creative inventory 2015-01-10 15:32:16 +01:00
047bfb9ad1 Simple biomes for mgv5/mgv7. Uses get_mapgen_params 2015-01-10 15:32:16 +01:00
cab01b6694 Add Obsidian / Obsidian Brick stairs & slabs 2015-01-10 15:32:16 +01:00
554d15fadb Change furnace fire icons 2015-01-10 15:16:41 +01:00
a9ac480dcd Set number of screwdriver uses to 200 2014-12-21 22:36:20 +01:00
1237bc3a4b Don't override param2 bits that are not used for rotation in screwdriver 2014-12-20 13:06:53 +01:00
854415fd33 Fix typo in furnace.lua 2014-12-13 12:52:47 +01:00
99cfe73bbf Give 4 obsidianbrick for 4 obsidian 2014-12-12 17:15:48 +01:00
697b39d40d Only allow rotating nodes that could be dug 2014-12-12 16:14:25 +01:00
2b7ca68805 Cleanup
* Remove unused variables
* Fix wearing out of screwdriver
* Move magic numbers into constants
* Scale down texture
2014-12-12 16:14:25 +01:00
bd24c15db4 Screwdriver rewrite 2014-12-12 16:14:24 +01:00
69614dc20d Pinetree (by sfan5, from mg mapgen) lua generation and sapling ABM. Add checks for ignore to other trees 2014-12-12 16:11:42 +01:00
75dfcdb1e7 Add 3D signs 2014-12-12 16:10:30 +01:00
c332081e81 Add white to the crack texture
This makes the crack stand out better on dark textures,
like obsidian and black wool.
2014-12-12 16:06:55 +01:00
608e51f16d Add obsidianbrick
use Zeg9`s texture
2014-12-12 16:04:27 +01:00
b0fb180e4d Use an overlay over default_dirt.png for soil 2014-12-07 19:46:23 +01:00
2ebd6b3839 Correct node definitons for pine saplings and pine needles 2014-12-07 11:57:37 +01:00
5a06de184c Rewrite furnace
* Move furnace related code into furnace.lua
* Move duplicated code into functions
* Rewrite ABM:
	* Easier to follow strcuture (no returns in the middle)
	* No unnecessary calls to get_craft_result
	* Split logic and "visual feedback" (a bit)
	* Fewer calls to meta:set and meta:get
	* Better feedback on the current state of the furnace
2014-12-06 21:18:02 +01:00
957f94534b Remove remains of finite liquids from bucket mod
This reverts commit 79856c914d.
2014-12-06 20:58:03 +01:00
4ec4672f01 Remove remains of weather 2014-12-06 20:58:03 +01:00
954d64afdc Add a minetest.conf.example with all available settings 2014-12-06 20:56:52 +01:00
ef0eb4d435 Move doc for dyes to game_api.txt 2014-12-06 20:54:53 +01:00
11a7b88434 Fix visibility of global/local dye tables 2014-12-06 20:54:02 +01:00
9ec33f34f1 Set param2 to 1 if player places leaves 2014-12-06 20:36:20 +01:00
2c2edfad04 Move leafdecay doc to game_api.txt 2014-12-06 20:36:20 +01:00
22dd46dcc6 Dont dry out soil if unloaded blocks are nearby 2014-12-06 11:54:56 +01:00
20f938e44a Allow the group book to be placed into bookshelfs 2014-12-06 11:46:04 +01:00
fd34872de8 Fix possible stacking of books in bookshelf
Original author: @MT-Modder
2014-12-06 11:43:07 +01:00
31edc5a9ff Add all saplings to group sapling 2014-12-03 17:26:01 +01:00
19bdcb26f6 Add missing groups to pine sapling 2014-12-03 17:26:01 +01:00
5b7db48372 Fix various fire sound bugs 2014-12-03 16:59:36 +01:00
128f0adb24 Fix some undeclared global variables 2014-11-30 18:02:33 +01:00
6fb072e5ff Pine tree, pine needles, pine sapling and pinewood nodes, including textures by Splizard and Cisoun 2014-11-30 17:47:02 +01:00
8007c142de Added the new door textures 2014-11-30 17:34:35 +01:00
e707ba3cf1 Fix leaked globals. 2014-11-29 18:03:18 +01:00
6680a51988 New ladder texture 2014-11-23 11:54:40 +01:00
3bf3249d71 Fix leaking globals in flowers and default mapgen.lua
Signed-off-by: Craig Robbins <kde.psych@gmail.com>
2014-11-22 00:24:49 +10:00
e71b71c1a9 Default and flowers: only run on-generated functions in mgv6. Remove indev ore definitions 2014-11-16 19:38:04 +01:00
a90338d40d New flower textures 2014-11-08 23:45:18 +01:00
929559fe85 Revert "Fix fire blocking sunlight"
This reverts commit dcce6e9795.
2014-11-08 23:25:40 +01:00
c41762d211 New grass(plant) and leaves textures 2014-11-08 22:54:00 +01:00
f06d4b8547 Vessels: new textures 2014-11-08 17:39:52 +01:00
dcce6e9795 Fix fire blocking sunlight 2014-11-04 16:17:56 -05:00
d57cb0a110 Boats mod improve y motion. Smaller collision box. Reverse turn with negative velocity only. Smooth turning. Enable underwater higher acceleration 2014-10-29 10:54:39 +00:00
ba8cbbcdbd Add new ore blocks textures 2014-10-05 08:49:55 +02:00
56cc4191ca Tweak some textures, new chest texture 2014-10-03 11:29:17 +02:00
6532978a58 Add improved grass textures by @Philipbenr (slightly modified), fixes #323 2014-10-03 11:29:10 +02:00
349a63ed14 Allow only boat driver to be detached from boat (fixes #276) 2014-10-03 03:20:31 +02:00
7f44a49d99 Use new optional framed glasslike drawtype 2014-10-02 11:51:47 +02:00
5047540db2 Make new textures fit existing style 2014-09-27 20:33:17 +02:00
9dfaab7f20 Some new textures (natural beauty texturepack) 2014-09-27 20:10:58 +02:00
8fe62ea7f6 Use new firelike drawtype 2014-09-21 22:25:00 +02:00
c4969665e7 Fix dye stuff, fixes #243 2014-09-16 19:40:50 +02:00
9670c27161 Clean up treegen code 2014-09-16 18:38:11 +02:00
c32957f942 Enable dungeons by default 2014-09-16 18:26:32 +02:00
c95cd8414b Fix xpanes API 2014-09-16 17:11:54 +02:00
cc2573acdf Remove API from player.lua
It's now in game_api.txt
2014-09-16 17:07:43 +02:00
44dc611088 Fix farming unloaded node crash 2014-09-06 20:36:40 -04:00
49a8ddc822 Make sand and some leaves sounds quieter 2014-08-22 11:52:51 +02:00
11c04e984d Localize player_attached 2014-08-21 16:49:30 +02:00
ef1f66a64e Fix some farming stuff 2014-08-21 16:48:48 +02:00
a1aee9a68f Fix door hardness detection for open/close sounds 2014-08-07 13:47:01 +02:00
Jat
5dbc738dbd Add API doors : Sound for door open and close. 2014-08-07 12:42:37 +02:00
5b5aa493b5 Fix boat flying up and some tweaks 2014-08-07 12:27:40 +02:00
6967232619 Fix TNT init for undefined enable_tnt setting 2014-07-25 23:29:44 -04:00
263b6f2fdf Show filled buckets in creative inventory 2014-07-24 13:41:17 +02:00
0ca4520cc2 Rewrite TNT 2014-07-22 12:05:40 -04:00
ea3fcdd077 Pair door with door of any type
Mirror the setup of a door placed next to any door, not just next to
a door of the same type.  This is particularly useful where there are
multiple door types that have the same appearance, but one wants the
doors of a pair to have different behaviour in some other respect.
2014-07-22 13:41:32 +02:00
820e48badc Make open trapdoor climbable
When a trapdoor is mounted upside down, to make its top surface flush
with the floor above when closed, it is necessary to have some way to
climb through the trapdoor node when it's open.  Making it climbable
like a ladder satisfies this need.  It is somewhat realistic, as a real
trapdoor can have a ladder segment mounted on one face.  When the trapdoor
is mounted in its default orientation, making the bottom surface flush
with the ceiling below when closed, the climbability when open is not
strictly necessary, but is still a convenience.
2014-07-22 13:04:45 +02:00
c39b9b29de Improve message about screwdriver control
The message to "hold shift" makes an unwarranted assumption about the
user's keybindings.  Messages from the server should refer to a key's
game function, rather than its extragame identity.
2014-07-22 13:04:20 +02:00
a8ad9bfc9d Consistently use group:stick in tool recipes
The left-handed recipes for axes were using default:stick instead of
the group:stick used by all other tool recipes.
2014-07-22 13:03:45 +02:00
d4c24a30e9 Retain sign text when editing is aborted by <esc> 2014-07-22 13:00:20 +02:00
c8845e8d44 Fix desert_sand_soil dropping itself, and changed the descriptions 2014-07-22 12:56:20 +02:00
5175897cdc Alias string to cotton
Cotton plants used to drop strings, now they drop farming:cotton. Some mods (namely, throwing) still use farming:string, therefore we need farming:string to be equal farming:cotton.
2014-07-13 20:04:14 +02:00
c521cb06bf Better ingot textures 2014-07-13 19:37:01 +02:00
3180bdfe6c Add protection to TNT (by @tenplus1) 2014-07-13 19:24:57 +02:00
c993e14084 Add spaces around operators in boat mod code, fix a problem with boat staticdata, fix a crash that can occur with boat going over unknown nodes. 2014-07-09 09:47:51 +02:00
955f3cf310 Fix crafting recipe for iron bars 2014-07-08 19:10:55 +02:00
814c17631d Fix jump-stacking 2014-07-08 16:50:06 +02:00
ca7f6bb97a Convert spaces to tabs and add unknown node checks to xpanes 2014-07-06 21:49:47 -04:00
5e0c49345a Fix boats again 2014-07-06 12:12:05 +02:00
584718a2a7 Rename functions, update API 2014-07-06 10:54:47 +02:00
46b6cee1fc Fix crash in boats mod 2014-07-06 10:30:59 +02:00
7e5dc6c374 Add a minetest_game API documentation 2014-07-06 10:22:20 +02:00
30e57bcc99 NeXt becomes minetest_game 2014-07-05 16:07:03 +02:00
e0673908bf Update only moving boats 2014-07-05 16:06:55 +02:00
7ea81f0906 Fix papyurs texture 2014-07-05 16:06:23 +02:00
49ad1c1bf7 Make gui part of default 2014-07-05 16:06:16 +02:00
ff80b87783 Remove debug line 2014-07-05 16:06:08 +02:00
e106fd51ca Compress all textures losslessly using optipng and advpng 2014-07-05 16:06:00 +02:00
18d0bdd2bb Add boats 2014-07-05 16:03:33 +02:00
60ccb522d4 Make farming more flexible
- API {farming.register_hoe(), farming.register_plant()}
- Fertilities -> Plant only grow on soil with a fitting fertility, e.g. Wheat only grows on grassland, while cotton grows in deserts and grassland)
- New soil: Desert Sand
- Place seeds instead of plants
2014-07-05 16:03:24 +02:00
d0aa09dd8d New fence texture 2014-07-05 16:03:14 +02:00
13dfc2c0e9 More new Textures, Clean up a bit 2014-07-05 16:03:06 +02:00
1e628ed92a Add tnt mod (freeminer version) 2014-07-05 16:02:58 +02:00
b468a23f60 Enable jungles & tweak physics a bit 2014-07-05 16:02:50 +02:00
7d63db1703 Add glasspanes and ironbars 2014-07-05 16:02:42 +02:00
f85e9ba691 Add mese and diamond hoe, new tool textures 2014-07-05 16:02:34 +02:00
fa485f7d63 Make creative inventory use new fancy layout 2014-07-05 16:02:26 +02:00
da9579846c Added Glass and Obsidian Glass door (doors mod) 2014-07-05 16:02:17 +02:00
8dc6b0124e Add /sethome & /home 2014-07-05 16:02:09 +02:00
4602bd5999 Remove legacy, move aliases to default 2014-07-05 16:02:01 +02:00
a3e92c4524 New textures 2014-07-05 16:01:53 +02:00
72f9f64c04 Added desert and sandstone brick slabs and stairs 2014-07-05 16:01:45 +02:00
8bf344e461 Remove external_legacy (no longer needed) 2014-07-05 16:01:36 +02:00
a32751800c Add furnace protection, eat some lines of codes
This adds protection for furnaces (when the area is protected, so it the
furnace).
Also made the codes a bit shorter..
2014-07-05 16:01:28 +02:00
d47201f813 Add punch to pickup, drop instead of delete
These changes allow players to punch up old bones or their own.
If there is no area for bones, drop the items instead of delete.
Notify the player where he died, so he can find them again.
2014-07-05 16:01:19 +02:00
f2255ccba0 Change game name to "Minetest Next" 2014-07-05 15:58:03 +02:00
16b625d963 Add fancy inventory for bookshelves 2014-07-05 15:57:55 +02:00
bb76f17703 Add a inventory to bookshelf, in which books are unstackable 2014-07-05 15:57:45 +02:00
104018d711 Add fancy inventories 2014-07-05 15:57:35 +02:00
5e2902fd92 Add Desertstone / Desert Cobblestone stairs & slabs 2014-07-05 15:57:27 +02:00
43b1608f86 Update header 2014-07-05 15:57:18 +02:00
abdc707f28 Update README 2014-07-05 15:57:09 +02:00
15e2470493 Update icon 2014-07-05 15:57:01 +02:00
07d3981d61 Fix farming (caused by outdated pull) 2014-07-05 15:56:53 +02:00
d0a98b5331 Add cuboid wieldhand (Sam II) 2014-07-05 15:56:40 +02:00
195fec2689 Add mirrored recipes for axes 2014-07-05 15:56:32 +02:00
664b45ac75 Adjust stair output amount
Stair recipe now outputs six stairs rather than four.
2014-07-05 15:56:23 +02:00
b3f4f406c4 Modify default grasses rather than entirely re-defining them
Also, move "waving = 1" property for grasses/shrubs over to default/nodes.lua
and put all instances of this property right under the drawtype, since they
are directly related and depend on the above.
2014-07-05 15:56:15 +02:00
9559f695ec Dig upwards for papyrus and cactus 2014-07-05 15:56:07 +02:00
919c9d152b Add Desert Cobblestone 2014-07-05 15:55:59 +02:00
253af00743 Don't create bones if the player's inventory is empty 2014-06-25 15:46:45 -04:00
579c279be2 Fix semitransparent pixel in bread's texture. 2014-05-20 19:58:30 +02:00
15740ffd3d Add animations for third person view 2014-04-12 01:17:54 +02:00
a5dcf123e0 Add animated front texture for active furnace 2014-02-17 18:21:08 -05:00
d5fcae085d Remove trailing whitespace from doors 2014-02-12 18:26:48 -05:00
3e2781bc00 Add protection support to doors 2014-02-12 18:26:43 -05:00
e134282093 Add Sam II
<PilzAdam> why dont you include sam II in there?
2014-02-07 18:45:00 -05:00
428a8127cb Added a caped player model, which works like the
hat layer, when the area for the cape (a 8x12 set of pixels) which is to
the right of the arm texture, is given a non-alpha or semi-alpha pixel,
it will display ingame, similar to the hat layer on the player's head.
2014-02-07 18:45:00 -05:00
04e560328f Reverse and combine if statements in the screwdriver 2014-01-16 18:40:04 -05:00
c971ec7dc7 Fix crash when using the screwdriver on an unknown node 2014-01-16 18:32:13 -05:00
d09d8f02a4 Fix crash with nil fuel 2014-01-11 11:27:21 -05:00
1a9362afed Prevent bucket from replacing unloaded nodes 2013-12-22 18:51:28 -05:00
8eff7ba0cd Add protection support to signs 2013-12-22 17:42:03 -05:00
5dcc5cb305 Allow changing screwdriver mode when pointing at a protected node 2013-12-22 17:16:31 -05:00
4ea001fa37 Shorten lines in bucket and support nil placers 2013-12-14 14:39:48 -05:00
e8bcfdcd0e Check for area protection in buckets 2013-12-14 13:51:07 -05:00
64fdb49a32 Rework screwdriver and add protection support 2013-12-11 16:10:17 -05:00
47a49eccf4 Use minetest.swap_node instead of hacky_swap_node 2013-12-08 18:12:44 +01:00
ba4c80644e Fix player skin changing code. 2013-12-06 22:45:17 -05:00
81e9a7cb36 Add waving property for leaves and plants. 2013-12-03 19:15:19 +01:00
a5a59e3552 Explicitly set values of is_ground_content
Counterpart commit to minetest 9a927476
2013-11-30 02:42:57 -05:00
bdd22db33d Add is_ground_content setting to grass_1, apple, and dry shrubs 2013-11-29 23:47:13 -05:00
51de4236ab Remove / replace all print() calls 2013-11-17 11:55:46 +01:00
5d0795a1a7 Fix indentation, use log() instead of print() and use get_item_group() in tree growing ABM 2013-11-17 11:46:41 +01:00
4c0c7ae146 Rewrite player.lua 2013-11-09 12:09:30 -02:00
4bd6bce86e Allow cactus to lay on its side also. 2013-11-08 00:56:20 -05:00
3653859961 Add 6d facedir to logs. 2013-11-07 20:16:54 -05:00
9fdbc1f407 Fix tree growing and jungle sapling growth rate 2013-11-07 00:13:51 +01:00
1d4eb43f26 Revert dig time in creative mode to 0.5
This made it impossible to punch things without breaking them in creative
2013-11-04 18:46:39 -05:00
91849c3b4e Implemented facedir in the nyan cat rainbow 2013-11-03 15:30:24 -05:00
2d9f34cf29 Fix possible crash with grass ABM. 2013-11-02 16:12:51 +01:00
c21dccd7fa Fix grass adding/removing ABM. 2013-11-02 13:47:45 +01:00
a4b4de6d0e Move sapling growing and grass adding/removing ABMs to Lua. 2013-11-02 11:03:08 +01:00
672fdbcc11 Fix stone and wooden axe being slower than hand 2013-11-01 17:16:47 +01:00
3c0fa5f8b0 Remove trailing tabs from empty lines in stairs 2013-11-01 11:34:24 -04:00
7b8ad5786c Add and use the stick group 2013-11-01 11:34:24 -04:00
066d23cdfd Change hoe_on_use to farming.hoe_on_use, for use and override by mods. 2013-11-01 16:31:01 +01:00
cf6f458906 Remove mapgen_air alias 2013-10-05 18:50:33 +02:00
e547d279ab Longer range and insta-dig in creative 2013-09-28 23:52:59 +02:00
3804d8a078 Use 6d facedir to place upside down slabs and stairs 2013-09-28 23:45:28 +02:00
a4823a4261 Add mapgen_stair_cobble to minetest_game 2013-09-06 21:47:21 +02:00
9df85d7752 Fix typo in flower generation 2013-08-06 17:56:51 +02:00
fa9424c31b Update drowning
Needed if #851 gets merged
2013-08-02 08:12:20 +02:00
eb71e01887 Snow default level up 2013-07-28 17:21:18 +04:00
83133210cc Melting and freezing 2013-07-27 23:37:54 +04:00
90fde974a2 Mese and Diamond ore description consistancy.
Merely creates consistancy in the in-game naming of the ores.
2013-07-11 02:54:10 +02:00
02bfcae53d Add support for walkable plants 2013-07-11 02:44:37 +02:00
9bbde070a1 Call on_rightclick from buckets 2013-07-11 02:30:47 +02:00
6fed6867cb Add lavacooling sounds 2013-07-11 02:28:36 +02:00
c4bb058421 Add bubble texture for drowning 2013-06-19 21:46:42 +00:00
b0ab4fb4ab Generate clay with register_ore() 2013-06-18 00:51:26 +00:00
d7784c0729 Make dry shrubs buildable_to 2013-06-13 15:15:42 +00:00
179f4c3f91 Use louder footstep sound as dug_node 2013-06-13 14:36:11 +00:00
486509876a Separate formspecs of active furnace and chests
Makes its possible to override formspecs by mods
2013-06-12 23:06:26 +00:00
c3c5f8a228 New sounds 2013-06-12 22:38:40 +00:00
29f1f01f37 Increase chance for getting seeds 2013-06-03 01:15:40 +02:00
a654c0dbbd Better diamond block texture 2013-05-26 12:43:42 +02:00
d6ce09a3ff Higher resolution and quality of header logo 2013-05-25 19:51:43 +02:00
c2ce3d032e Pngcrush all Textures 2013-05-25 16:20:35 +02:00
866f7b841c Remove add_firefly() and add_rat() 2013-05-25 01:10:32 +02:00
31a74ede18 Replace minetest.env: with minetest. 2013-05-25 00:40:03 +02:00
dfad095884 New metal block textures 2013-05-24 17:52:36 +02:00
814959cc28 Fix typo for droping seeds 2013-05-24 15:04:44 +02:00
8dd2a77ff1 Fix a typo in apple decaying 2013-05-21 20:02:47 +02:00
5d11a34b04 Add farming mod 2013-05-21 18:53:10 +02:00
0dd813b5f8 Let apples fall when the tree is decaying 2013-05-21 18:50:39 +02:00
c1cd24c378 Add header.png 2013-05-20 16:52:25 +02:00
d015f0e2e6 Add the soil group 2013-05-20 14:38:51 +02:00
ea6d504b01 Split init.lua into several files 2013-05-19 18:43:04 +02:00
a65f5b1564 Add bones mod 2013-05-18 16:06:57 +02:00
fcf0816fa8 Move all common mods back to minetest_game 2013-05-18 16:05:16 +02:00
7f765f5f6c Add minetest logo for game filter 2013-05-02 19:31:11 +02:00
76398aac4a README.txt: Note requirement of common mods 2013-04-14 23:28:40 +03:00
7acad11a50 Fix a typo 2013-04-12 00:51:29 +02:00
c46260945e alias for moreores copper block 2013-04-10 22:52:13 +02:00
c43718a434 Add aliases for diamond mod 2013-03-28 21:55:36 +01:00
3db7bafb39 Add aliases for moreores' copper and bronze items 2013-03-28 18:31:41 +01:00
d8c6a4f2ea Add external_legacy mod with aliases for moreores' ores 2013-03-24 22:47:33 +01:00
d2550ab761 Fix order of common mods since the engine ignores dependencies currently 2013-03-23 19:32:32 +01:00
7e843c92a6 Move creative, dye, vessels and wool to common 2013-03-23 17:42:40 +01:00
d6ec56811b Use common mods 2013-03-21 18:44:36 +01:00
c809fc9655 Add a better mossycobble texture 2013-03-20 17:40:11 +01:00
b4e9ef269b Make grass buildable_to 2013-03-20 16:22:59 +01:00
4e20ed6153 Add a description to buckets and use rightclick to place the liquids 2013-03-19 20:06:53 +01:00
79856c914d Allow buckets to pick up partially full liquid nodes when liquid_finite is enabled. 2013-03-19 20:04:50 +01:00
648a11263b Use replacements in furnace and replace lava bucket with empty bucket when used as fuel 2013-03-19 19:30:06 +01:00
467e2029e2 Add stonebricks 2013-03-19 17:42:26 +01:00
3a617bcb6e Add papyrus and cactus growing 2013-03-19 01:01:22 +01:00
d5c373e290 Make it possible to override the default.cool_lava_* functions 2013-03-19 00:04:17 +01:00
4c5cb106c3 Dont allow to place not-fuel items in the fuel field in the furnace and dont allow to place any item in the dst field 2013-03-18 23:47:39 +01:00
9ff8f8038e Add grass 2013-03-18 22:27:15 +01:00
a4426e4bd4 Make lava not renewable 2013-03-17 18:52:11 +01:00
e82c122822 Add obsidian 2013-03-17 17:31:51 +01:00
e43573b46b Use animation for new_style_water 2013-03-17 16:51:36 +01:00
2f91ec0f73 Make wooden stairs and slabs flammable 2013-03-17 11:27:54 +01:00
57980cb49d Add junglewood stairs and slabs 2013-03-17 11:21:06 +01:00
034010a371 Get 6 slabs out of 3 full nodes 2013-03-17 11:17:30 +01:00
4b9914fdcb Add jungleleaves, junglewood and junglesapling 2013-03-16 21:55:29 +01:00
0d924e7e4d Add lavacooling 2013-03-09 21:55:01 +01:00
90aaa1fb62 Fixe digging times of axes 2013-03-03 11:15:05 +01:00
6c70e0295a Dont place doors if node under it has on_rightclick 2013-03-01 17:40:26 +01:00
230747c748 Update README 2013-02-24 19:01:10 +01:00
86cff038a4 makes wood doors craftable from wood group 2013-02-12 15:46:03 -05:00
0823f16acb Merge pull request #119 from HybridDog/patch-1
Update mods/default/init.lua
2013-02-08 06:08:47 -08:00
e1d17b1747 Update mods/default/init.lua
how did this line get there?
2013-02-08 15:03:14 +01:00
Jat
2817db19d4 Fix duplicate in default 2013-02-06 02:43:48 +01:00
716397819d Update mods/doors/init.lua
Fix door's glitch in creative mode
2013-01-26 17:00:15 +01:00
67fa74ac01 Fix texture glitch when digging junglegrass 2013-01-15 20:30:55 +01:00
d5cc51a396 Update minetest.show_formspec() 2013-01-07 20:42:31 +01:00
cd604fa9c8 Better lump & ingot textures 2013-01-06 12:07:19 +04:00
686c0d087c Open/close doors with rightclick 2013-01-05 17:25:19 +01:00
c27afe7ee8 Add junglegrass to mapgen 2013-01-05 00:46:46 +01:00
9e23e9ecbf Wool group
For better crafting and modding.
2013-01-04 23:47:27 +01:00
97db50a2fe Expose generate_ore 2013-01-04 21:55:31 +01:00
a0ba7cf973 Show the contents of the locked chest only to the owner 2013-01-04 21:25:37 +01:00
c1b1f2aa49 Add a selection box for stairs that fit the nodebox 2013-01-04 19:45:10 +01:00
0beabfc755 Fix a glitch where the player gets liquids in his inventory when the server lags 2013-01-04 16:47:29 +01:00
5fa8852115 Make fire buildable to 2012-12-31 13:24:05 +01:00
0eb46a01ff Remove old unused texture 2012-12-29 00:29:52 +01:00
de8726a9f7 new mese pick texture 2012-12-28 21:34:10 +00:00
33ec25caed Convert old mese to the new mese block and generate it deep underground 2012-12-28 20:05:40 +01:00
deb39ddcd4 Run nodeupdate() after burning nodes. 2012-12-28 02:30:52 +01:00
2d1e7463d3 Run nodeupdate after decay. 2012-12-28 02:30:52 +01:00
7505fbce51 add new texture with shading this time around.
also, license follows the default one since thats how the textures for
minetest_game usually work.
2012-12-27 21:58:57 +00:00
9232734a48 Removed significant details from default_dirt.png to make it look less repetative
Fixed default_grass_side.png
2012-12-22 20:08:56 +04:00
1bf62bbad4 Changed Mese to act like an object cut out of a block of stone, rather than an
object found *among* the stone.

