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Author SHA1 Message Date
3f064d5ed4 Merge remote-tracking branch 'upstream/stable-5' into nalc-dev 2020-07-18 11:48:46 +02:00
b3e660e897 Merge tag '5.3.0' into nalc-dev
5.3.0
2020-07-12 13:11:07 +02:00
cb2c416b51 Merge remote-tracking branch 'origin/stable-5' into HEAD 2020-07-09 22:15:23 +02:00
2fc9a68aa6 Merge remote-tracking branch 'upstream/stable-5' into nalc-dev 2020-05-09 01:07:25 +02:00
dcb3df0a38 Merge remote-tracking branch 'origin/stable-5' into HEAD 2020-04-05 18:48:33 +02:00
19d903e8b3 Met à jour les sons des pas dans la neige 2019-12-23 19:32:05 +01:00
721c598fbd Merge branch 'stable-5' of yunohost.local:minetest/minetest_game into nalc-dev 2019-12-23 19:08:11 +01:00
0a9e24622f Merge branch 'master' of https://github.com/minetest/minetest_game into stable-5 2019-10-12 15:53:20 +02:00
a0c658f4d1 Merge branch 'stable-5' into nalc-dev 2019-04-07 17:57:18 +02:00
9585eef042 Merge branch 'stable-5' of https://github.com/minetest/minetest_game into stable-5 2019-04-07 17:38:55 +02:00
8678265125 Dungeon loot: Avoid empty 'if' branch to satisfy lua check 2019-03-31 22:26:33 +02:00
df387e2394 Dungeon loot: Don't crash on unknown items
fixes #2228
2019-03-31 22:26:32 +02:00
2db0287652 Merge remote-tracking branch 'github/stable-5' into nalc-1.1-dev 2019-03-24 15:53:23 +01:00
806b29c2a1 Add food groups to blueberries (#2335) 2019-03-22 19:20:36 +00:00
3aa1117f4a Changements des bruitages du mod default par ceux de MFF. 2018-09-21 22:17:19 +02:00
630f24e747 Remplacement du nom du jeux. 2018-09-21 20:27:20 +02:00
d6a66860af Prevent divide by zero (#2106)
This forces all explosions to damage entities within the 1 node
range. If that needs to be disabled, the damage_radius needs to
be set to 0.
2018-05-18 12:50:47 +02:00
6d850f23a5 Flower spread ABM: Optimise
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
2018-05-18 12:50:47 +02:00
2c1af0861f Doors: Avoid crash on nil player in 'can dig door' 2018-05-18 12:50:47 +02:00
d2ae721235 Stairs: unbind table groups (#2036)
Unbind table groups for base block, stairs, slabs.
2018-05-18 12:50:18 +02:00
01db55cee5 default:dirt_with_snow: Re-add to soil group
Previously, saplings were not growing if the dirt they are on turned to
'dirt with snow' before growth.
Also for consistency with other dirt nodes.
2018-05-06 20:44:30 +02:00
4ba2b5179e Furnace: Fix being able to cook items without enough fuel
This was triggered when too much time had elapsed when timer was called.
Also, fix timer resolution giving free fuel time.
2018-05-06 20:44:30 +02:00
a5092c0df6 creative: Add missing tooltips. 2018-05-06 20:44:30 +02:00
575c098bae Book textures: Reset colour profiles to remove warnings 2018-05-06 20:44:22 +02:00
cddd59b578 Book textures: Replace with more original textures 2018-05-06 20:40:45 +02:00
7a4b1e0ce1 Default: Make burntimes more rational and consistent 2017-12-05 21:24:02 +01:00
0216fa08ec Add nil checks for placer 2017-11-19 23:03:38 +01:00
ca3e807d35 Creative: Make the placenode registration check for non-player placers 2017-11-19 23:03:38 +01:00
ca38bb2390 Creative: Make handle_node_drops override work for non-player diggers 2017-11-19 23:03:38 +01:00
7d07c52d09 Books: Convert \r to \n
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
2017-11-19 23:03:38 +01:00
532013a032 Creative: Cache inventory items on load 2017-11-19 23:03:38 +01:00
a52622669f TNT: Add tnt.boom defaults
This adds def, def.radius and def.damage_radius defaults to the
tnt.boom() function if they aren't specified on call.
2017-11-19 23:03:38 +01:00
ce5e668681 Bones: Return bones when taking the last ItemStack 2017-11-19 23:03:38 +01:00
6530fa914b Flowers: Add waterlily right-click checks
Check for on_rightclick functions of nodes when holding a waterlily.
2017-11-19 23:03:38 +01:00
86eb0e1617 Sfinv: Remove possibility of infinite loop when homepage doesn't exist 2017-11-19 23:03:38 +01:00
93fb9b36ce Sfinv: Rename navigation tabs to reduce chance of a conflict 2017-11-19 23:03:38 +01:00
09e3505ea1 Chests: Fix locked chest protection against explosions (#1886)
Fixes #1885
2017-11-19 23:03:38 +01:00
cecbfc1676 Chests: Fix open chest after player leave (#1884)
This should fix the chest staying open when a player disconnects while inside.
2017-11-19 23:03:38 +01:00
fba6f6a4cf TNT: Add explode_center flag
Add 'explode_centre' flag which when false explodes as normal and when true runs on_blast on centre node as well as dropping items.
2017-11-19 23:03:38 +01:00
6053456af1 Mushroom spread: Optimise and make overridable
Move mushroom spread ABM action into a global and overridable function.
Optimise spread code.
Reduce spread range to reduce spread through walls.
2017-11-19 23:03:38 +01:00
cc2f75b2f9 Register fence: Allow setting nodedefs to 'false' 2017-11-19 23:03:38 +01:00
b6ef71c92e TNT's tnt:boom cleanup (#1868)
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
2017-11-19 23:03:38 +01:00
876da2fbc6 Beds: Do not crash when placing in an unknown node 2017-11-19 23:03:38 +01:00
ea45ca57a5 Lava cooling: Increase interval to 2
An excessive load has been reported caused by the node searching, so even
when no lava is present.
2017-11-19 23:03:34 +01:00
6fa3ebfa75 Carts: Check for last pathfinder predition too Minor fix to reduce cart jitter slightly 2017-11-19 22:57:28 +01:00
efe6fb6dfb TNT: Only burn visually connected powder (#1857) 2017-11-19 22:57:28 +01:00
1aeb2baa91 Creative: Prevent unauthorized item access (#1840) 2017-11-19 22:57:28 +01:00
e4d6425846 Correct farming/stairs dependency (#1838) 2017-11-19 22:57:28 +01:00
81f885795d Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-11-19 22:53:53 +01:00
f3e29bc2cc Saplings: Reduce grow time to ABM equivalent
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
2017-11-19 22:53:53 +01:00
3a72f7b84b Add backface_culling to open chests and fencegates 2017-11-19 22:53:53 +01:00
Foz
20bd4560f8 TNT: Track TNT owner in metadata for protection mods
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.

TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
2017-11-19 22:53:53 +01:00
8991b9fe54 Carts: Do not connect rails with gunpowder (#1812) 2017-11-19 22:53:53 +01:00
aea6c5dd1d Stairs: Add backface culling to stair meshes
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
2017-11-19 22:53:53 +01:00
da41caca66 Chests: Check 'def' of node above chest to avoid crash
In 'chest_lid_obstructed(pos)' check for nil 'def' to avoid a crash caused by
an unknown node above the chest.
2017-11-19 22:53:14 +01:00
103af98864 Books: Also limit the max size of the title
This limits the max size of the full title of the book to `80` letters and
the size of the part thats displayed in the tooltip to `35` letters.
2017-11-19 22:53:14 +01:00
26606b0520 Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
2017-11-19 22:52:00 +01:00
706844e8bf Books: Add nil value checks to the book formspec handler 2017-11-19 22:52:00 +01:00
a56274c230 Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
2017-11-19 22:52:00 +01:00
3512226867 Default: Revert "Default: Shorter and better ABMs"
This reverts commit e523c3a296 to re-enable
the overriding and redefinition of these global functions.
2017-11-19 17:16:32 +01:00
d5b9fee6fe Merge 0.4.16 into stable-0.4 2017-06-03 17:22:59 -04:00
437860feff Merge tag '0.4.15' into stable-0.4
0.4.15
2016-12-22 23:00:57 +01:00
576 changed files with 1365 additions and 4488 deletions