That is, mese should behave such that you get something potentially useful out
of the aggregate block you just broke, rather than just collecting the whole
block when mined.

Mese crystals in stone give a single Mese Crystal when mines. Craft three of
those + 2 sticks for Mese Pickaxe, or 9 for a Mese block. Craft one Mese
Crystal by itself to get 9 Mese Crystal fragments, which all mods should use
when a full Mese Crystal is too much.

This includes new textures for the above objects, tweaks to the sounds used for
them, and naming tweaks for the textures used for default mese in stone, so
that old texture packs don't use the "wrong" image.

This represents my best effort to match C55's suggestions.
2012-12-18 17:56:23 +01:00
95cbfc50d8 Fix incorrect slabs to full block transformation by changing the modname to 'stairs' for all stairs and slabs 2012-12-17 21:03:25 +01:00
61e60724f6 Use infinite stacks in creative mode and make the hand break anything 2012-12-17 20:27:01 +01:00
8c977451a8 Fix modname prefix in stairs and slab functions 2012-12-16 19:52:13 +01:00
73d078fd27 Damage tweaks 2012-12-15 18:05:14 +01:00
0636d574af Add upside down slabs and stairs 2012-12-15 15:01:49 +01:00
c4f2bee9a6 Add sounds to stairs and slabs 2012-12-12 20:37:33 +01:00
4763fa635a Fix glass step sound 2012-12-10 18:43:12 +01:00
3928eccf74 Use the group attached_nodes 2012-12-01 14:39:23 +01:00
5311c6ec96 Replace the doors mod 2012-11-28 14:43:49 +01:00
91937acf76 Merge Taoki's 3D player improvements 2012-11-27 08:15:38 +02:00
e7b4b2ba57 Fix the death animation looping while the player is dead, by using a still frame instead (I don't believe the amount of detail for a full animation is needed anyway). Also call the animation Lay instead of Death, so other mods like beds can use it 2012-11-27 02:50:19 +02:00
89fb5aed7f Fix positioning for sit animation 2012-11-27 01:52:39 +02:00
df54836ea0 Add support for hats, so that MineCraft skins using this feature are compatible 2012-11-27 01:26:51 +02:00
f2a67871d2 VanessaE suggested a sit animation, so add one to the player. Not used by default, but many mods might find this handy 2012-11-27 01:19:48 +02:00
c3eaa9cd64 Add glass breaking sound 2012-11-26 19:53:28 +01:00
d39044a2a7 new apple image. 2012-11-25 20:25:28 +01:00
8a6b2df6b1 Make functions of fire mod global and move register_on_* functions to node definition 2012-11-25 20:11:54 +01:00
bed848f68a Make fire hurt the player 2012-11-25 20:11:40 +01:00
24939c299b Add animation for fire 2012-11-25 20:11:29 +01:00
24d8d79ea1 Make the arms swing more for the walk animation 2012-11-25 21:02:01 +02:00
cb4bfa51a1 Models allow multiple materials with multiple textures, so make the player texture field a list instead 2012-11-25 21:02:01 +02:00
7a01de2f36 Improve and optimize the player script and add better comments 2012-11-25 21:02:01 +02:00
c7a4a68d28 Implement death animation, but it currently loops constantly after the player dies (the player gets up and falls to the ground forever) 2012-11-25 21:02:01 +02:00
91da5d1308 Model - Get rid of the 4 walk animations and only leave one, which looks good for all directions. Also add a Walk + Mine animation, since Irrlicht doesn't support blending the two animations otherwise
Update player script to match the animations in the previous commit

Shorten the still mine animation so the hand matches the speed of the walk-mine animation

Reduce animation speed to half when sneaking
2012-11-25 21:02:01 +02:00
39e4bf0346 Get player walking and standing animations working! The player will play the proper animation when walking or standing.
Also get the mine animation working when holding the left mouse button. Walk animations have priority over it, and sadly you can't play both at the same time

Set initial player animation to stand
2012-11-25 21:02:01 +02:00
dce87664d2 Important improvements to the player script. Instead of setting model and texture every X seconds, only do it when the player joins (so far)
Add a function which allows registering different frame ranges for different player models

Cosmetic improvements to the player script

More progress on the player animation functions, this commit adds useles code currently
2012-11-25 21:02:01 +02:00
b97400d71d Updated texture from Jordach, and fix the licensing confusion
I forgot frame range definitions need to be per-model, since each model could have its own animations. Specify current ones as being player.x's

Add death animation, and correct many mesh issues I didn't notice last time
2012-11-25 21:02:01 +02:00
abaf4c5121 Remove segmentation of limbs, because I don't like how the arms appeared to shrink during some deformations. This makes the player mesh exactly like the one in MineCraft, and gives people more reasons to complain that we're copying it :P
Rename player to character, to avoid conflicting with the default player sprite

New skin by Jordach

Add licenses to readme for the model and skin

Fix bad mirroring of left arm for player model
2012-11-25 21:02:00 +02:00
609646b9b5 At last, we have a player.
Consists of a simple standi animation currently being looped.

Compatible with any MineCraft skin, no texture included on GIT for licensing reasons.

Walk animations for the player (forward, backward, strafe left and strafe right). This commit removes other test cases from the default script, so that player.lua can be brought to what it's intended for

Punch / mine animation, and some consistency improvements to the player script
2012-11-25 21:02:00 +02:00
04d40a5ce4 Fix attachment test script and unregistered entities. Thanks jin_xi for this 2012-11-25 21:02:00 +02:00
24781813fa b3d, you have failed me. x model format, you're in
Entries for the newly added animation features

Update player script to work with the latest code

Add a test case for attachments. A LUA entity is attached to the player with a specified name 10 seconds after the server starts

Add a detachment test case (5 seconds after attaching)

Update function names, plus add a test case for both player to player and lua-entity to player attachments
2012-11-25 21:02:00 +02:00
0057a87b99 Add script to turn players into meshes, ticks every 1 second
Trigger the player.lua file in init.lua

Commit the ugly and temporary test model and texture. We'll get to a real animated player mesh once the code for that is ready

Set visual_size accordingly so the player model doesn't stretch vertically (default of the sprite player)