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@ -1,3 +1,3 @@
name = Minetest Game name = Notre Ami Le Cube 1.2
author = Minetest author = Minetest and Sys4
description = A basic exploration, mining, crafting and building sandbox game with no NPCs, monsters or animals. Minetest Game is usually used with mods added and many mods are available for this game. Reliably maintained by Minetest Engine core developers. description = Minetest game slightly modified by Sys4

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@ -426,56 +426,54 @@ Give Initial Stuff API
^ Adds items to the list of items to be given ^ Adds items to the list of items to be given
Player API Players API
---------- -----------
The player API can register player models and update the player's appearance. The player API can register player models and update the player's appearance.
* `player_api.register_model(name, def)` * `player_api.register_model(name, def)`
* Register a new model to be used by players * Register a new model to be used by players
* `name`: model filename such as "character.x", "foo.b3d", etc. * name: model filename such as "character.x", "foo.b3d", etc.
* `def`: see [#Model definition] * def: See [#Model definition]
* Saved to player_api.registered_models * saved to player_api.registered_models
* `player_api.registered_models[name]` * `player_api.registered_player_models[name]`
* Get a model's definition * Get a model's definition
* `name`: model filename * see [#Model definition]
* See [#Model definition]
* `player_api.set_model(player, model_name)` * `player_api.set_model(player, model_name)`
* Change a player's model * Change a player's model
* `player`: PlayerRef * `player`: PlayerRef
* `model_name`: model registered with player_api.register_model() * `model_name`: model registered with player_api.register_model()
* `player_api.set_animation(player, anim_name, speed)` * `player_api.set_animation(player, anim_name [, speed])`
* Applies an animation to a player * Applies an animation to a player
* `player`: PlayerRef * anim_name: name of the animation.
* `anim_name`: name of the animation * speed: frames per second. If nil, default from the model is used
* `speed`: frames per second. If nil, the default from the model def is used
* `player_api.set_textures(player, textures)` * `player_api.set_textures(player, textures)`
* Sets player textures * Sets player textures
* `player`: PlayerRef * `player`: PlayerRef
* `textures`: array of textures. If nil, the default from the model def is used * `textures`: array of textures, If `textures` is nil the default
textures from the model def are used
* `player_api.get_animation(player)` * `player_api.get_animation(player)`
* Returns a table containing fields `model`, `textures` and `animation` * Returns a table containing fields `model`, `textures` and `animation`.
* Any of the fields of the returned table may be nil * Any of the fields of the returned table may be nil.
* `player`: PlayerRef * player: PlayerRef
* `player_api.player_attached` * `player_api.player_attached`
* A table that maps a player name to a boolean * A table that maps a player name to a boolean.
* If the value for a given player is set to true, the default player animations * If the value for a given player is set to true, the default player
(walking, digging, ...) will no longer be updated, and knockback from damage is animations (walking, digging, ...) will no longer be updated.
prevented for that player Knockback from damage is also prevented for that player.
* Example of usage: A mod sets a player's value to true when attached to a vehicle
### Model Definition ### Model Definition
{ {
animation_speed = 30, -- Default animation speed, in FPS animation_speed = 30, -- Default animation speed, in FPS.
textures = {"character.png", }, -- Default array of textures textures = {"character.png", }, -- Default array of textures.
visual_size = {x = 1, y = 1}, -- Used to scale the model visual_size = {x = 1, y = 1}, -- Used to scale the model.
animations = { animations = {
-- <anim_name> = {x = <start_frame>, y = <end_frame>}, -- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19}, foo = {x = 0, y = 19},
@ -483,8 +481,8 @@ The player API can register player models and update the player's appearance.
-- ... -- ...
}, },
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes stepheight = 0.6, -- In nodes
eye_height = 1.47, -- In nodes above feet position eye_height = 1.47, -- In nodes above feet position
} }
@ -765,18 +763,12 @@ delivered with Minetest Game, to keep them compatible with other mods.
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition] * `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional) * `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
``` `stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab,
sounds, worldaligntex, desc_stair_inner, desc_stair_outer)
```
* A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer * A wrapper for stairs.register_stair, stairs.register_slab, stairs.register_stair_inner, stairs.register_stair_outer
* Uses almost the same arguments as stairs.register_stair * Uses almost the same arguments as stairs.register_stair
* `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed unless * `desc_stair`: Description for stair nodes. For corner stairs 'Inner' or 'Outer' will be prefixed
`desc_stair_inner` or `desc_stair_outer` are specified, which are used instead.
* `desc_slab`: Description for slab node * `desc_slab`: Description for slab node
* `desc_stair_inner`: Description for inner stair node
* `desc_stair_outer`: Description for outer stair node
Xpanes API Xpanes API

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@ -31,7 +31,6 @@ function beds.register_bed(name, def)
wield_image = def.wield_image, wield_image = def.wield_image,
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.bottom, tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
@ -96,7 +95,8 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir}) minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir}) minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not minetest.is_creative_enabled(player_name) then if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack
@ -151,13 +151,11 @@ function beds.register_bed(name, def)
minetest.register_node(name .. "_top", { minetest.register_node(name .. "_top", {
drawtype = "nodebox", drawtype = "nodebox",
tiles = def.tiles.top, tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
pointable = false, pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(), sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom", drop = name .. "_bottom",
node_box = { node_box = {

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@ -60,56 +60,30 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up -- stand up
if state ~= nil and not state then if state ~= nil and not state then
if not beds.player[name] then local p = beds.pos[name] or nil
-- player not in bed, do nothing beds.player[name] = nil
return false
end
beds.bed_position[name] = nil beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players) -- skip here to prevent sending player specific changes (used for leaving players)
if skip then if skip then
return return
end end
player:set_pos(beds.pos[name]) if p then
player:set_pos(p)
end
-- physics, eye_offset, etc -- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100) player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30) player_api.set_animation(player, "stand" , 30)
-- lay down -- lay down
else else
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos beds.pos[name] = pos
beds.bed_position[name] = bed_pos beds.bed_position[name] = bed_pos
beds.player[name] = {physics_override = player:get_physics_override()} beds.player[name] = 1
-- physics, eye_offset, etc -- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0}) player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
@ -123,7 +97,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
y = bed_pos.y + 0.07, y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2 z = bed_pos.z + dir.z / 2
} }
player:set_physics_override({speed = 0, jump = 0, gravity = 0}) player:set_physics_override(0, 0, 0)
player:set_pos(p) player:set_pos(p)
player_api.player_attached[name] = true player_api.player_attached[name] = true
hud_flags.wielditem = false hud_flags.wielditem = false
@ -256,19 +230,6 @@ minetest.register_on_leaveplayer(function(player)
end end
end) end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then if formname ~= "beds_form" then
return return

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Schickes Bett Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett Simple Bed=Schlichtes Bett
This bed is already occupied!=Dieses Bett ist bereits belegt! Leave Bed=Bett verlassen
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen. Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett @1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen. You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Cama de lujo Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla Simple Bed=Cama sencilla
This bed is already occupied!=Esta cama esta ocupada Leave Bed=Abandonar cama
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días. Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo @1 of @2 players are in bed=@1 de @2 jugadores están en cama
Force night skip=Forzar hacer de dia Force night skip=Forzar evitar noche
You can only sleep at night.=Sólo puedes dormir por la noche. You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Lit chic Fancy Bed=Lit chic
Simple Bed=Lit simple Simple Bed=Lit simple
This bed is already occupied!= Leave Bed=Se lever du lit
You have to stop moving before going to bed!=
Good morning.=Bonjour. Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit @1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit. You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Ranjang Mewah Leave Bed=Tinggalkan Dipan
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur @1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam. You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang Fancy Bed=Dipan Mewah
Simple Bed=Dipan Sederhana

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@ -1,10 +1,4 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Letto decorato Fancy Bed=Letto decorato
Simple Bed=Letto semplice Simple Bed=Letto semplice
This bed is already occupied!= Leave Bed=Alzati dal letto
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=Alzati dal letto

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=lo selja'i ckana
Simple Bed=lo sampu ckana
This bed is already occupied!=.i lo ti ckana cu canlu
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
Good morning.=.i .uise'inai cerni
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
Force night skip=bapli le nu co'u nicte
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
Leave Bed=cliva lo ckana

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Katil Beragam Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa Simple Bed=Katil Biasa
This bed is already occupied!= Leave Bed=Bangun
You have to stop moving before going to bed!=
Good morning.=Selamat pagi. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur @1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam. You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Cama Bonita
Simple Bed=Cama Simples
This bed is already occupied!=Esta cama já está ocupada!
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
Good morning.=Bom dia.
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
Force night skip=Forçar o amanhecer
You can only sleep at night.=Você só pode dormir à noite
Leave Bed=Sair da Cama