Attempt to use the b3d model format, although it doesn't seem to work so far
2012-11-25 21:02:00 +02:00
dfa0f096ce Use full stacks in the creative inventory and add a trash field 2012-11-25 14:09:25 +01:00
e9ad8d06c8 Render nayncat as a cube in inventory 2012-11-24 18:13:43 +01:00
0495f9e209 Rotate the wield image of the shovel for better animation 2012-11-24 17:24:02 +01:00
2ff55cf6cc Update vessels mod 2012-11-24 16:59:49 +01:00
d0638d7284 sandstone should drop itself, and craft back to 4 sand.
Otherwise you lose 3 sand every time you have to dig up sandstone to move it.
2012-11-23 22:23:13 -05:00
6687b5504d Fix a rare bug in leafdecay 2012-11-21 18:05:52 +01:00
c455ba9b68 Fix dry shrubs being placed in cacti and fix incorrect comments 2012-11-20 17:43:46 +01:00
165da9348a Use groups to craft things 2012-11-18 17:47:22 +01:00
fb8144f703 Don't grow papyrus into trees 2012-11-18 17:25:43 +01:00
df2fdba2b4 Make steel block and brick drop themselves when digged and make them craftable back into the their materials 2012-11-12 17:51:48 +01:00
3a7cbfc531 Merge pull request #34 from PilzAdam/selection_box
Add VanessaE's selection box for apples, saplings and papyrus
2012-11-11 09:21:30 -08:00
2768d4974b Add VanessaE's selection box for apples, saplings and papyrus 2012-11-11 18:17:09 +01:00
d317d7b80b Merge pull request #31 from PilzAdam/textures
Add Calinou's improved default textures
2012-11-09 10:32:21 -08:00
91ee23d61b Add Calinou's improved default textures 2012-11-09 19:29:14 +01:00
df3a694099 Swap out pixel-perfect nyan cat by request of Chris Torres 2012-11-09 20:16:14 +02:00
d75b39683a Merge pull request #29 from PilzAdam/bucket
Dont allow the bucket to replace nodes that are not buildable to
2012-11-09 06:40:12 -08:00
68020d2e93 Dont allow the bucket to replace nodes that are not buildable to 2012-11-09 15:25:21 +01:00
f1a447d1fe Merge pull request #26 from PilzAdam/bucket
Follow the naming convention and make the first letter Bucket capitalize...
2012-11-06 11:41:15 -08:00
30d582296b Follow the naming convention and make the first letter Bucket capitalized 2012-11-06 20:38:40 +01:00
36c17b04fe Merge pull request #24 from PilzAdam/water
Update default_water.png to the new water textures
2012-11-04 03:17:20 -08:00
ff9e2a75ee Update default_water.png to the new water textures 2012-11-04 11:55:35 +01:00
5497db98de Merge pull request #21 from PilzAdam/animated_water
Add animation for water
2012-11-02 10:26:04 -07:00
4a68126a2b Add animation for water 2012-11-02 18:24:25 +01:00
5ce918059d Merge pull request #19 from PilzAdam/slabs
Fix slab -> full block transformation
2012-11-02 04:40:49 -07:00
e0fe1a08c5 Fix slab -> full block transformation 2012-11-02 12:28:23 +01:00
25a6cd866b Merge pull request #18 from darkrose/master
stop using hacks for sign input
2012-11-01 11:07:17 -07:00
0ed7ccfc1f Merge pull request #17 from PilzAdam/master
Move falling to builtin
2012-11-01 11:01:35 -07:00
e5502c9415 Move falling to builtin 2012-10-31 19:09:17 +01:00
e5e62f9085 formspec changes 2012-10-29 02:03:27 +10:00
a8a204ae39 Merge pull request #14 from khonkhortisan/patch-2
Emtpy bucket
2012-10-28 09:01:42 -07:00
a399f648e7 Emtpy bucket
-> Empty bucket
2012-10-09 09:05:00 -07:00
87a1e37d34 Update invsize[8,9;] -> size[8,9] 2012-09-03 17:38:32 +03:00
6ad1d56b3d Remove obsolete metadata_name field 2012-09-03 17:30:07 +03:00
Jat
d3d3e76447 Update tile_images 2012-09-03 17:30:05 +03:00
794c68b32b Vessels 2012-09-03 00:22:23 +03:00
0722c8064b Animated torches 2012-09-03 00:22:06 +03:00
d98eab6a84 Fix crash when furnace is full 2012-08-12 17:10:28 +03:00
61a9bb2b47 Fix crash when a player happens to join the server quicker than the creative inventory filler is called 2012-08-12 17:03:05 +03:00
32ee20ebe7 Use working shapeless multigroup recipes for dyeing wool 2012-07-26 13:48:34 +03:00
937ec64ee6 Make wools colorable by any dye (not just the ones in the dye mod) 2012-07-26 04:05:39 +03:00
7db7ea543f Remove some unwanted items from the creative inventory 2012-07-26 00:08:47 +03:00
319ac40fa5 Move creative_inventory to creative 2012-07-25 20:37:47 +03:00
cd4e86773f Add description to bucket to make it show in creative inventory 2012-07-25 18:28:21 +03:00
8643caac3c Add visible page number to creative inventory 2012-07-25 18:18:34 +03:00
81afea1c00 Use new creative mode inventory properly 2012-07-25 18:05:13 +03:00
a29819ebee Add creative mode inventory as a mod 2012-07-25 18:04:25 +03:00
6de625c67f Use improved inventory callbacks 2012-07-25 15:14:36 +03:00
e550a0e26f Update locked chest metadata to new metadata inventory API 2012-07-25 02:40:26 +03:00
8739c4e737 Wool 2012-07-24 18:23:46 +03:00
3ea6096a7a Dyes 2012-07-24 18:20:37 +03:00
f2916c0a31 mods/doors: make variables local 2012-07-24 17:44:26 +03:00
c7b624d67c Remove /give, /giveme, /spawnentity and /pulverize as they are now implemented by the engine 2012-07-23 17:43:47 +03:00
6ba4f01d0b Make fire a tiny bit less eager to jump everywhere 2012-07-21 03:08:59 +03:00
a9da19c590 Merge pull request #3 from sfan5/master
Fix Lava Bucket in Furnace
2012-07-20 13:44:01 -07:00
b1dcbe72aa Merge pull request #2 from cyisfor/master
making rails selectable again.
2012-07-20 13:43:32 -07:00
8c8b4b005e Fix Lava Bucket as Fuel 2012-07-20 08:26:05 +02:00
537344bc62 Make rails selectable.
Rails weren't selectable, and couldn't be removed from a map asides from
using worldedit (or maybe sand)
2012-06-20 04:33:26 +00:00
274f280e10 Add flipped stair recipe for silly minecrafters and make slabs convert to full cubes when placed on each other 2012-06-17 19:47:17 +03:00
3c8d4879a1 Stairs and slabs 2012-06-17 17:46:36 +03:00
d05002ecc0 Rename crack.png to crack_anylength.png as required by new engine (needed for proper texture pack compatibility) 2012-06-16 20:49:37 +03:00
d817c9babe Add flowing lava animation and update some field names 2012-06-16 17:19:35 +03:00
4e996ffa35 Update license in all READMEs (forgot to do that) 2012-06-09 13:33:05 +03:00
1dd62938c1 Use traditional mese texture 2012-06-08 01:43:08 +03:00
515 changed files with 13485 additions and 2667 deletions

2
.gitignore vendored
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@ -5,3 +5,5 @@
tags
*.vim
## Files related to minetest development cycle
*.patch

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@ -1,23 +1,24 @@
The main game for the Minetest game engine [minetest_game]
==========================================================
Minetest Game [minetest_game]
=============================
The main subgame for the Minetest engine
========================================
To build the wholeness of the Minetest project, insert this repository as
To use this subgame with the Minetest engine, insert this repository as
/games/minetest_game
in the Minetest Engine.
The Minetest Engine can be found in:
https://github.com/celeron55/minetest/
The Minetest engine can be found in:
https://github.com/minetest/minetest/
Compatibility
--------------
The minetest_game github master HEAD is generally compatible with the github
master HEAD of minetest.
The Minetest Game github master HEAD is generally compatible with the github
master HEAD of the Minetest engine.
Additionally, when the minetest engine is tagged to be a certain version (eg.
0.4.dev-20120326), minetest_game is tagged with the version too.
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
https://github.com/celeron55/minetest_game/downloads
When stable releases are made, Minetest Game is packaged and made available in
http://minetest.net/download
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!)
@ -48,3 +49,5 @@ 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

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name = Minetest
name = Minetest Game

593
game_api.txt Normal file
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@ -0,0 +1,593 @@
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,
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:
* [XYZ] refers to a section the Minetest API
* [#ABC] refers to a section in this document
Bucket API
----------
The bucket API allows registering new types of buckets for non-default liquids.
bucket.register_liquid(
"default:lava_source", -- name of the source node
"default:lava_flowing", -- name of the flowing node
"bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable)
"bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil)
"Lava Bucket", -- text description of the bucket item
{lava_bucket = 1} -- groups of the bucket item, OPTIONAL
)
Beds API
--------
beds.register_bed(
"beds:bed", -- Bed name
def -- See [#Bed definition]
)
* `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
### Bed definition
{
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed.
top = {Tile definition} -- the tiles of the bottom part of the bed.
},
nodebox = {
bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes])
top = 'regular nodebox', -- top part of bed (see [Node boxes])
},
selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes])
recipe = { -- Craft recipe
{"group:wool", "group:wool", "group:wool"},
{"group:wood", "group:wood", "group:wood"}
}
}
Doors API
---------
The doors mod allows modders to register custom doors and trapdoors.
`doors.register_door(name, def)`
* Registers new door
* `name` Name for door
* `def` See [#Door definition]
`doors.register_trapdoor(name, def)`
* Registers new trapdoor
* `name` Name for trapdoor
* `def` See [#Trapdoor definition]
`doors.register_fencegate(name, def)`
* Registers new fence gate
* `name` Name for fence gate
* `def` See [#Fence gate definition]
`doors.get(pos)`
* `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}`
* Returns an ObjectRef to a door, or nil if the position does not contain a door
### Methods
:open(player) -- Open the door object, returns if door was opened
:close(player) -- Close the door object, returns if door was closed
:toggle(player) -- Toggle the door state, returns if state was toggled
:state() -- returns the door state, true = open, false = closed
the "player" parameter can be omitted in all methods. If passed then
the usual permission checks will be performed to make sure the player
has the permissions needed to open this door. If omitted then no
permission checks are performed.
### Door definition
description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional
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)
### Trapdoor definition
description = "Trapdoor description",
inventory_image = "mod_trapdoor_inv.png",
groups = {choppy = 2},
tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor
tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor
sounds = default.node_sound_wood_defaults(), -- optional
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)
### Fence gate definition
description = "Wooden Fence Gate",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), -- optional
Fence API
---------
Allows creation of new fences with "fencelike" drawtype.
`default.register_fence(name, item definition)`
Registers a new fence. Custom fields texture and material are required, as
are name and description. The rest is optional. You can pass most normal
nodedef fields here except drawtype. The fence group will always be added
for this node.
### fence definition
name = "default:fence_wood",
description = "Wooden Fence",
texture = "default_wood.png",
material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
Walls API
---------
The walls API allows easy addition of stone auto-connecting wall nodes.
walls.register(name, desc, texture, mat, sounds)
^ name = "walls:stone_wall". Node name.
^ desc = "A Stone wall"
^ texture = "default_stone.png"
^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds]
Farming API
-----------
The farming API allows you to easily register plants and hoes.
`farming.register_hoe(name, hoe definition)`
* Register a new hoe, see [#hoe definition]
`farming.register_plant(name, Plant definition)`
* Register a new growing plant, see [#Plant definition]
### Hoe Definition
{
description = "", -- Description for tooltip
inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image
max_uses = 30, -- Uses until destroyed
material = "", -- Material for recipes
recipe = { -- Craft recipe, if material isn't used
{"air", "air", "air"},
{"", "group:stick"},
{"", "group:stick"},
}
}
### Plant definition
{
description = "", -- Description of seed item
inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image
steps = 8, -- How many steps the plant has to grow, until it can be harvested
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow
}
Fire API
--------
New node def property:
`on_burn(pos)`
* Called when fire attempts to remove a burning node.
* `pos` Position of the burning node.
Give Initial Stuff API
----------------------
`give_initial_stuff.give(player)`
^ Give initial stuff to "player"
`give_initial_stuff.add(stack)`
^ Add item to the initial stuff
^ Stack can be an ItemStack or a item name eg: "default:dirt 99"
^ Can be called after the game has loaded
`give_initial_stuff.clear()`
^ Removes all items from the initial stuff
^ Can be called after the game has loaded
`give_initial_stuff.get_list()`
^ returns list of item stacks
`give_initial_stuff.set_list(list)`
^ List of initial items with numeric indices.
`give_initial_stuff.add_from_csv(str)`
^ str is a comma separated list of initial stuff
^ Adds items to the list of items to be given
TNT API
----------
`tnt.register_tnt(definition)`
^ Register a new type of tnt.
* `name` The name of the node. If no prefix is given `tnt` is used.
* `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`.
* `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.
* `tiles` Textures for node
* `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`.
* `top` Top tile. By default the name of the tnt with a suffix of `_top.png`.
* `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)`
^ Create an explosion.
* `position` The center of explosion.
* `definition` The TNT definion as passed to `tnt.register`
`tnt.burn(position)`
^ Ignite TNT at position
To make dropping items from node inventories easier, you can use the
following helper function from 'default':
default.get_inventory_drops(pos, inventory, drops)
^ Return drops from node inventory "inventory" in drops.
* `pos` - the node position
* `inventory` - the name of the inventory (string)
* `drops` - an initialized list
The function returns no values. The drops are returned in the `drops`
parameter, and drops is not reinitialized so you can call it several
times in a row to add more inventory items to it.
`on_blast` callbacks:
Both nodedefs and entitydefs can provide an `on_blast()` callback
`nodedef.on_blast(pos, intensity)`
^ Allow drop and node removal overriding
* `pos` - node position
* `intensity` - TNT explosion measure. larger or equal to 1.0
^ Should return a list of drops (e.g. {"default:stone"})
^ Should perform node removal itself. If callback exists in the nodedef
^ then the TNT code will not destroy this node.
`entitydef.on_blast(luaobj, damage)`
^ Allow TNT effects on entities to be overridden
* `luaobj` - LuaEntityRef of the entity
* `damage` - suggested HP damage value
^ Should return a list of (bool do_damage, bool do_knockback, table drops)
* `do_damage` - if true then TNT mod wil damage the entity
* `do_knockback` - if true then TNT mod will knock the entity away
* `drops` - a list of drops, e.g. {"wool:red"}
Screwdriver API
---------------
The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it.
To use it, add the `on_screwdriver` function to the node definition.
`on_rotate(pos, node, user, mode, new_param2)`
* `pos` Position of the node that the screwdriver is being used on
* `node` that node
* `user` The player who used the screwdriver
* `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS
* `new_param2` the new value of param2 that would have been set if on_rotate wasn't there
* return value: false to disallow rotation, nil to keep default behaviour, true to allow
it but to indicate that changed have already been made (so the screwdriver will wear out)
* use `on_rotate = screwdriver.disallow` to always disallow rotation
* use `on_rotate = screwdriver.rotate_simple` to allow only face rotation
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)`
* 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"
* `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]
`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)`
* Registers a slabs
* `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"
* `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]
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)`
* A wrapper for stairs.register_stair and stairs.register_slab
* Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair node
* `desc_slab`: Description for slab node
Xpanes API
----------
Creates panes that automatically connect to each other
`xpanes.register_pane(subname, def)`
* `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
* `def`: See [#Pane definition]
### Pane definition
{
textures = {"texture_Bottom_top", "texture_left_right", "texture_front_back"}, -- More tiles aren't supported
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
}
Raillike definitions
--------------------
The following nodes use the group `connect_to_raillike` and will only connect to
raillike nodes within this group and the same group value.
Use `minetest.raillike_group(<Name>)` to get the group value.
| Node type | Raillike group name
|-----------------------|---------------------
| default:rail | "rail"
| tnt:gunpowder | "gunpowder"
| tnt:gunpowder_burning | "gunpowder"
Example:
If you want to add a new rail type and want it to connect with default:rail,
add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table
of your node.
Default sounds
--------------
Sounds inside the default table can be used within the sounds field of node definitions.
* `default.node_sound_defaults()`
* `default.node_sound_stone_defaults()`
* `default.node_sound_dirt_defaults()`
* `default.node_sound_sand_defaults()`
* `default.node_sound_wood_defaults()`
* `default.node_sound_leaves_defaults()`
* `default.node_sound_glass_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
`default.player_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]
`default.registered_player_models[name]`
* Get a model's definition
* see [#Model definition]
`default.player_set_model(player, model_name)`
* Change a player's model
* `player`: PlayerRef
* `model_name`: model registered with player_register_model()
`default.player_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
`default.player_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
default.player_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},
-- ...
},
}
Leafdecay
---------
To enable leaf decay for a node, add it to the `leafdecay` group.
The rating of the group determines how far from a node in the group `tree`
the node can be without decaying.
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)).
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.
### Color groups
Base color groups:
* `basecolor_white`
* `basecolor_grey`
* `basecolor_black`
* `basecolor_red`
* `basecolor_yellow`
* `basecolor_green`
* `basecolor_cyan`
* `basecolor_blue`
* `basecolor_magenta`
Extended color groups ( * means also base color )
* `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:
minetest.register_craft({
type = "shapeless",
output = '<mod>:item_yellow',
recipe = {'<mod>:item_no_color', 'group:basecolor_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
-----
* `default.grow_tree(pos, is_apple_tree)`
* Grows a mgv6 tree or apple tree at pos
* `default.grow_jungle_tree(pos)`
* Grows a mgv6 jungletree at pos
* `default.grow_pine_tree(pos)`
* Grows a mgv6 pinetree at pos
* `default.grow_new_apple_tree(pos)`
* Grows a new design apple tree at pos
* `default.grow_new_jungle_tree(pos)`
* Grows a new design jungle tree at pos
* `default.grow_new_pine_tree(pos)`
* Grows a new design 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

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# 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
#creative_mode = false
# 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
# everyone if the player dies in a protected area they don't own.
# 0 to disable. By default it is "share_bones_time" divide by four.
#share_bones_time_early = 300
# Whether standard fire should be disabled ('basic flame' nodes will disappear)
# 'permanent flame' nodes will remain with either setting
#disable_fire = false
# 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
#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
#enable_bed_respawn = true
# Whether players can skip night by sleeping
# Default value is true
#enable_bed_night_skip = true

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Minetest Game mod: beds
=======================
by BlockMen (c) 2014-2015
Version: 1.1.1
About
~~~~~
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 imideatly. If playing on server you get shown how many other
players are in bed too. If all players are sleeping the night gets skipped aswell. Also the night skip can be forced
if more than 50% of the players are lying in bed and use this option.
Another feature is a controled respawning. If you have slept in bed (not just lying in it) your respawn point
is set to the beds location and you will respawn there after death.
You can disable the respawn at beds by setting "enable_bed_respawn = false" in minetest.conf
You can also disable the night skip feature by setting "enable_bed_night_skip = false" in minetest.conf or by using
the /set command ingame.
License of source code, textures: WTFPL
---------------------------------------
(c) Copyright BlockMen (2014-2015)
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.

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local reverse = true
local function destruct_bed(pos, n)
local node = minetest.get_node(pos)
local other
if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir)
end
if reverse then
reverse = not reverse
minetest.remove_node(other)
nodeupdate(other)
else
reverse = not reverse
end
end
function beds.register_bed(name, def)
minetest.register_node(name .. "_bottom", {
description = def.description,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
drawtype = "nodebox",
tiles = def.tiles.bottom,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
stack_max = 1,
groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 1},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = def.nodebox.bottom,
},
selection_box = {
type = "fixed",
fixed = def.selectionbox,
},
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local pos
if minetest.registered_items[minetest.get_node(under).name].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())
return itemstack
end
local def = minetest.registered_nodes[minetest.get_node(pos).name]
if not def or not def.buildable_to then
return itemstack
end
local dir = minetest.dir_to_facedir(placer:get_look_dir())
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())
return itemstack
end
local botdef = minetest.registered_nodes[minetest.get_node(botpos).name]
if not botdef or not botdef.buildable_to then
return itemstack
end
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
itemstack:take_item()
end
return itemstack
end,
on_destruct = function(pos)
destruct_bed(pos, 1)
end,
on_rightclick = function(pos, node, clicker)
beds.on_rightclick(pos, clicker)
end,
on_rotate = function(pos, node, user, mode, new_param2)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p)
if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
not node.param2 == node2.param2 then
return false
end
if minetest.is_protected(p, user:get_player_name()) then
minetest.record_protection_violation(p, user:get_player_name())
return false
end
if mode ~= screwdriver.ROTATE_FACE then
return false
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp)
local def = node3 and minetest.registered_nodes[node3.name]
if not def or not def.buildable_to then
return false
end
if minetest.is_protected(newp, user:get_player_name()) then
minetest.record_protection_violation(newp, user:get_player_name())
return false
end
node.param2 = new_param2
-- do not remove_node here - it will trigger destroy_bed()
minetest.set_node(p, {name = "air"})
minetest.set_node(pos, node)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true
end,
})
minetest.register_node(name .. "_top", {
drawtype = "nodebox",
tiles = def.tiles.top,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {
type = "fixed",
fixed = def.nodebox.top,
},
on_destruct = function(pos)
destruct_bed(pos, 2)
end,
})
minetest.register_alias(name, name .. "_bottom")
minetest.register_craft({
output = name,
recipe = def.recipe
})
end

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-- Fancy shaped bed
beds.register_bed("beds:fancy_bed", {
description = "Fancy Bed",
inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png",
tiles = {
bottom = {
"beds_bed_top1.png",
"default_wood.png",
"beds_bed_side1.png",
"beds_bed_side1.png^[transformFX",
"default_wood.png",
"beds_bed_foot.png",
},
top = {
"beds_bed_top2.png",
"default_wood.png",
"beds_bed_side2.png",
"beds_bed_side2.png^[transformFX",
"beds_bed_head.png",
"default_wood.png",
}
},
nodebox = {
bottom = {
{-0.5, -0.5, -0.5, -0.375, -0.065, -0.4375},
{0.375, -0.5, -0.5, 0.5, -0.065, -0.4375},
{-0.5, -0.375, -0.5, 0.5, -0.125, -0.4375},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.4375, 0.4375, -0.0625, 0.5},
},
top = {
{-0.5, -0.5, 0.4375, -0.375, 0.1875, 0.5},
{0.375, -0.5, 0.4375, 0.5, 0.1875, 0.5},
{-0.5, 0, 0.4375, 0.5, 0.125, 0.5},
{-0.5, -0.375, 0.4375, 0.5, -0.125, 0.5},
{-0.5, -0.375, -0.5, -0.4375, -0.125, 0.5},
{0.4375, -0.375, -0.5, 0.5, -0.125, 0.5},
{-0.4375, -0.3125, -0.5, 0.4375, -0.0625, 0.4375},
}
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"", "", "group:stick"},
{"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"},
},
})
-- Simple shaped bed
beds.register_bed("beds:bed", {
description = "Simple Bed",
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
bottom = {
"beds_bed_top_bottom.png^[transformR90",
"default_wood.png",
"beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformfx",
"beds_transparent.png",
"beds_bed_side_bottom.png"
},
top = {
"beds_bed_top_top.png^[transformR90",
"default_wood.png",
"beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png",
"beds_transparent.png",
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"wool:red", "wool:red", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
},
})
-- Aliases for PilzAdam's beds mod
minetest.register_alias("beds:bed_bottom_red", "beds:bed_bottom")
minetest.register_alias("beds:bed_top_red", "beds:bed_top")

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default
wool

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local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.setting_getbool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
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
else
return 0, n.param2
end
end
local function is_night_skip_enabled()
local enable_night_skip = minetest.setting_getbool("enable_bed_night_skip")
if enable_night_skip == nil then
enable_night_skip = true
end
return enable_night_skip
end
local function check_in_beds(players)
local in_bed = beds.player
if not players then
players = minetest.get_connected_players()
end
for n, player in ipairs(players) do
local name = player:get_player_name()
if not in_bed[name] then
return false
end
end
return #players > 0
end
local function lay_down(player, pos, bed_pos, state, skip)
local name = player:get_player_name()
local hud_flags = player:hud_get_flags()
if not player or not name then
return
end
-- stand up
if state ~= nil and not state then
local p = beds.pos[name] or nil
if beds.player[name] ~= nil then
beds.player[name] = nil
player_in_bed = player_in_bed - 1
end
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
if p then
player:setpos(p)
end
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_yaw(math.random(1, 180) / 100)
default.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
default.player_set_animation(player, "stand" , 30)
-- lay down
else
beds.player[name] = 1
beds.pos[name] = pos
player_in_bed = player_in_bed + 1
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_yaw(yaw)
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)
default.player_attached[name] = true
hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0)
end
player:hud_set_flags(hud_flags)
end
local function update_formspecs(finished)
local ges = #minetest.get_connected_players()
local form_n = ""
local is_majority = (ges / 2) < player_in_bed
if finished then
form_n = beds.formspec .. "label[2.7,11; Good morning.]"
else
form_n = beds.formspec .. "label[2.2,11;" .. 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]"
end
end
for name,_ in pairs(beds.player) do
minetest.show_formspec(name, "beds_form", form_n)
end
end
-- Public functions
function beds.kick_players()
for name, _ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
lay_down(player, nil, nil, false)
end
end
function beds.skip_night()
minetest.set_timeofday(0.23)
beds.set_spawns()
end
function beds.on_rightclick(pos, player)
local name = player:get_player_name()
local ppos = player:getpos()
local tod = minetest.get_timeofday()
if tod > 0.2 and tod < 0.805 then
if beds.player[name] then
lay_down(player, nil, nil, false)
end
minetest.chat_send_player(name, "You can only sleep at night.")
return
end
-- move to bed
if not beds.player[name] then
lay_down(player, ppos, pos)
else
lay_down(player, nil, nil, false)
end
if not is_sp then
update_formspecs(false)
end
-- skip the night and let all players stand up
if check_in_beds() then
minetest.after(2, function()
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end
end
-- Callbacks
minetest.register_on_joinplayer(function(player)
beds.read_spawns()
end)
-- respawn player at bed if enabled and valid position is found
minetest.register_on_respawnplayer(function(player)
if not enable_respawn then
return false
end
local name = player:get_player_name()
local pos = beds.spawn[name] or nil
if pos then
player:setpos(pos)
return true
end
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
lay_down(player, nil, nil, false, true)
beds.player[name] = nil
if check_in_beds() then
minetest.after(2, function()
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return
end
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
beds.skip_night()
beds.kick_players()
end
end
end)

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beds = {}
beds.player = {}
beds.pos = {}
beds.spawn = {}
beds.formspec = "size[8,15;true]" ..
"bgcolor[#080808BB; true]" ..
"button_exit[2,12;4,0.75;leave;Leave Bed]"
local modpath = minetest.get_modpath("beds")
-- Load files
dofile(modpath .. "/functions.lua")
dofile(modpath .. "/api.lua")
dofile(modpath .. "/beds.lua")
dofile(modpath .. "/spawns.lua")

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local world_path = minetest.get_worldpath()
local org_file = world_path .. "/beds_spawns"
local file = world_path .. "/beds_spawns"
local bkwd = false
-- check for PA's beds mod spawns
local cf = io.open(world_path .. "/beds_player_spawns", "r")
if cf ~= nil then
io.close(cf)
file = world_path .. "/beds_player_spawns"
bkwd = true
end
function beds.read_spawns()
local spawns = beds.spawn
local input = io.open(file, "r")
if input and not bkwd then
repeat
local x = input:read("*n")
if x == nil then
break
end
local y = input:read("*n")
local z = input:read("*n")
local name = input:read("*l")
spawns[name:sub(2)] = {x = x, y = y, z = z}
until input:read(0) == nil
io.close(input)
elseif input and bkwd then
beds.spawn = minetest.deserialize(input:read("*all"))
input:close()
beds.save_spawns()
os.rename(file, file .. ".backup")
file = org_file
else
spawns = {}
end
end
function beds.save_spawns()
if not beds.spawn then
return
end
local data = {}
local output = io.open(org_file, "w")
for k, v in pairs(beds.spawn) do
table.insert(data, string.format("%.1f %.1f %.1f %s\n", v.x, v.y, v.z, k))
end
output:write(table.concat(data))
io.close(output)
end
function beds.set_spawns()
for name,_ in pairs(beds.player) do
local player = minetest.get_player_by_name(name)
local p = player:getpos()
-- but don't change spawn location if borrowing a bed
if not minetest.is_protected(p, name) then
beds.spawn[name] = p
end
end
beds.save_spawns()
end

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16
mods/boats/README.txt Normal file
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@ -0,0 +1,16 @@
Minetest Game mod: boats
========================
by PilzAdam
License of source code:
-----------------------
WTFPL
License of media (textures and sounds):
---------------------------------------
WTFPL
Authors of media files:
-----------------------
textures: Zeg9
model: thetoon and Zeg9, modified by PavelS(SokolovPavel)

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@ -1,2 +1 @@
default

247
mods/boats/init.lua Normal file
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@ -0,0 +1,247 @@
--
-- Helper functions
--
local function is_water(pos)
local nn = minetest.get_node(pos).name
return minetest.get_item_group(nn, "water") ~= 0
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
return {x = x, y = y, z = z}
end
local function get_v(v)
return math.sqrt(v.x ^ 2 + v.z ^ 2)
end
--
-- Boat entity
--
local boat = {
physical = true,
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
}
function boat.on_rightclick(self, clicker)
if not clicker or not clicker:is_player() then
return
end
local name = clicker:get_player_name()
if self.driver and clicker == self.driver then
self.driver = nil
clicker:set_detach()
default.player_attached[name] = false
default.player_set_animation(clicker, "stand" , 30)
local pos = clicker:getpos()
pos = {x = pos.x, y = pos.y + 0.2, z = pos.z}
minetest.after(0.1, function()
clicker:setpos(pos)
end)
elseif not self.driver then
local attach = clicker:get_attach()
if attach and attach:get_luaentity() then
local luaentity = attach:get_luaentity()
if luaentity.driver then
luaentity.driver = nil
end
clicker:set_detach()
end
self.driver = clicker
clicker:set_attach(self.object, "",
{x = 0, y = 11, z = -3}, {x = 0, y = 0, z = 0})
default.player_attached[name] = true
minetest.after(0.2, function()
default.player_set_animation(clicker, "sit" , 30)
end)
self.object:setyaw(clicker:get_look_yaw() - math.pi / 2)
end
end
function boat.on_activate(self, staticdata, dtime_s)
self.object:set_armor_groups({immortal = 1})
if staticdata then
self.v = tonumber(staticdata)
end
self.last_v = self.v
end
function boat.get_staticdata(self)
return tostring(self.v)
end
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
self.driver = nil
puncher:set_detach()
default.player_attached[puncher:get_player_name()] = false
end
if not self.driver then
self.removed = true
-- delay remove to ensure player is detached
minetest.after(0.1, function()
self.object:remove()
end)
if not minetest.setting_getbool("creative_mode") then
local inv = puncher:get_inventory()
if inv:room_for_item("main", "boats:boat") then
inv:add_item("main", "boats:boat")
else
minetest.add_item(self.object:getpos(), "boats:boat")
end
end
end
end
function boat.on_step(self, dtime)
self.v = get_v(self.object:getvelocity()) * 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)
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)
end
end
end
local velo = self.object:getvelocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:setpos(self.object:getpos())
return
end
local s = get_sign(self.v)
self.v = self.v - 0.02 * s
if s ~= get_sign(self.v) then
self.object:setvelocity({x = 0, y = 0, z = 0})
self.v = 0
return
end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
end
local p = self.object:getpos()
p.y = p.y - 0.5
local new_velo = {x = 0, y = 0, z = 0}
local new_acce = {x = 0, y = 0, z = 0}
if not is_water(p) then
local nodedef = minetest.registered_nodes[minetest.get_node(p).name]
if (not nodedef) or nodedef.walkable then
self.v = 0
new_acce = {x = 0, y = 1, z = 0}
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())
else
p.y = p.y + 1
if is_water(p) then
local y = self.object:getvelocity().y
if y >= 5 then
y = 5
elseif y < 0 then
new_acce = {x = 0, y = 20, z = 0}
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())
else
new_acce = {x = 0, y = 0, z = 0}
if math.abs(self.object:getvelocity().y) < 1 then
local pos = self.object:getpos()
pos.y = math.floor(pos.y) + 0.5
self.object:setpos(pos)
new_velo = get_velocity(self.v, self.object:getyaw(), 0)
else
new_velo = get_velocity(self.v, self.object:getyaw(),
self.object:getvelocity().y)
self.object:setpos(self.object:getpos())
end
end
end
self.object:setvelocity(new_velo)
self.object:setacceleration(new_acce)
end
minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},
liquids_pointable = true,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type ~= "node" then
return
end
if not is_water(pointed_thing.under) then
return
end
pointed_thing.under.y = pointed_thing.under.y + 0.5
minetest.add_entity(pointed_thing.under, "boats:boat")
if not minetest.setting_getbool("creative_mode") then
itemstack:take_item()
end
return itemstack
end,
})
minetest.register_craft({
output = "boats:boat",
recipe = {
{"", "", "" },
{"group:wood", "", "group:wood"},
{"group:wood", "group:wood", "group:wood"},
},
})

View File

@ -0,0 +1,358 @@
# Blender v2.76 (sub 11) OBJ File: 'boat.blend'
# www.blender.org
mtllib boat.mtl
o boats_boat
v -6.786140 -3.033999 -9.415440
v -6.786140 -1.967150 -9.415440
v -6.786140 -1.967150 8.793510
v -6.786140 -3.033999 8.793510
v 5.732520 -1.967150 -9.415440
v 5.732520 -3.033999 -9.415440
v 5.732520 -3.033999 8.793510
v 5.732520 -1.967150 8.793510
v -2.233900 -3.033999 -9.415440
v -2.233900 -1.967150 -9.415440
v -2.233900 -1.967150 8.793510
v -2.233900 -3.033999 8.793510
v 2.318340 -3.033999 -9.415440
v 2.318340 -1.967150 -9.415440
v 2.318340 -1.967150 8.793510
v 2.318340 -3.033999 8.793510
v -3.371960 -3.033999 8.793510
v -3.371960 -1.967150 8.793510
v -3.371960 -1.967150 -9.415440
v -3.371960 -3.033999 -9.415440
v 2.318340 0.276645 8.793510
v 1.180280 -1.967150 8.793510
v 5.732520 0.276645 8.793510
v 5.732520 1.039180 8.793510
v 6.870580 0.276645 8.793510
v 6.870580 -1.967150 8.793510
v 2.318340 1.039180 8.793510
v 1.180280 0.276645 8.793510
v 1.180280 1.039180 8.793510
v 1.180280 -3.033999 8.793510
v -2.233900 0.276645 8.793510
v -3.371960 0.276645 8.793510
v -2.233900 1.039180 8.793510
v -3.371960 1.039180 8.793510
v -6.786140 0.276645 8.793510
v -7.786200 0.276645 8.793510
v -7.786200 -1.967150 8.793510
v -6.786140 1.039180 8.793510
v 1.180280 -1.967150 -9.415440
v 1.180280 -3.033999 -9.415440
v 2.318340 0.276645 -9.415440
v 1.180280 0.276645 -9.415440
v 2.318340 1.039180 -9.415440
v 5.732520 0.276645 -9.415440
v 6.870580 -1.967150 -9.415440
v 5.732520 1.039180 -9.415440
v 6.870580 0.276645 -9.415440
v 0.042220 1.039180 -9.415440
v 1.180280 1.039180 -9.415440
v 0.042220 -1.967150 -9.415440
v -1.095840 -1.967150 -9.415440
v -2.233900 0.276645 -9.415440
v -3.371960 0.276645 -9.415440
v -2.233900 1.039180 -9.415440
v -1.095840 1.039180 -9.415440
v -3.371960 1.039180 -9.415440
v -6.786140 0.276645 -9.415440
v -6.786140 1.039180 -9.415440
v -7.786200 -1.967150 -9.415440
v -7.786200 0.276645 -9.415440
v -1.095840 0.156645 -12.044100
v -1.095840 -4.601110 -9.415440
v -1.095840 1.039181 -10.802900
v -1.095840 2.868579 -10.802900
v -1.095840 2.868580 -7.883420
v -1.095840 3.746069 -12.034100
v -1.095840 3.746070 -7.883420
v -1.095840 0.156645 -14.294900
v -1.095840 -4.601110 -14.284900
v 0.042220 -4.601110 -14.284900