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Детализированная Кровать Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать Simple Bed=Обычная Кровать
This bed is already occupied!= Leave Bed=Встать с кровати
You have to stop moving before going to bed!=
Good morning.=Доброе утро. Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати @1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью. You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Fin säng Fancy Bed=Fin säng
Simple Bed=Enkel Säng Simple Bed=Enkel Säng
This bed is already occupied!= Leave Bed=Lämna Säng
You have to stop moving before going to bed!=
Good morning.= God morgon. Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover. @1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten. You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna Säng

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Leave Bed=Opusti posteľ

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=花式床 Fancy Bed=花式床
Simple Bed=简易床 Simple Bed=简易床
This bed is already occupied!= Leave Bed=离开床
You have to stop moving before going to bed!=
Good morning.=早安! Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上 @1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚 Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。 You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

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@ -1,10 +1,9 @@
# textdomain: beds # textdomain: beds
Fancy Bed=花式床 Fancy Bed=花式床
Simple Bed=簡易床 Simple Bed=簡易床
This bed is already occupied!= Leave Bed=離開床
You have to stop moving before going to bed!=
Good morning.=早安! Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上 @1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚 Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。 You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

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@ -1,10 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed= Leave Bed=
Simple Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= Good morning.=
@1 of @2 players are in bed= @1 of @2 players are in bed=
Force night skip= Force night skip=
You can only sleep at night.= You can only sleep at night.=
Leave Bed= Fancy Bed=
Simple Bed=

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@ -8,16 +8,25 @@ binoculars = {}
local S = minetest.get_translator("binoculars") local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property -- Update player property
-- Global to allow overriding -- Global to allow overriding
function binoculars.update_player_property(player) function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0 local new_zoom_fov = 0
if player:get_inventory():contains_item( if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then "main", "binoculars:binoculars") then
new_zoom_fov = 10 new_zoom_fov = 10
elseif minetest.is_creative_enabled(player:get_player_name()) then elseif creative_enabled then
new_zoom_fov = 15 new_zoom_fov = 15
end end

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Teropong Binoculars=Binokular
Use with 'Zoom' key=Pakai dengan tombol 'Zoom' Use with 'Zoom' key=Pakai dengan tombol 'Zum'

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Binocolo Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento' Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=lo reldarvistci
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binóculos
Use with 'Zoom' key=Use com a tecla de 'Zoom'

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Kikare Binoculars=Kikare
Use with 'Zoom' key=Används med 'Zoom' knappen Use with 'Zoom' key=Används med 'Zoom' knappen

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Ďalekohľad
Use with 'Zoom' key=Použi s klávesou "Priblíž"

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@ -1,3 +1,4 @@
name = binoculars name = binoculars
description = Minetest Game mod: binoculars description = Minetest Game mod: binoculars
depends = default depends = default
optional_depends = creative

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@ -119,7 +119,8 @@ function boat.on_punch(self, puncher)
if not self.driver then if not self.driver then
self.removed = true self.removed = true
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not minetest.is_creative_enabled(name) if not (creative and creative.is_enabled_for
and creative.is_enabled_for(name))
or not inv:contains_item("main", "boats:boat") then or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat") local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world -- if no room in inventory add a replacement boat to the world
@ -171,8 +172,7 @@ function boat.on_step(self, dtime)
end end
end end
local velo = self.object:get_velocity() local velo = self.object:get_velocity()
if not self.driver and if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos()) self.object:set_pos(self.object:get_pos())
return return
end end
@ -268,7 +268,8 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal()) boat:set_yaw(placer:get_look_horizontal())
end end
local player_name = placer and placer:get_player_name() or "" local player_name = placer and placer:get_player_name() or ""
if not minetest.is_creative_enabled(player_name) then if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
itemstack:take_item() itemstack:take_item()
end end
end end

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@ -1,4 +1,4 @@
# textdomain: boats # textdomain: boats
Boat cruise mode on=Modalità movimento automatico barca attivata Boat cruise mode on=Modalità movimento automatico barca attivata
Boat cruise mode off=Modalità movimento automatico barca disattivata Boat cruise mode off=Modalità movimento automatico barca disattivata
Boat=Barca Boat=Barca