v 0.042220 -4.601110 -9.415440
v 0.042220 1.039181 -10.802900
v 0.042220 0.156645 -12.044100
v 0.042220 2.868579 -10.802900
v 0.042220 0.156645 -14.294900
v 0.042220 3.746069 -12.034100
v 0.042220 3.746070 -7.883420
v 0.042220 2.868580 -7.883420
v -1.096322 -3.033999 -9.415440
v 0.044046 -3.035397 -9.415440
vt 1.000000 0.187500
vt -1.000000 0.312500
vt 1.000000 0.312500
vt 0.687500 1.000000
vt 0.500000 0.875000
vt 0.500000 0.625000
vt -1.000000 0.062500
vt 1.000000 0.062500
vt 1.000000 -0.000000
vt -1.000000 0.125000
vt 1.000000 0.125000
vt 0.437500 0.125000
vt 0.312500 0.500000
vt 0.312500 0.125000
vt 1.000000 0.625000
vt -1.000000 0.500000
vt 1.000000 0.500000
vt 0.187500 0.687500
vt -0.187500 0.687500
vt -0.187500 0.312500
vt 1.000000 0.812500
vt -1.000000 0.937500
vt -1.000000 0.812500
vt 0.812500 0.687500
vt 1.187500 0.687500
vt 0.812500 0.312500
vt 1.000000 0.562500
vt 0.312500 0.437500
vt 1.000000 0.437500
vt 1.000000 0.750000
vt -1.000000 0.875000
vt -1.000000 0.750000
vt -1.000000 1.000000
vt 1.000000 1.000000
vt 0.437500 0.625000
vt 0.562500 0.437500
vt 0.562500 0.625000
vt -1.000000 0.437500
vt -1.000000 0.000000
vt 0.500000 0.062500
vt 0.375000 0.750000
vt 0.500000 0.750000
vt -1.000000 0.250000
vt -1.000000 0.687500
vt 1.000000 0.687500
vt 0.625000 0.375000
vt 1.000000 0.375000
vt 1.000000 0.250000
vt 1.000000 0.937500
vt 0.437500 0.812500
vt 0.312500 0.312500
vt 0.312500 0.812500
vt 0.437500 0.312500
vt 0.437500 0.437500
vt 0.687500 0.812500
vt 0.000000 0.687500
vt 0.000000 0.812500
vt -1.000000 0.562500
vt 0.875000 0.812500
vt 0.875000 0.687500
vt 0.250000 0.312500
vt 0.562500 0.187500
vt 0.250000 0.187500
vt -1.000000 0.187500
vt 0.312500 0.625000
vt 0.312500 0.187500
vt 0.312500 -0.187500
vt 1.000000 -0.187500
vt 0.687500 0.500000
vt -0.000000 1.000000
vt 0.000000 0.875000
vt 0.437500 0.500000
vt -1.000000 0.625000
vt 0.812500 0.187500
vt 1.187500 0.187500
vt 1.187500 0.312500
vt 1.312500 0.312500
vt 1.312500 0.687500
vt 0.687500 0.187500
vt 0.687500 0.312500
vt 1.187500 0.812500
vt 0.812500 0.812500
vt 0.187500 0.312500
vt 0.312500 0.687500
vt 0.687500 0.687500
vt -0.187500 0.187500
vt 0.187500 0.187500
vt -0.312500 0.687500
vt -0.312500 0.312500
vt 0.187500 0.812500
vt -0.187500 0.812500
vt 0.437500 0.687500
vt 0.437500 0.187500
vt 0.562500 0.812500
vt 0.562500 0.687500
vt 0.312500 0.562500
vt 1.000000 0.875000
vt 0.375000 0.062500
vt -1.000000 0.375000
vt 0.625000 0.500000
vt 0.875000 0.562500
vt 0.937500 0.812500
vt 0.937500 0.687500
vt 0.875000 0.937500
vt 0.562500 0.312500
vn -1.000000 0.000000 0.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 0.000000 1.000000
vn 0.000000 0.000000 -1.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 0.000000 -0.002100 -1.000000
vn 0.001200 -1.000000 0.000000
vn 0.000000 0.002800 -1.000000
vn -0.001200 -1.000000 0.000200
g boats_boat_boats_boat_None
usemtl None
s off
f 41/1/1 27/2/1 43/3/1
f 76/4/2 74/5/2 72/6/2
f 8/7/2 6/1/2 5/8/2
f 15/9/1 13/10/1 16/11/1
f 51/12/3 71/13/3 50/14/3
f 56/15/2 32/16/2 53/17/2
f 15/18/3 8/19/3 23/20/3
f 22/21/2 40/22/2 39/23/2
f 19/24/4 2/25/4 53/26/4
f 70/27/5 62/28/5 69/29/5
f 11/30/5 19/31/5 10/32/5
f 4/15/5 20/33/5 17/34/5
f 72/35/3 64/36/3 63/37/3
f 13/8/5 7/38/5 16/7/5
f 23/39/6 47/11/6 44/9/6
f 68/40/7 70/41/7 69/42/7
f 80/43/8 40/10/8 30/11/8
f 3/15/1 1/32/1 4/30/1
f 20/44/2 18/27/2 17/45/2
f 74/17/5 65/46/5 64/47/5
f 31/43/1 54/47/1 52/48/1
f 22/47/5 14/43/5 15/48/5
f 46/1/2 23/7/2 44/8/2
f 57/21/1 38/22/1 58/49/1
f 61/50/9 76/51/9 73/52/9
f 37/45/5 2/23/5 3/21/5
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f 19/24/4 1/81/4 2/25/4
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17
mods/bones/README.txt Normal file
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@ -0,0 +1,17 @@
Minetest Game mod: bones
========================
License of source code:
-----------------------
Copyright (C) 2012 PilzAdam
WTFPL
License of media (textures and sounds)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Authors of media files
----------------------
Bad_Command_

1
mods/bones/depends.txt Normal file
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@ -0,0 +1 @@
default

236
mods/bones/init.lua Normal file
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@ -0,0 +1,236 @@
-- 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
return true
end
return false
end
bones.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]" ..
"listring[current_name;main]" ..
"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
minetest.register_node("bones:bones", {
description = "Bones",
tiles = {
"bones_top.png",
"bones_bottom.png",
"bones_side.png",
"bones_side.png",
"bones_rear.png",
"bones_front.png"
},
paramtype2 = "facedir",
groups = {dig_immediate=2},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_gravel_footstep", gain=0.5},
dug = {name="default_gravel_footstep", gain=1.0},
}),
can_dig = function(pos, player)
local inv = minetest.get_meta(pos):get_inventory()
local name = ""
if player then
name = player:get_player_name()
end
return is_owner(pos, name) and inv:is_empty("main")
end,
allow_metadata_inventory_move = function(pos, from_list, from_index, to_list, to_index, count, player)
if is_owner(pos, player:get_player_name()) then
return count
end
return 0
end,
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
return 0
end,
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
if is_owner(pos, player:get_player_name()) then
return stack:get_count()
end
return 0
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
local meta = minetest.get_meta(pos)
if meta:get_inventory():is_empty("main") then
minetest.remove_node(pos)
end
end,
on_punch = function(pos, node, player)
if(not is_owner(pos, player:get_player_name())) then
return
end
if(minetest.get_meta(pos):get_string("infotext") == "") then
return
end
local inv = minetest.get_meta(pos):get_inventory()
local player_inv = player:get_inventory()
local has_space = true
for i=1,inv:get_size("main") do
local stk = inv:get_stack("main", i)
if player_inv:room_for_item("main", stk) then
inv:set_stack("main", i, nil)
player_inv:add_item("main", stk)
else
has_space = false
break
end
end
-- remove bones if player emptied them
if has_space then
if player_inv:room_for_item("main", {name = "bones:bones"}) then
player_inv:add_item("main", {name = "bones:bones"})
else
minetest.add_item(pos,"bones:bones")
end
minetest.remove_node(pos)
end
end,
on_timer = function(pos, elapsed)
local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed
if time >= share_bones_time then
meta:set_string("infotext", meta:get_string("owner").."'s old bones")
meta:set_string("owner", "")
else
meta:set_int("time", time)
return true
end
end,
on_blast = function(pos)
end,
})
local function may_replace(pos, player)
local node_name = minetest.get_node(pos).name
local node_definition = minetest.registered_nodes[node_name]
-- if the node is unknown, we let the protection mod decide
-- this is consistent with when a player could dig or not dig it
-- unknown decoration would often be removed
-- while unknown building materials in use would usually be left
if not node_definition then
-- only replace nodes that are not protected
return not minetest.is_protected(pos, player:get_player_name())
end
-- allow replacing air and liquids
if node_name == "air" or node_definition.liquidtype ~= "none" then
return true
end
-- don't replace filled chests and other nodes that don't allow it
local can_dig_func = node_definition.can_dig
if can_dig_func and not can_dig_func(pos, player) then
return false
end
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too
-- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end
minetest.register_on_dieplayer(function(player)
if minetest.setting_getbool("creative_mode") then
return
end
local player_inv = player:get_inventory()
if player_inv:is_empty("main") and
player_inv:is_empty("craft") then
return
end
local pos = player:getpos()
pos.x = math.floor(pos.x+0.5)
pos.y = math.floor(pos.y+0.5)
pos.z = math.floor(pos.z+0.5)
local param2 = minetest.dir_to_facedir(player:get_look_dir())
local player_name = player:get_player_name()
local player_inv = player:get_inventory()
if (not may_replace(pos, player)) then
if (may_replace({x=pos.x, y=pos.y+1, z=pos.z}, player)) then
-- drop one node above if there's space
-- this should solve most cases of protection related deaths in which players dig straight down
-- yet keeps the bones reachable
pos.y = pos.y+1
else
-- drop items instead of delete
for i=1,player_inv:get_size("main") do
minetest.add_item(pos, player_inv:get_stack("main", i))
end
for i=1,player_inv:get_size("craft") do
minetest.add_item(pos, player_inv:get_stack("craft", i))
end
-- empty lists main and craft
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
return
end
end
minetest.set_node(pos, {name="bones:bones", param2=param2})
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
minetest.add_item(pos, stack)
end
end
player_inv:set_list("main", {})
player_inv:set_list("craft", {})
meta:set_string("formspec", bones.bones_formspec)
meta:set_string("owner", player_name)
if share_bones_time ~= 0 then
meta:set_string("infotext", player_name.."'s fresh bones")
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0)
else
meta:set_int("time", (share_bones_time - share_bones_time_early))
end
minetest.get_node_timer(pos):start(10)
else
meta:set_string("infotext", player_name.."'s bones")
end
end)

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@ -1,4 +1,4 @@
Minetest 0.4 mod: bucket
Minetest Game mod: bucket
=========================
License of source code:
@ -7,11 +7,11 @@ Copyright (C) 2011-2012 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
http://www.gnu.org/licenses/gpl-2.0.html
http://www.gnu.org/licenses/lgpl-2.1.html
License of media (textures and sounds)
--------------------------------------

View File

@ -16,13 +16,28 @@ minetest.register_craft({
bucket = {}
bucket.liquids = {}
local function check_protection(pos, name, text)
if minetest.is_protected(pos, name) then
minetest.log("action", (name ~= "" and name or "A mod")
.. " tried to " .. text
.. " at protected position "
.. minetest.pos_to_string(pos)
.. " with a bucket")
minetest.record_protection_violation(pos, name)
return true
end
return false
end
-- Register a new liquid
-- source = name of the source node
-- flowing = name of the flowing node
-- itemname = name of the new bucket item (or nil if liquid is not takeable)
-- inventory_image = texture of the new bucket item (ignored if itemname == nil)
-- name = text description of the bucket item
-- groups = (optional) groups of the bucket item, for example {water_bucket = 1}
-- This function can be called from any mod (that depends on bucket).
function bucket.register_liquid(source, flowing, itemname, inventory_image)
function bucket.register_liquid(source, flowing, itemname, inventory_image, name, groups)
bucket.liquids[source] = {
source = source,
flowing = flowing,
@ -32,22 +47,57 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image)
if itemname ~= nil then
minetest.register_craftitem(itemname, {
description = name,
inventory_image = inventory_image,
stack_max = 1,
liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing)
groups = groups,
on_place = function(itemstack, user, pointed_thing)
-- Must be pointing to node
if pointed_thing.type ~= "node" then
return
end
-- Check if pointing to a liquid
n = minetest.env:get_node(pointed_thing.under)
if bucket.liquids[n.name] == nil then
-- Not a liquid
minetest.env:add_node(pointed_thing.above, {name=source})
elseif n.name ~= source then
-- It's a liquid
minetest.env:add_node(pointed_thing.under, {name=source})
local node = minetest.get_node_or_nil(pointed_thing.under)
local ndef
if node then
ndef = minetest.registered_nodes[node.name]
end
-- 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
return ndef.on_rightclick(
pointed_thing.under,
node, user,
itemstack) or itemstack
end
local place_liquid = function(pos, node, source, flowing)
if check_protection(pos,
user and user:get_player_name() or "",
"place "..source) then
return
end
minetest.add_node(pos, {name=source})
end
-- Check if pointing to a buildable node
if ndef and ndef.buildable_to then
-- buildable; replace the node
place_liquid(pointed_thing.under, node,
source, flowing)
else
-- not buildable to; place the liquid above
-- check if the node above can be replaced
local node = minetest.get_node_or_nil(pointed_thing.above)
if node and minetest.registered_nodes[node.name].buildable_to then
place_liquid(pointed_thing.above,
node, source,
flowing)
else
-- do not remove the bucket with the liquid
return
end
end
return {name="bucket:bucket_empty"}
end
@ -56,8 +106,9 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image)
end
minetest.register_craftitem("bucket:bucket_empty", {
description = "Empty Bucket",
inventory_image = "bucket.png",
stack_max = 1,
stack_max = 99,
liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing)
-- Must be pointing to node
@ -65,11 +116,43 @@ minetest.register_craftitem("bucket:bucket_empty", {
return
end
-- Check if pointing to a liquid source
n = minetest.env:get_node(pointed_thing.under)
liquiddef = bucket.liquids[n.name]
if liquiddef ~= nil and liquiddef.source == n.name and liquiddef.itemname ~= nil then
minetest.env:add_node(pointed_thing.under, {name="air"})
return {name=liquiddef.itemname}
local node = minetest.get_node(pointed_thing.under)
local liquiddef = bucket.liquids[node.name]
local item_count = user:get_wielded_item():get_count()
if liquiddef ~= nil
and liquiddef.itemname ~= nil
and node.name == liquiddef.source then
if check_protection(pointed_thing.under,
user:get_player_name(),
"take ".. node.name) then
return
end
-- default set to return filled bucket
local giving_back = liquiddef.itemname
-- check if holding more than 1 empty bucket
if item_count > 1 then
-- if space in inventory add filled bucked, otherwise drop as item
local inv = user:get_inventory()
if inv:room_for_item("main", {name=liquiddef.itemname}) then
inv:add_item("main", liquiddef.itemname)
else
local pos = user:getpos()
pos.y = math.floor(pos.y + 0.5)
core.add_item(pos, liquiddef.itemname)
end
-- set to return empty buckets minus 1
giving_back = "bucket:bucket_empty "..tostring(item_count-1)
end
minetest.add_node(pointed_thing.under, {name="air"})
return ItemStack(giving_back)
end
end,
})
@ -78,18 +161,32 @@ bucket.register_liquid(
"default:water_source",
"default:water_flowing",
"bucket:bucket_water",
"bucket_water.png"
"bucket_water.png",
"Water Bucket",
{water_bucket = 1}
)
bucket.register_liquid(
"default:river_water_source",
"default:river_water_flowing",
"bucket:bucket_river_water",
"bucket_river_water.png",
"River Water Bucket",
{water_bucket = 1}
)
bucket.register_liquid(
"default:lava_source",
"default:lava_flowing",
"bucket:bucket_lava",
"bucket_lava.png"
"bucket_lava.png",
"Lava Bucket"
)
minetest.register_craft({
type = "fuel",
recipe = "default:bucket_lava",
recipe = "bucket:bucket_lava",
burntime = 60,
replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
})

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23
mods/creative/README.txt Normal file
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@ -0,0 +1,23 @@
Minetest Game mod: creative
===========================
Implements creative mode.
Switch on by using the "creative_mode" setting.
Registered items that
- have a description, and
- do not have the group not_in_creative_inventory
are added to the creative inventory.
License of source code and media files:
---------------------------------------
Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com>
Copyright (C) 2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com>
This program is free software. It comes without any warranty, to
the extent permitted by applicable law. You can redistribute it
and/or modify it under the terms of the Do What The Fuck You Want
To Public License, Version 2, as published by Sam Hocevar. See
http://sam.zoy.org/wtfpl/COPYING for more details.

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default

261
mods/creative/init.lua Normal file
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-- minetest/creative/init.lua
creative = {}
local player_inventory = {}
local creative_mode = minetest.setting_getbool("creative_mode")
-- Create detached creative inventory after loading all mods
creative.init_creative_inventory = function(player)
local player_name = player:get_player_name()
player_inventory[player_name] = {}
player_inventory[player_name].size = 0
player_inventory[player_name].filter = ""
player_inventory[player_name].start_i = 1
player_inventory[player_name].tab_id = 2
minetest.create_detached_inventory("creative_" .. player_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player)
if creative_mode and not to_list == "main" then
return count
else
return 0
end
end,
allow_put = function(inv, listname, index, stack, player)
return 0
end,
allow_take = function(inv, listname, index, stack, player)
if creative_mode then
return -1
else
return 0
end
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player)
end,
on_put = function(inv, listname, index, stack, player)
end,
on_take = function(inv, listname, index, stack, player)
local player_name, stack_name = player:get_player_name(), stack:get_name()
--print(player_name .. " takes item from creative inventory; listname = " .. listname .. ", index = " .. index .. ", stack = " .. dump(stack:to_table()))
if stack then
minetest.log("action", player_name .. " takes " .. stack_name .. " from creative inventory")
--print("Stack name: " .. stack_name .. ", Stack count: " .. stack:get_count())
end
end,
})
creative.update_creative_inventory(player_name)
--print("creative inventory size: " .. player_inventory[player_name].size)
end
local function tab_category(tab_id)
local id_category = {
nil, -- Reserved for crafting tab.
minetest.registered_items,
minetest.registered_nodes,
minetest.registered_tools,
minetest.registered_craftitems
}
-- If index out of range, show default ("All") page.
return id_category[tab_id] or id_category[2]
end
function creative.update_creative_inventory(player_name)
local creative_list = {}
local player_inv = minetest.get_inventory({type = "detached", name = "creative_" .. player_name})
local inv = player_inventory[player_name]
for name, def in pairs(tab_category(inv.tab_id)) 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
creative_list[#creative_list+1] = name
end
end
table.sort(creative_list)
player_inv:set_size("main", #creative_list)
player_inv:set_list("main", creative_list)
inv.size = #creative_list
end
-- Create the trash field
local trash = minetest.create_detached_inventory("creative_trash", {
-- Allow the stack to be placed and remove it in on_put()
-- This allows the creative inventory to restore the stack
allow_put = function(inv, listname, index, stack, player)
if creative_mode then
return stack:get_count()
else
return 0
end
end,
on_put = function(inv, listname)
inv:set_list(listname, {})
end,
})
trash:set_size("main", 1)
creative.formspec_add = ""
creative.set_creative_formspec = function(player, start_i)
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
local pagenum = math.floor(start_i / (3*8) + 1)
local pagemax = math.ceil(inv.size / (3*8))
player:set_inventory_formspec([[
size[8,8.6]
image[4.06,3.4;0.8,0.8;creative_trash_icon.png]
list[current_player;main;0,4.7;8,1;]
list[current_player;main;0,5.85;8,3;8]
list[detached:creative_trash;main;4,3.3;1,1;]
listring[]
tablecolumns[color;text;color;text]
tableoptions[background=#00000000;highlight=#00000000;border=false]
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]
tooltip[creative_search;Search]
tooltip[creative_clear;Reset]
listring[current_player;main]
]] ..
"field[0.3,3.5;2.2,1;creative_filter;;" .. inv.filter .. "]" ..
"listring[detached:creative_" .. player_name .. ";main]" ..
"tabheader[0,0;creative_tabs;Crafting,All,Nodes,Tools,Items;" .. tostring(inv.tab_id) .. ";true;false]" ..
"list[detached:creative_" .. player_name .. ";main;0,0;8,3;" .. tostring(start_i) .. "]" ..
"table[6.05,3.35;1.15,0.5;pagenum;#FFFF00," .. tostring(pagenum) .. ",#FFFFFF,/ " .. tostring(pagemax) .. "]" ..
default.get_hotbar_bg(0,4.7) ..
default.gui_bg .. default.gui_bg_img .. default.gui_slots
.. creative.formspec_add
)
end
creative.set_crafting_formspec = function(player)
player:set_inventory_formspec([[
size[8,8.6]
list[current_player;craft;2,0.75;3,3;]
list[current_player;craftpreview;6,1.75;1,1;]
list[current_player;main;0,4.7;8,1;]
list[current_player;main;0,5.85;8,3;8]
list[detached:creative_trash;main;0,2.75;1,1;]
image[0.06,2.85;0.8,0.8;creative_trash_icon.png]
image[5,1.75;1,1;gui_furnace_arrow_bg.png^[transformR270]
tabheader[0,0;creative_tabs;Crafting,All,Nodes,Tools,Items;1;true;false]
listring[current_player;main]
listring[current_player;craft]
]] ..
default.get_hotbar_bg(0,4.7) ..
default.gui_bg .. default.gui_bg_img .. default.gui_slots
)
end
minetest.register_on_joinplayer(function(player)
-- If in creative mode, modify player's inventory forms
if not creative_mode then
return
end
creative.init_creative_inventory(player)
creative.set_creative_formspec(player, 0)
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "" or not creative_mode then
return
end
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
if fields.quit then
if inv.tab_id == 1 then
creative.set_crafting_formspec(player)
end
elseif fields.creative_tabs then
local tab = tonumber(fields.creative_tabs)
inv.tab_id = tab
if tab == 1 then
creative.set_crafting_formspec(player)
else
creative.update_creative_inventory(player_name)
creative.set_creative_formspec(player, 0)
end
elseif fields.creative_clear then
inv.filter = ""
creative.update_creative_inventory(player_name)
creative.set_creative_formspec(player, 0)
elseif fields.creative_search then
inv.filter = fields.creative_filter:lower()
creative.update_creative_inventory(player_name)
creative.set_creative_formspec(player, 0)
else
local formspec = player:get_inventory_formspec()
local start_i = player_inventory[player_name].start_i or 0
if fields.creative_prev then
start_i = start_i - 3*8
if start_i < 0 then
start_i = inv.size - (inv.size % (3*8))
if inv.size == start_i then
start_i = math.max(0, inv.size - (3*8))
end
end
elseif fields.creative_next then
start_i = start_i + 3*8
if start_i >= inv.size then
start_i = 0
end
end
player_inventory[player_name].start_i = start_i
creative.set_creative_formspec(player, start_i)
end
end)
if creative_mode then
local digtime = 0.5
local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 3}
minetest.register_item(":", {
type = "none",
wield_image = "wieldhand.png",
wield_scale = {x = 1, y = 1, z = 2.5},
range = 10,
tool_capabilities = {
full_punch_interval = 0.5,
max_drop_level = 3,
groupcaps = {
crumbly = caps,
cracky = caps,
snappy = caps,
choppy = caps,
oddly_breakable_by_hand = caps,
},
damage_groups = {fleshy = 10},
}
})
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
return true
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
end
end
end
end

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@ -1,4 +1,4 @@
Minetest 0.4 mod: default
Minetest Game mod: default
==========================
License of source code:
@ -6,11 +6,11 @@ License of source code:
Copyright (C) 2011-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
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.
http://www.gnu.org/licenses/gpl-2.0.html
http://www.gnu.org/licenses/lgpl-2.1.html
License of media (textures and sounds)
--------------------------------------
@ -22,43 +22,205 @@ Authors of media files
Everything not listed in here:
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
Originating from work by kddekadenz/Dogers:
default_grass_footstep.{1,2,3}.ogg
default_dig_crumbly.{1,2}.ogg
Cisoun's WTFPL texture pack:
default_chest_front.png
default_chest_lock.png
default_chest_side.png
default_chest_top.png
default_cobble.png
default_dirt.png
default_grass.png
default_grass_side.png
default_jungletree.png
default_jungletree_top.png
default_lava.png
default_leaves.png
default_mossycobble.png
default_sand.png
default_sapling.png
default_sign_wall.png
default_stone.png
default_tool_mesepick.png
default_tool_steelpick.png
default_tool_steelshovel.png
default_tool_steelsword.png
default_tool_stonepick.png
default_tool_stoneshovel.png
default_tool_woodpick.png
default_tool_woodshovel.png
default_tree.png
default_tree_top.png
default_water.png
Cisoun's conifers mod (WTFPL):
default_pine_needles.png
Originating from G4JC's Almost MC Texture Pack:
default_wood.png
default_torch.png
default_torch_on_ceiling.png
default_torch_on_floor.png
VanessaE's animated torches (WTFPL):
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 (WTFPL):
default_water_source_animated.png
default_water_flowing_animated.png
VanessaE (WTFPL):
default_nc_back.png
default_nc_front.png
default_nc_rb.png
default_nc_side.png
default_desert_sand.png
default_desert_stone.png
default_sand.png
Calinou (CC BY-SA):
default_brick.png
default_papyrus.png
default_mineral_copper.png
default_glass_detail.png
MirceaKitsune (WTFPL):
character.x
Jordach (CC BY-SA 3.0):
character.png
PilzAdam (WTFPL):
default_jungleleaves.png
default_junglesapling.png
default_obsidian_glass.png
default_obsidian_shard.png
default_mineral_gold.png
default_snowball.png
jojoa1997 (WTFPL):
default_obsidian.png
InfinityProject (WTFPL):
default_mineral_diamond.png
Splizard (CC BY-SA 3.0):
default_snow.png
default_pine_sapling.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)
default_pinetree.png
default_pinetree_top.png
default_pinewood.png
default_acacia_leaves.png
default_acacia_sapling.png
default_acacia_tree.png
default_acacia_tree_top.png
default_acacia_wood.png
default_junglewood.png
default_jungletree_top.png
default_sandstone_brick.png
default_obsidian_brick.png
default_stone_brick.png
default_desert_stone_brick.png
default_river_water.png
default_river_water_source_animated.png
default_river_water_flowing_animated.png
default_dry_grass.png
default_dry_grass_side.png
default_dry_grass_*.png
default_grass.png
default_grass_side.png
default_snow_side.png
brunob.santos (CC BY-SA 4.0):
default_desert_cobble.png
BlockMen (CC BY-SA 3.0):
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
default_stick.png
default_chest_front.png
default_chest_lock.png
default_chest_side.png
default_chest_top.png
default_mineral_mese.png
default_meselamp.png
bubble.png
gui_*.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)
sofar (WTFPL):
default_gravel.png -- Derived from Gambit's PixelBOX texture pack light gravel
Neuromancer (CC BY-SA 2.0):
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 (WTFPL):
default_bronze_ingot.png
default_copper_ingot.png
default_copper_lump.png
default_iron_lump.png
default_gold_lump.png
default_clay_lump.png
default_coal.png
default_grass_*.png
default_paper.png
default_diamond_block.png
default_ladder_steel.png
default_sign_wall_wood.png
default_flint.png
asl97 (WTFPL):
default_ice.png
KevDoy (CC BY-SA 3.0)
heart.png
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/
Mito551 (sounds) (CC BY-SA):
default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
default_dig_crumbly.2.ogg
default_dig_dig_immediate.ogg
default_dig_oddly_breakable_by_hand.ogg
default_dug_node.1.ogg
default_dug_node.2.ogg
default_grass_footstep.1.ogg
default_grass_footstep.2.ogg
default_grass_footstep.3.ogg
default_gravel_footstep.1.ogg
default_gravel_footstep.2.ogg
default_gravel_footstep.3.ogg
default_gravel_footstep.4.ogg
default_grass_footstep.1.ogg
default_place_node.1.ogg
default_place_node.2.ogg
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
default_sand_footstep.1.ogg
default_sand_footstep.2.ogg
default_wood_footstep.1.ogg
default_wood_footstep.2.ogg
default_dirt_footstep.1.ogg
default_dirt_footstep.2.ogg
default_glass_footstep.ogg

View File

@ -1,10 +1,7 @@
-- legacy (Minetest 0.4 mod)
-- Provides as much backwards-compatibility as feasible
--
-- Aliases to support loading 0.3 and old 0.4 worlds and inventories
--
-- mods/default/aliases.lua
-- Aliases to support loading worlds using nodes following the old naming convention
-- These can also be helpful when using chat commands, for example /giveme
minetest.register_alias("stone", "default:stone")
minetest.register_alias("stone_with_coal", "default:stone_with_coal")
minetest.register_alias("stone_with_iron", "default:stone_with_iron")
@ -26,7 +23,7 @@ minetest.register_alias("bookshelf", "default:bookshelf")
minetest.register_alias("glass", "default:glass")
minetest.register_alias("wooden_fence", "default:fence_wood")
minetest.register_alias("rail", "default:rail")
minetest.register_alias("ladder", "default:ladder")
minetest.register_alias("ladder", "default:ladder_wood")
minetest.register_alias("wood", "default:wood")
minetest.register_alias("mese", "default:mese")
minetest.register_alias("cloud", "default:cloud")
@ -35,7 +32,7 @@ minetest.register_alias("water_source", "default:water_source")
minetest.register_alias("lava_flowing", "default:lava_flowing")
minetest.register_alias("lava_source", "default:lava_source")
minetest.register_alias("torch", "default:torch")
minetest.register_alias("sign_wall", "default:sign_wall")
minetest.register_alias("sign_wall", "default:sign_wall_wood")
minetest.register_alias("furnace", "default:furnace")
minetest.register_alias("chest", "default:chest")
minetest.register_alias("locked_chest", "default:chest_locked")
@ -69,64 +66,15 @@ minetest.register_alias("lump_of_iron", "default:iron_lump")
minetest.register_alias("lump_of_clay", "default:clay_lump")
minetest.register_alias("steel_ingot", "default:steel_ingot")
minetest.register_alias("clay_brick", "default:clay_brick")
minetest.register_alias("scorched_stuff", "default:scorched_stuff")
minetest.register_alias("snow", "default:snow")
--
-- Old items
--
-- 'mese_block' was used for a while for the block form of mese
minetest.register_alias("default:mese_block", "default:mese")
minetest.register_craftitem(":rat", {
description = "Rat",
inventory_image = "rat.png",
on_drop = function(item, dropper, pos)
minetest.env:add_rat(pos)
item:take_item()
return item
end,
on_place = function(item, dropped, pointed)
pos = minetest.get_pointed_thing_position(pointed, true)
if pos ~= nil then
minetest.env:add_rat(pos)
item:take_item()
return item
end
end
})
-- Aliases for corrected pine node names
minetest.register_alias("default:pinetree", "default:pine_tree")
minetest.register_alias("default:pinewood", "default:pine_wood")
minetest.register_craftitem(":cooked_rat", {
description = "Cooked rat",
inventory_image = "cooked_rat.png",
on_use = minetest.item_eat(6),
})
minetest.register_alias("default:ladder", "default:ladder_wood")
minetest.register_alias("default:sign_wall", "default:sign_wall_wood")
minetest.register_craftitem(":firefly", {
description = "Firefly",
inventory_image = "firefly.png",
on_drop = function(item, dropper, pos)
minetest.env:add_firefly(pos)
item:take_item()
return item
end,
on_place = function(item, dropped, pointed)
pos = minetest.get_pointed_thing_position(pointed, true)
if pos ~= nil then
minetest.env:add_firefly(pos)
item:take_item()
return item
end
end
})
minetest.register_craft({
type = "cooking",
output = "cooked_rat",
recipe = "rat",
})
minetest.register_craft({
type = "cooking",
output = "scorched_stuff",
recipe = "cooked_rat",
})
-- END

887
mods/default/crafting.lua Normal file
View File

@ -0,0 +1,887 @@
-- mods/default/crafting.lua
minetest.register_craft({
output = 'default:wood 4',
recipe = {
{'default:tree'},
}
})
minetest.register_craft({
output = 'default:junglewood 4',
recipe = {
{'default:jungletree'},
}
})
minetest.register_craft({
output = 'default:pine_wood 4',
recipe = {
{'default:pine_tree'},
}
})
minetest.register_craft({
output = 'default:acacia_wood 4',
recipe = {
{'default:acacia_tree'},
}
})
minetest.register_craft({
output = 'default:aspen_wood 4',
recipe = {
{'default:aspen_tree'},
}
})
minetest.register_craft({
output = 'default:stick 4',
recipe = {
{'group:wood'},
}
})
minetest.register_craft({
output = 'default:sign_wall_steel 3',
recipe = {
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:sign_wall_wood 3',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:torch 4',
recipe = {
{'default:coal_lump'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:pick_wood',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'', 'group:stick', ''},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:pick_stone',
recipe = {
{'group:stone', 'group:stone', 'group:stone'},
{'', 'group:stick', ''},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:pick_steel',
recipe = {
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'', 'group:stick', ''},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:pick_bronze',
recipe = {
{'default:bronze_ingot', 'default:bronze_ingot', 'default:bronze_ingot'},
{'', 'group:stick', ''},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:pick_mese',
recipe = {
{'default:mese_crystal', 'default:mese_crystal', 'default:mese_crystal'},
{'', 'group:stick', ''},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:pick_diamond',
recipe = {
{'default:diamond', 'default:diamond', 'default:diamond'},
{'', 'group:stick', ''},
{'', 'group:stick', ''},
}
})
minetest.register_craft({
output = 'default:shovel_wood',
recipe = {
{'group:wood'},
{'group:stick'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:shovel_stone',
recipe = {
{'group:stone'},
{'group:stick'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:shovel_steel',
recipe = {
{'default:steel_ingot'},
{'group:stick'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:shovel_bronze',
recipe = {
{'default:bronze_ingot'},
{'group:stick'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:shovel_mese',
recipe = {
{'default:mese_crystal'},
{'group:stick'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:shovel_diamond',
recipe = {
{'default:diamond'},
{'group:stick'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:axe_wood',
recipe = {
{'group:wood', 'group:wood'},
{'group:wood', 'group:stick'},
{'', 'group:stick'},
}
})
minetest.register_craft({
output = 'default:axe_stone',
recipe = {
{'group:stone', 'group:stone'},
{'group:stone', 'group:stick'},
{'', 'group:stick'},
}
})
minetest.register_craft({
output = 'default:axe_steel',
recipe = {
{'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'group:stick'},
{'', 'group:stick'},
}
})
minetest.register_craft({
output = 'default:axe_bronze',
recipe = {
{'default:bronze_ingot', 'default:bronze_ingot'},
{'default:bronze_ingot', 'group:stick'},
{'', 'group:stick'},
}
})
minetest.register_craft({
output = 'default:axe_mese',
recipe = {
{'default:mese_crystal', 'default:mese_crystal'},
{'default:mese_crystal', 'group:stick'},
{'', 'group:stick'},
}
})
minetest.register_craft({
output = 'default:axe_diamond',
recipe = {
{'default:diamond', 'default:diamond'},
{'default:diamond', 'group:stick'},
{'', 'group:stick'},
}
})
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 = {
{'group:wood'},
{'group:wood'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:sword_stone',
recipe = {
{'group:stone'},
{'group:stone'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:sword_steel',
recipe = {
{'default:steel_ingot'},
{'default:steel_ingot'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:sword_bronze',
recipe = {
{'default:bronze_ingot'},
{'default:bronze_ingot'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:sword_mese',
recipe = {
{'default:mese_crystal'},
{'default:mese_crystal'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:sword_diamond',
recipe = {
{'default:diamond'},
{'default:diamond'},
{'group:stick'},
}
})
minetest.register_craft({
output = 'default:rail 24',
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
{'default:steel_ingot', 'group:stick', 'default:steel_ingot'},
{'default:steel_ingot', '', 'default:steel_ingot'},
}
})
minetest.register_craft({
output = 'default:chest',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', '', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
}
})
minetest.register_craft({
output = 'default:chest_locked',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'group:wood', 'default:steel_ingot', 'group:wood'},
{'group:wood', 'group:wood', 'group:wood'},
}
})
minetest.register_craft({
output = 'default:furnace',
recipe = {
{'group:stone', 'group:stone', 'group:stone'},
{'group:stone', '', 'group:stone'},
{'group:stone', 'group:stone', 'group:stone'},
}
})
minetest.register_craft({
type = "shapeless",
output = "default:bronze_ingot",
recipe = {"default:steel_ingot", "default:copper_ingot"},
})
minetest.register_craft({
output = 'default:coalblock',
recipe = {
{'default:coal_lump', 'default:coal_lump', 'default:coal_lump'},
{'default:coal_lump', 'default:coal_lump', 'default:coal_lump'},
{'default:coal_lump', 'default:coal_lump', 'default:coal_lump'},
}
})
minetest.register_craft({
output = 'default:coal_lump 9',
recipe = {
{'default:coalblock'},
}
})
minetest.register_craft({
output = 'default:steelblock',
recipe = {
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
}
})
minetest.register_craft({
output = 'default:steel_ingot 9',
recipe = {
{'default:steelblock'},
}
})
minetest.register_craft({
output = 'default:copperblock',
recipe = {
{'default:copper_ingot', 'default:copper_ingot', 'default:copper_ingot'},
{'default:copper_ingot', 'default:copper_ingot', 'default:copper_ingot'},
{'default:copper_ingot', 'default:copper_ingot', 'default:copper_ingot'},
}
})
minetest.register_craft({
output = 'default:copper_ingot 9',
recipe = {
{'default:copperblock'},
}
})
minetest.register_craft({
output = 'default:bronzeblock',
recipe = {
{'default:bronze_ingot', 'default:bronze_ingot', 'default:bronze_ingot'},
{'default:bronze_ingot', 'default:bronze_ingot', 'default:bronze_ingot'},
{'default:bronze_ingot', 'default:bronze_ingot', 'default:bronze_ingot'},
}
})
minetest.register_craft({
output = 'default:bronze_ingot 9',
recipe = {
{'default:bronzeblock'},
}
})
minetest.register_craft({
output = 'default:goldblock',
recipe = {
{'default:gold_ingot', 'default:gold_ingot', 'default:gold_ingot'},
{'default:gold_ingot', 'default:gold_ingot', 'default:gold_ingot'},
{'default:gold_ingot', 'default:gold_ingot', 'default:gold_ingot'},
}
})
minetest.register_craft({
output = 'default:gold_ingot 9',
recipe = {
{'default:goldblock'},
}
})
minetest.register_craft({
output = 'default:diamondblock',
recipe = {
{'default:diamond', 'default:diamond', 'default:diamond'},
{'default:diamond', 'default:diamond', 'default:diamond'},
{'default:diamond', 'default:diamond', 'default:diamond'},
}
})
minetest.register_craft({
output = 'default:diamond 9',
recipe = {
{'default:diamondblock'},
}
})
minetest.register_craft({
output = 'default:sandstone',
recipe = {
{'group:sand', 'group:sand'},
{'group:sand', 'group:sand'},
}
})
minetest.register_craft({
output = 'default:sand 4',
recipe = {
{'default:sandstone'},
}
})
minetest.register_craft({
output = 'default:sandstonebrick 4',
recipe = {
{'default:sandstone', 'default:sandstone'},
{'default:sandstone', 'default:sandstone'},
}
})
minetest.register_craft({
output = 'default:clay',
recipe = {
{'default:clay_lump', 'default:clay_lump'},
{'default:clay_lump', 'default:clay_lump'},
}
})
minetest.register_craft({
output = 'default:clay_lump 4',
recipe = {
{'default:clay'},
}
})
minetest.register_craft({
output = 'default:brick',
recipe = {
{'default:clay_brick', 'default:clay_brick'},
{'default:clay_brick', 'default:clay_brick'},
}
})
minetest.register_craft({
output = 'default:clay_brick 4',
recipe = {
{'default:brick'},
}
})
minetest.register_craft({
output = 'default:paper',
recipe = {
{'default:papyrus', 'default:papyrus', 'default:papyrus'},
}
})
minetest.register_craft({
output = 'default:book',
recipe = {
{'default:paper'},
{'default:paper'},
{'default:paper'},
}
})
minetest.register_craft({
output = 'default:bookshelf',
recipe = {
{'group:wood', 'group:wood', 'group:wood'},
{'default:book', 'default:book', 'default:book'},
{'group:wood', 'group:wood', 'group:wood'},
}
})
minetest.register_craft({
output = 'default:ladder_wood 3',
recipe = {
{'group:stick', '', 'group:stick'},
{'group:stick', 'group:stick', 'group:stick'},
{'group:stick', '', 'group:stick'},
}
})
minetest.register_craft({
output = 'default:ladder_steel 15',
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
{'default:steel_ingot', 'default:steel_ingot', 'default:steel_ingot'},
{'default:steel_ingot', '', 'default:steel_ingot'},
}
})
minetest.register_craft({
output = 'default:mese',
recipe = {
{'default:mese_crystal', 'default:mese_crystal', 'default:mese_crystal'},
{'default:mese_crystal', 'default:mese_crystal', 'default:mese_crystal'},
{'default:mese_crystal', 'default:mese_crystal', 'default:mese_crystal'},
}
})
minetest.register_craft({
output = 'default:mese_crystal 9',
recipe = {
{'default:mese'},
}
})
minetest.register_craft({
output = 'default:mese_crystal_fragment 9',
recipe = {
{'default:mese_crystal'},
}
})
minetest.register_craft({
output = 'default:meselamp 1',
recipe = {
{'', 'default:mese_crystal',''},
{'default:mese_crystal', 'default:glass', 'default:mese_crystal'},
}
})
minetest.register_craft({
output = 'default:obsidian_shard 9',
recipe = {
{'default:obsidian'}
}
})
minetest.register_craft({
output = 'default:obsidian',
recipe = {
{'default:obsidian_shard', 'default:obsidian_shard', 'default:obsidian_shard'},
{'default:obsidian_shard', 'default:obsidian_shard', 'default:obsidian_shard'},
{'default:obsidian_shard', 'default:obsidian_shard', 'default:obsidian_shard'},
}
})
minetest.register_craft({
output = 'default:obsidianbrick 4',
recipe = {
{'default:obsidian', 'default:obsidian'},
{'default:obsidian', 'default:obsidian'}
}
})
minetest.register_craft({
output = 'default:stonebrick 4',
recipe = {
{'default:stone', 'default:stone'},
{'default:stone', 'default:stone'},
}
})
minetest.register_craft({
output = 'default:desert_stonebrick 4',
recipe = {
{'default:desert_stone', 'default:desert_stone'},
{'default:desert_stone', 'default:desert_stone'},
}
})
minetest.register_craft({
output = 'default:snowblock',
recipe = {
{'default:snow', 'default:snow', 'default:snow'},
{'default:snow', 'default:snow', 'default:snow'},
{'default:snow', 'default:snow', 'default:snow'},
}
})
minetest.register_craft({
output = 'default:snow 9',
recipe = {
{'default:snowblock'},
}
})
--
-- Crafting (tool repair)
--
minetest.register_craft({
type = "toolrepair",
additional_wear = -0.02,
})
--
-- Cooking recipes
--
minetest.register_craft({
type = "cooking",
output = "default:glass",
recipe = "group:sand",
})
minetest.register_craft({
type = "cooking",
output = "default:obsidian_glass",
recipe = "default:obsidian_shard",
})
minetest.register_craft({
type = "cooking",
output = "default:stone",
recipe = "default:cobble",
})
minetest.register_craft({
type = "cooking",
output = "default:stone",
recipe = "default:mossycobble",
})
minetest.register_craft({
type = "cooking",
output = "default:desert_stone",
recipe = "default:desert_cobble",
})
minetest.register_craft({
type = "cooking",
output = "default:steel_ingot",
recipe = "default:iron_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:copper_ingot",
recipe = "default:copper_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:gold_ingot",
recipe = "default:gold_lump",
})
minetest.register_craft({
type = "cooking",
output = "default:clay_brick",
recipe = "default:clay_lump",
})
--
-- Fuels
--
minetest.register_craft({
type = "fuel",
recipe = "group:tree",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:junglegrass",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "group:leaves",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:cactus",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:papyrus",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:bookshelf",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_wood",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_acacia_wood",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_junglewood",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_pine_wood",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:fence_aspen_wood",
burntime = 15,
})
minetest.register_craft({
type = "fuel",
recipe = "default:ladder_wood",
burntime = 5,
})
minetest.register_craft({
type = "fuel",
recipe = "group:wood",
burntime = 7,
})
minetest.register_craft({
type = "fuel",
recipe = "default:lava_source",
burntime = 60,
})
minetest.register_craft({
type = "fuel",
recipe = "default:torch",
burntime = 4,
})
minetest.register_craft({
type = "fuel",
recipe = "default:sign_wall_wood",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "default:chest",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:chest_locked",
burntime = 30,
})
minetest.register_craft({
type = "fuel",
recipe = "default:nyancat",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "default:nyancat_rainbow",
burntime = 1,
})
minetest.register_craft({
type = "fuel",
recipe = "group:sapling",
burntime = 10,
})
minetest.register_craft({
type = "fuel",
recipe = "default:apple",
burntime = 3,
})
minetest.register_craft({
type = "fuel",
recipe = "default:coal_lump",
burntime = 40,
})
minetest.register_craft({
type = "fuel",
recipe = "default:coalblock",
burntime = 370,
})
minetest.register_craft({
type = "fuel",
recipe = "default:grass_1",
burntime = 2,
})
minetest.register_craft({
type = "fuel",
recipe = "default:dry_grass_1",
burntime = 2,
})

249
mods/default/craftitems.lua Normal file
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-- mods/default/craftitems.lua
minetest.register_craftitem("default:stick", {
description = "Stick",
inventory_image = "default_stick.png",
groups = {stick = 1},
})
minetest.register_craftitem("default:paper", {
description = "Paper",
inventory_image = "default_paper.png",
})
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 formspec, title, text, owner = "", "", "", player_name
local page, page_max, lines, string = 1, 1, {}, ""
if data then
title = data.title
text = data.text
owner = data.owner
for str in (text .. "\n"):gmatch("([^\n]*)[\n]") do
lines[#lines+1] = str
end
if data.page then
page = data.page
page_max = data.page_max
for i = ((lpp * page) - lpp) + 1, lpp * page do
if not lines[i] then break end
string = string .. lines[i] .. "\n"
end
end
end
if owner == player_name then
formspec = "size[8,8]" .. default.gui_bg ..
default.gui_bg_img ..
"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 ..
"label[0.5,0.5;by " .. owner .. "]" ..
"tablecolumns[color;text]" ..
"tableoptions[background=#00000000;highlight=#00000000;border=false]" ..
"table[0.4,0;7,0.5;title;#FFFF00," .. minetest.formspec_escape(title) .. "]" ..
"textarea[0.5,1.5;7.5,7;;" ..
minetest.formspec_escape(string ~= "" and string or text) .. ";]" ..
"button[2.4,7.6;0.8,0.8;book_prev;<]" ..
"label[3.2,7.7;Page " .. page .. " of " .. page_max .. "]" ..
"button[4.9,7.6;0.8,0.8;book_next;>]"
end
minetest.show_formspec(player_name, "default:book", formspec)
end
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
local new_stack, data
if stack:get_name() ~= "default:book_written" then
local count = stack:get_count()
if count == 1 then
stack:set_name("default:book_written")
else
stack:set_count(count - 1)
new_stack = ItemStack("default:book_written")
end
else
data = minetest.deserialize(stack:get_metadata())
end
if not data then data = {} end
data.title = fields.title
data.text = fields.text
data.text_len = #data.text
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)
if inv:room_for_item("main", new_stack) then
inv:add_item("main", new_stack)
else
minetest.add_item(player:getpos(), new_stack)
end
else
stack:set_metadata(data_str)
end
elseif fields.book_next or fields.book_prev then
local data = minetest.deserialize(stack:get_metadata())
if not data.page then return end
if fields.book_next then
data.page = data.page + 1
if data.page > data.page_max then
data.page = 1
end
else
data.page = data.page - 1
if data.page == 0 then
data.page = data.page_max
end
end
local data_str = minetest.serialize(data)
stack:set_metadata(data_str)
book_on_use(stack, player)
end
player:set_wielded_item(stack)
end)
minetest.register_craftitem("default:book", {
description = "Book",
inventory_image = "default_book.png",
groups = {book = 1},
on_use = book_on_use,
})
minetest.register_craftitem("default:book_written", {
description = "Book With Text",
inventory_image = "default_book_written.png",
groups = {book = 1, not_in_creative_inventory = 1},
stack_max = 1,
on_use = book_on_use,
})
minetest.register_craft({
type = "shapeless",
output = "default:book_written",
recipe = {"default:book", "default:book_written"}
})
minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv)
if itemstack:get_name() ~= "default:book_written" then
return
end
local copy = ItemStack("default:book_written")
local original
local index
for i = 1, player:get_inventory():get_size("craft") do
if old_craft_grid[i]:get_name() == "default:book_written" then
original = old_craft_grid[i]
index = i
end
end
if not original then
return
end
local copymeta = original:get_metadata()
-- copy of the book held by player's mouse cursor
itemstack:set_metadata(copymeta)
-- put the book with metadata back in the craft grid
craft_inv:set_stack("craft", index, original)
end)
minetest.register_craftitem("default:coal_lump", {
description = "Coal Lump",
inventory_image = "default_coal_lump.png",
groups = {coal = 1}
})
minetest.register_craftitem("default:iron_lump", {
description = "Iron Lump",
inventory_image = "default_iron_lump.png",
})
minetest.register_craftitem("default:copper_lump", {
description = "Copper Lump",
inventory_image = "default_copper_lump.png",
})
minetest.register_craftitem("default:mese_crystal", {
description = "Mese Crystal",
inventory_image = "default_mese_crystal.png",
})
minetest.register_craftitem("default:gold_lump", {
description = "Gold Lump",
inventory_image = "default_gold_lump.png",
})
minetest.register_craftitem("default:diamond", {
description = "Diamond",
inventory_image = "default_diamond.png",
})
minetest.register_craftitem("default:clay_lump", {
description = "Clay Lump",
inventory_image = "default_clay_lump.png",
})
minetest.register_craftitem("default:steel_ingot", {
description = "Steel Ingot",
inventory_image = "default_steel_ingot.png",
})
minetest.register_craftitem("default:copper_ingot", {
description = "Copper Ingot",
inventory_image = "default_copper_ingot.png",
})
minetest.register_craftitem("default:bronze_ingot", {
description = "Bronze Ingot",
inventory_image = "default_bronze_ingot.png",
})
minetest.register_craftitem("default:gold_ingot", {
description = "Gold Ingot",
inventory_image = "default_gold_ingot.png"
})
minetest.register_craftitem("default:mese_crystal_fragment", {
description = "Mese Crystal Fragment",
inventory_image = "default_mese_crystal_fragment.png",
})
minetest.register_craftitem("default:clay_brick", {
description = "Clay Brick",
inventory_image = "default_clay_brick.png",
})
minetest.register_craftitem("default:obsidian_shard", {
description = "Obsidian Shard",
inventory_image = "default_obsidian_shard.png",
})
minetest.register_craftitem("default:flint", {
description = "Flint",
inventory_image = "default_flint.png"
})

477
mods/default/functions.lua Normal file
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-- mods/default/functions.lua
--
-- Sounds
--
function default.node_sound_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "", gain = 1.0}
table.dug = table.dug or
{name = "default_dug_node", gain = 0.25}
table.place = table.place or
{name = "default_place_node_hard", gain = 1.0}
return table
end
function default.node_sound_stone_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_hard_footstep", gain = 0.5}
table.dug = table.dug or
{name = "default_hard_footstep", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_dirt_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_dirt_footstep", gain = 1.0}
table.dug = table.dug or
{name = "default_dirt_footstep", gain = 1.5}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_sand_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_sand_footstep", gain = 0.12}
table.dug = table.dug or
{name = "default_sand_footstep", gain = 0.24}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_gravel_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_gravel_footstep", gain = 0.5}
table.dug = table.dug or
{name = "default_gravel_footstep", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_wood_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_wood_footstep", gain = 0.5}
table.dug = table.dug or
{name = "default_wood_footstep", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_leaves_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_grass_footstep", gain = 0.35}
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)
return table
end
function default.node_sound_glass_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_glass_footstep", gain = 0.5}
table.dug = table.dug or
{name = "default_break_glass", gain = 1.0}
default.node_sound_defaults(table)
return table
end
--
-- Lavacooling
--
default.cool_lava = function(pos, node)
if node.name == "default:lava_source" then
minetest.set_node(pos, {name = "default:obsidian"})
else -- Lava flowing
minetest.set_node(pos, {name = "default:stone"})
end
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
minetest.register_abm({
nodenames = {"default:lava_source", "default:lava_flowing"},
neighbors = {"group:water"},
interval = 1,
chance = 1,
catch_up = false,
action = function(...)
default.cool_lava(...)
end,
})
--
-- optimized helper to put all items in an inventory into a drops list
--
function default.get_inventory_drops(pos, inventory, drops)
local inv = minetest.get_meta(pos):get_inventory()
local n = #drops
for i = 1, inv:get_size(inventory) do
local stack = inv:get_stack(inventory, i)
if stack:get_count() > 0 then
drops[n+1] = stack:to_table()
n = n + 1
end
end
end
--
-- Papyrus and cactus growing
--
-- wrapping the functions in abm action is necessary to make overriding them possible
function default.grow_cactus(pos, node)
if node.param2 >= 4 then
return
end
pos.y = pos.y - 1
if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then
return
end
pos.y = pos.y + 1
local height = 0
while node.name == "default:cactus" and height < 4 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height == 4 or node.name ~= "air" then
return
end
minetest.set_node(pos, {name = "default:cactus"})
return true
end
function default.grow_papyrus(pos, node)
pos.y = pos.y - 1
local name = minetest.get_node(pos).name
if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then
return
end
if not minetest.find_node_near(pos, 3, {"group:water"}) then
return
end
pos.y = pos.y + 1
local height = 0
while node.name == "default:papyrus" and height < 4 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height == 4 or node.name ~= "air" then
return
end
minetest.set_node(pos, {name = "default:papyrus"})
return true
end
minetest.register_abm({
nodenames = {"default:cactus"},
neighbors = {"group:sand"},
interval = 12,
chance = 83,
action = function(...)
default.grow_cactus(...)
end
})
minetest.register_abm({
nodenames = {"default:papyrus"},
neighbors = {"default:dirt", "default:dirt_with_grass"},
interval = 14,
chance = 71,
action = function(...)
default.grow_papyrus(...)
end
})
--
-- dig upwards
--
function default.dig_up(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y + 1, z = pos.z}
local nn = minetest.get_node(np)
if nn.name == node.name then
minetest.node_dig(np, nn, digger)
end
end
--
-- Fence registration helper
--
function default.register_fence(name, def)
minetest.register_craft({
output = name .. " 4",
recipe = {
{ def.material, 'group:stick', def.material },
{ def.material, 'group:stick', def.material },
}
})
local fence_texture = "default_fence_overlay.png^" .. def.texture ..
"^default_fence_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden
local default_fields = {
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {{-1/8, -1/2, -1/8, 1/8, 1/2, 1/8}},
-- connect_top =
-- connect_bottom =
connect_front = {{-1/16,3/16,-1/2,1/16,5/16,-1/8},
{-1/16,-5/16,-1/2,1/16,-3/16,-1/8}},
connect_left = {{-1/2,3/16,-1/16,-1/8,5/16,1/16},
{-1/2,-5/16,-1/16,-1/8,-3/16,1/16}},
connect_back = {{-1/16,3/16,1/8,1/16,5/16,1/2},
{-1/16,-5/16,1/8,1/16,-3/16,1/2}},
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"},
inventory_image = fence_texture,
wield_image = fence_texture,
tiles = {def.texture},
sunlight_propagates = true,
is_ground_content = false,
groups = {},
}
for k, v in pairs(default_fields) do
if not def[k] 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
--
-- Leafdecay
--
default.leafdecay_trunk_cache = {}
default.leafdecay_enable_cache = true
-- Spread the load of finding trunks
default.leafdecay_trunk_find_allow_accumulator = 0
minetest.register_globalstep(function(dtime)
local finds_per_second = 5000
default.leafdecay_trunk_find_allow_accumulator =
math.floor(dtime * finds_per_second)
end)
default.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
if placer and not placer:get_player_control().sneak then
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
end
end
minetest.register_abm({
nodenames = {"group:leafdecay"},
neighbors = {"air", "group:liquid"},
-- A low interval and a high inverse chance spreads the load
interval = 2,
chance = 5,
action = function(p0, node, _, _)
--print("leafdecay ABM at "..p0.x..", "..p0.y..", "..p0.z..")")
local do_preserve = false
local d = minetest.registered_nodes[node.name].groups.leafdecay
if not d or d == 0 then
--print("not groups.leafdecay")
return
end
local n0 = minetest.get_node(p0)
if n0.param2 ~= 0 then
--print("param2 ~= 0")
return
end
local p0_hash = nil
if default.leafdecay_enable_cache then
p0_hash = minetest.hash_node_position(p0)
local trunkp = default.leafdecay_trunk_cache[p0_hash]
if trunkp then
local n = minetest.get_node(trunkp)
local reg = minetest.registered_nodes[n.name]
-- Assume ignore is a trunk, to make the thing
-- work at the border of the active area
if n.name == "ignore" or (reg and reg.groups.tree and
reg.groups.tree ~= 0) then
--print("cached trunk still exists")
return
end
--print("cached trunk is invalid")
-- Cache is invalid
table.remove(default.leafdecay_trunk_cache, p0_hash)
end
end
if default.leafdecay_trunk_find_allow_accumulator <= 0 then
return
end
default.leafdecay_trunk_find_allow_accumulator =
default.leafdecay_trunk_find_allow_accumulator - 1
-- Assume ignore is a trunk, to make the thing
-- work at the border of the active area
local p1 = minetest.find_node_near(p0, d, {"ignore", "group:tree"})
if p1 then
do_preserve = true
if default.leafdecay_enable_cache then
--print("caching trunk")
-- Cache the trunk
default.leafdecay_trunk_cache[p0_hash] = p1
end
end
if not do_preserve then
-- Drop stuff other than the node itself
local itemstacks = minetest.get_node_drops(n0.name)
for _, itemname in ipairs(itemstacks) do
if minetest.get_item_group(n0.name, "leafdecay_drop") ~= 0 or
itemname ~= n0.name then
local p_drop = {
x = p0.x - 0.5 + math.random(),
y = p0.y - 0.5 + math.random(),
z = p0.z - 0.5 + math.random(),
}
minetest.add_item(p_drop, itemname)
end
end
-- Remove node
minetest.remove_node(p0)
nodeupdate(p0)
end
end
})
--
-- Convert dirt to something that fits the environment
--
minetest.register_abm({
nodenames = {"default:dirt"},
neighbors = {
"default:dirt_with_grass",
"default:dirt_with_dry_grass",
"default:dirt_with_snow",
"group:grass",
"group:dry_grass",
"default:snow",
},
interval = 6,
chance = 67,
catch_up = false,
action = function(pos, node)
-- Most likely case, half the time it's too dark for this.
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if (minetest.get_node_light(above) or 0) < 13 then
return
end
-- Look for likely neighbors.
local p2 = minetest.find_node_near(pos, 1, {"default:dirt_with_grass",
"default:dirt_with_dry_grass", "default:dirt_with_snow"})
if p2 then
-- But the node needs to be under air in this case.
local n2 = minetest.get_node(above)
if n2 and n2.name == "air" then
local n3 = minetest.get_node(p2)
minetest.set_node(pos, {name = n3.name})
return
end
end
-- Anything on top?
local n2 = minetest.get_node(above)
if not n2 then
return
end
local name = n2.name
-- Snow check is cheapest, so comes first.
if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
-- Most likely case first.
elseif minetest.get_item_group(name, "grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
end
end
})
--
-- Grass and dry grass removed in darkness
--
minetest.register_abm({
nodenames = {
"default:dirt_with_grass",
"default:dirt_with_dry_grass",
"default:dirt_with_snow",
},
interval = 8,
chance = 50,
catch_up = false,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or
nodedef.paramtype == "light") and
nodedef.liquidtype == "none") then
minetest.set_node(pos, {name = "default:dirt"})
end
end
})
--
-- Moss growth on cobble near water
--
minetest.register_abm({
nodenames = {"default:cobble"},
neighbors = {"group:water"},
interval = 16,
chance = 200,
catch_up = false,
action = function(pos, node)
minetest.set_node(pos, {name = "default:mossycobble"})
end
})

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--
-- 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;]"..
"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[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]"..
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]"..
default.get_hotbar_bg(0, 4.25)
--
-- Node callback functions that are the same for active and inactive furnace
--
local function can_dig(pos, player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("fuel") and inv:is_empty("dst") and inv:is_empty("src")
end
local function allow_metadata_inventory_put(pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
if listname == "fuel" then
if minetest.get_craft_result({method="fuel", width=1, items={stack}}).time ~= 0 then
if inv:is_empty("src") then
meta:set_string("infotext", "Furnace is empty")
end
return stack:get_count()
else
return 0
end
elseif listname == "src" then
return stack:get_count()
elseif listname == "dst" then
return 0
end
end
local function allow_metadata_inventory_move(pos, from_list, from_index, to_list, to_index, count, player)
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local stack = inv:get_stack(from_list, from_index)
return allow_metadata_inventory_put(pos, to_list, to_index, stack, player)
end
local function allow_metadata_inventory_take(pos, listname, index, stack, player)
if minetest.is_protected(pos, player:get_player_name()) then
return 0
end
return stack:get_count()
end
local function swap_node(pos, name)
local node = minetest.get_node(pos)
if node.name == name then
return
end
node.name = name
minetest.swap_node(pos, node)
end
local function furnace_node_timer(pos, elapsed)
--
-- Inizialize metadata
--
local meta = minetest.get_meta(pos)
local fuel_time = meta:get_float("fuel_time") or 0
local src_time = meta:get_float("src_time") or 0
local fuel_totaltime = meta:get_float("fuel_totaltime") or 0
local inv = meta:get_inventory()
local srclist = inv:get_list("src")
local fuellist = inv:get_list("fuel")
local dstlist = inv:get_list("dst")
--
-- Cooking
--
-- Check if we have cookable content
local cooked, aftercooked = minetest.get_craft_result({method = "cooking", width = 1, items = srclist})
local cookable = true
if cooked.time == 0 then
cookable = false
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 + 1
-- If there is a cookable item then check if it is ready yet
if cookable then
src_time = src_time + 1
if src_time >= cooked.time then
-- Place result in dst list if possible
if inv:room_for_item("dst", cooked.item) then
inv:add_item("dst", cooked.item)
inv:set_stack("src", 1, aftercooked.items[1])
src_time = 0
end
end
end
else
-- Furnace ran out of fuel
if cookable then
-- We need to get new fuel
local fuel, afterfuel = minetest.get_craft_result({method = "fuel", width = 1, items = fuellist})
if fuel.time == 0 then
-- No valid fuel in fuel list
fuel_totaltime = 0
fuel_time = 0
src_time = 0
else
-- Take fuel from fuel list
inv:set_stack("fuel", 1, afterfuel.items[1])
fuel_totaltime = fuel.time
fuel_time = 0
end
else
-- We don't need to get new fuel since there is no cookable item
fuel_totaltime = 0
fuel_time = 0
src_time = 0
end
end
--
-- Update formspec, infotext and node
--
local formspec = inactive_formspec
local item_state = ""
local item_percent = 0
if cookable then
item_percent = math.floor(src_time / cooked.time * 100)
item_state = item_percent .. "%"
else
if srclist[1]:is_empty() then
item_state = "Empty"
else
item_state = "Not cookable"
end
end
local fuel_state = "Empty"
local active = "inactive "
local result = false
if fuel_time <= fuel_totaltime and fuel_totaltime ~= 0 then
active = "active "
local fuel_percent = math.floor(fuel_time / fuel_totaltime * 100)
fuel_state = fuel_percent .. "%"
formspec = active_formspec(fuel_percent, item_percent)
swap_node(pos, "default:furnace_active")
-- make sure timer restarts automatically
result = true
else
if not fuellist[1]:is_empty() then
fuel_state = "0%"
end
swap_node(pos, "default:furnace")
-- stop timer on the inactive furnace
local timer = minetest.get_node_timer(pos)
timer:stop()
end
local infotext = "Furnace " .. active .. "(Item: " .. item_state .. "; Fuel: " .. fuel_state .. ")"
--
-- Set meta values
--
meta:set_float("fuel_totaltime", fuel_totaltime)
meta:set_float("fuel_time", fuel_time)
meta:set_float("src_time", src_time)
meta:set_string("formspec", formspec)
meta:set_string("infotext", infotext)
return result
end
--
-- Node definitions
--
minetest.register_node("default:furnace", {
description = "Furnace",
tiles = {
"default_furnace_top.png", "default_furnace_bottom.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png", "default_furnace_front.png"
},
paramtype2 = "facedir",
groups = {cracky=2},
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
can_dig = can_dig,
on_timer = furnace_node_timer,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", inactive_formspec)
local inv = meta:get_inventory()
inv:set_size('src', 1)
inv:set_size('fuel', 1)
inv:set_size('dst', 4)
end,
on_metadata_inventory_move = function(pos)
local timer = minetest.get_node_timer(pos)
timer:start(1.0)
end,
on_metadata_inventory_put = function(pos)
-- start timer function, it will sort out whether furnace can burn or not.
local timer = minetest.get_node_timer(pos)
timer:start(1.0)
end,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "src", drops)
default.get_inventory_drops(pos, "fuel", drops)
default.get_inventory_drops(pos, "dst", drops)
drops[#drops+1] = "default:furnace"
minetest.remove_node(pos)
return drops
end,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_take = allow_metadata_inventory_take,
})
minetest.register_node("default:furnace_active", {
description = "Furnace",
tiles = {
"default_furnace_top.png", "default_furnace_bottom.png",
"default_furnace_side.png", "default_furnace_side.png",
"default_furnace_side.png",
{
image = "default_furnace_front_active.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1.5
},
}
},
paramtype2 = "facedir",
light_source = 8,
drop = "default:furnace",
groups = {cracky=2, not_in_creative_inventory=1},
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_stone_defaults(),
on_timer = furnace_node_timer,
can_dig = can_dig,
allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_take = allow_metadata_inventory_take,
})

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-- minetest/default/leafdecay.lua
-- To enable leaf decay for a node, add it to the "leafdecay" group.
--
-- The rating of the group determines how far from a node in the group "tree"
-- the node can be without decaying.
--
-- 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.
default.leafdecay_trunk_cache = {}
default.leafdecay_enable_cache = true
-- Spread the load of finding trunks
default.leafdecay_trunk_find_allow_accumulator = 0
minetest.register_globalstep(function(dtime)
local finds_per_second = 5000
default.leafdecay_trunk_find_allow_accumulator =
math.floor(dtime * finds_per_second)
end)
minetest.register_abm({
nodenames = {"group:leafdecay"},
neighbors = {"air", "group:liquid"},
-- A low interval and a high inverse chance spreads the load
interval = 2,
chance = 5,
action = function(p0, node, _, _)
--print("leafdecay ABM at "..p0.x..", "..p0.y..", "..p0.z..")")
local do_preserve = false
local d = minetest.registered_nodes[node.name].groups.leafdecay
if not d or d == 0 then
--print("not groups.leafdecay")
return
end
local n0 = minetest.env:get_node(p0)
if n0.param2 ~= 0 then
--print("param2 ~= 0")
return
end
local p0_hash = nil
if default.leafdecay_enable_cache then
p0_hash = minetest.hash_node_position(p0)
local trunkp = default.leafdecay_trunk_cache[p0_hash]
if trunkp then
local n = minetest.env:get_node(trunkp)
local reg = minetest.registered_nodes[n.name]
-- Assume ignore is a trunk, to make the thing work at the border of the active area
if n.name == "ignore" or (reg.groups.tree and reg.groups.tree ~= 0) then
--print("cached trunk still exists")
return
end
--print("cached trunk is invalid")
-- Cache is invalid
table.remove(default.leafdecay_trunk_cache, p0_hash)
end
end
if default.leafdecay_trunk_find_allow_accumulator <= 0 then
return
end
default.leafdecay_trunk_find_allow_accumulator =
default.leafdecay_trunk_find_allow_accumulator - 1
-- Assume ignore is a trunk, to make the thing work at the border of the active area
local p1 = minetest.env:find_node_near(p0, d, {"ignore", "group:tree"})
if p1 then
do_preserve = true
if default.leafdecay_enable_cache then
--print("caching trunk")
-- Cache the trunk
default.leafdecay_trunk_cache[p0_hash] = p1
end
end
if not do_preserve then
-- Drop stuff other than the node itself
itemstacks = minetest.get_node_drops(n0.name)
for _, itemname in ipairs(itemstacks) do
if itemname ~= n0.name then
local p_drop = {
x = p0.x - 0.5 + math.random(),
y = p0.y - 0.5 + math.random(),
z = p0.z - 0.5 + math.random(),
}
minetest.env:add_item(p_drop, itemname)
end
end
-- Remove node
minetest.env:remove_node(p0)
end
end
})

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-- mods/default/legacy.lua
-- Horrible crap to support old code registering falling nodes
-- Don't use this and never do what this does, it's completely wrong!
-- (More specifically, the client and the C++ code doesn't get the group)
function default.register_falling_node(nodename, texture)
minetest.log("error", debug.traceback())
minetest.log('error', "WARNING: default.register_falling_node is deprecated")
if minetest.registered_nodes[nodename] then
minetest.registered_nodes[nodename].groups.falling_node = 1
end
end
function default.spawn_falling_node(p, nodename)
spawn_falling_node(p, nodename)
end
-- Liquids
WATER_ALPHA = minetest.registered_nodes["default:water_source"].alpha
WATER_VISC = minetest.registered_nodes["default:water_source"].liquid_viscosity
LAVA_VISC = minetest.registered_nodes["default:lava_source"].liquid_viscosity
LIGHT_MAX = default.LIGHT_MAX
-- Formspecs
default.gui_suvival_form = default.gui_survival_form

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-- Minetest 0.4 mod: player
-- See README.txt for licensing and other information.
-- Player animation blending
-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
local animation_blend = 0
default.registered_player_models = { }
-- Local for speed.
local models = default.registered_player_models
function default.player_register_model(name, def)
models[name] = def
end
-- Default player appearance
default.player_register_model("character.b3d", {
animation_speed = 30,
textures = {"character.png", },
animations = {
-- Standard animations.
stand = { x= 0, y= 79, },
lay = { x=162, y=166, },
walk = { x=168, y=187, },
mine = { x=189, y=198, },
walk_mine = { x=200, y=219, },
-- Extra animations (not currently used by the game).
sit = { x= 81, y=160, },
},
})
-- Player stats and animations
local player_model = {}
local player_textures = {}
local player_anim = {}
local player_sneak = {}
default.player_attached = {}
function default.player_get_animation(player)
local name = player:get_player_name()
return {
model = player_model[name],
textures = player_textures[name],
animation = player_anim[name],
}
end
-- Called when a player's appearance needs to be updated
function default.player_set_model(player, model_name)
local name = player:get_player_name()
local model = models[model_name]
if model then
if player_model[name] == model_name then
return
end
player:set_properties({
mesh = model_name,
textures = player_textures[name] or model.textures,
visual = "mesh",
visual_size = model.visual_size or {x=1, y=1},
})
default.player_set_animation(player, "stand")
else
player:set_properties({
textures = { "player.png", "player_back.png", },
visual = "upright_sprite",
})
end
player_model[name] = model_name
end
function default.player_set_textures(player, textures)
local name = player:get_player_name()
player_textures[name] = textures
player:set_properties({textures = textures,})
end
function default.player_set_animation(player, anim_name, speed)
local name = player:get_player_name()
if player_anim[name] == anim_name then
return
end
local model = player_model[name] and models[player_model[name]]
if not (model and model.animations[anim_name]) then
return
end
local anim = model.animations[anim_name]
player_anim[name] = anim_name
player:set_animation(anim, speed or model.animation_speed, animation_blend)
end
-- Update appearance when the player joins
minetest.register_on_joinplayer(function(player)
default.player_attached[player:get_player_name()] = false
default.player_set_model(player, "character.b3d")
player:set_local_animation({x=0, y=79}, {x=168, y=187}, {x=189, y=198}, {x=200, y=219}, 30)
-- set GUI
if not minetest.setting_getbool("creative_mode") then
player:set_inventory_formspec(default.gui_survival_form)
end
player:hud_set_hotbar_image("gui_hotbar.png")
player:hud_set_hotbar_selected_image("gui_hotbar_selected.png")
end)
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_model[name] = nil
player_anim[name] = nil
player_textures[name] = nil
end)
-- Localize for better performance.
local player_set_animation = default.player_set_animation
local player_attached = default.player_attached
-- Check each player and apply animations
minetest.register_globalstep(function(dtime)
for _, player in pairs(minetest.get_connected_players()) do
local name = player:get_player_name()
local model_name = player_model[name]
local model = model_name and models[model_name]
if model and not player_attached[name] then
local controls = player:get_player_control()
local walking = false
local animation_speed_mod = model.animation_speed or 30
-- Determine if the player is walking
if controls.up or controls.down or controls.left or controls.right then
walking = true
end
-- Determine if the player is sneaking, and reduce animation speed if so
if controls.sneak then
animation_speed_mod = animation_speed_mod / 2
end
-- Apply animations based on what the player is doing
if player:get_hp() == 0 then
player_set_animation(player, "lay")
elseif walking then
if player_sneak[name] ~= controls.sneak then
player_anim[name] = nil
player_sneak[name] = controls.sneak
end
if controls.LMB then
player_set_animation(player, "walk_mine", animation_speed_mod)
else
player_set_animation(player, "walk", animation_speed_mod)
end
elseif controls.LMB then
player_set_animation(player, "mine")
else
player_set_animation(player, "stand", animation_speed_mod)
end
end
end
end)

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