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=.i lo bloti cu zmiku le ka klama
Boat cruise mode off=.i lo bloti cu macnu le ka klama
Boat=lo bloti

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Modo de cruseiro do barco ligado
Boat cruise mode off=Modo de cruseiro do barco desligado
Boat=Barco

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@ -1,4 +1,4 @@
# textdomain: boats # textdomain: boats
Boat cruise mode on=Båtkryssningsläge på Boat cruise mode on=Båtkryssningsläge på
Boat cruise mode off=Båtkryssningsläge av Boat cruise mode off=Båtkryssningsläge av
Boat=Båt Boat=Båt

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Cestovný režim loďky zapnutý
Boat cruise mode off=Cestovný režim loďky vypnutý
Boat=Loďka

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@ -141,18 +141,8 @@ local function may_replace(pos, player)
return false return false
end end
-- allow replacing air -- allow replacing air and liquids
if node_name == "air" then if node_name == "air" or node_definition.liquidtype ~= "none" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true return true
end end
@ -164,7 +154,8 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones? -- 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 -- flowers being squished by bones are more realistical than a squished stone, too
return node_definition.buildable_to -- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
end end
local drop = function(pos, itemstack) local drop = function(pos, itemstack)
@ -191,6 +182,7 @@ local function is_all_empty(player_inv)
end end
minetest.register_on_dieplayer(function(player) minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones" local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones" bones_mode = "bones"
@ -202,7 +194,8 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos) local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode -- return if keep inventory set or in creative mode
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then if bones_mode == "keep" or (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then
minetest.log("action", player_name .. " dies at " .. pos_string .. minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed") ". No bones placed")
if bones_position_message then if bones_position_message then

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@ -1,8 +1,8 @@
# textdomain: bones # textdomain: bones
Bones=Ossa Bones=Ossa
@1's old bones=Ossa vecchie di @1 @1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2. @1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario. @1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa. @1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1 @1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1 @1's bones=Ossa di @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=lo bongu gunma
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Ossos
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Kosti
@1's old bones=Staré kosti hráča @1
@1 died at @2.=@1 zomrel na pozícií @2.
@1 died at @2, and dropped their inventory.=@1 zomrel na pozícií @2 a vysypal svoj inventár.
@1 died at @2, and bones were placed.=@1 zomrel na pozícií @2 a ostali po ňom kosti.
@1's fresh bones=Čerstvé kosti hráča @1
@1's bones=Kosti hráča @1

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@ -1,5 +1,5 @@
# textdomain: bucket # textdomain: bucket
Empty Bucket=Secchio vuoto Empty Bucket=Secchio vuoto
Water Bucket=Secchio d'acqua Water Bucket=Secchio d'acqua
River Water Bucket=Secchio d'acqua di fiume River Water Bucket=Secchio d'acqua di fiume
Lava Bucket=Secchio di lava Lava Bucket=Secchio di lava

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=lo baktu be no da
Water Bucket=lo baktu be lo djacu
River Water Bucket=lo baktu be lo rirxe djacu
Lava Bucket=lo baktu be lo likro'i

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Balde Vazio
Water Bucket=Balde de Água
River Water Bucket=Balde de Água do Rio
Lava Bucket=Balde de Lava

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@ -2,4 +2,4 @@
Empty Bucket=Tom hink Empty Bucket=Tom hink
Water Bucket=Vatten hink Water Bucket=Vatten hink
River Water Bucket=Flodvatten hink River Water Bucket=Flodvatten hink
Lava Bucket=Lava hink Lava Bucket=Lava hink

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Prázdne vedro
Water Bucket=Vedro s vodou
River Water Bucket=Vedro s vodou z rieky
Lava Bucket=Vedro s lávou

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@ -62,8 +62,8 @@ for i in ipairs (butter_list) do
minetest.register_node("butterflies:hidden_butterfly_"..name, { minetest.register_node("butterflies:hidden_butterfly_"..name, {
drawtype = "airlike", drawtype = "airlike",
inventory_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png", inventory_image = "butterflies_butterfly_"..name..".png",
wield_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png", wield_image = "butterflies_butterfly_"..name..".png",
paramtype = "light", paramtype = "light",
sunlight_propagates = true, sunlight_propagates = true,
walkable = false, walkable = false,

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Farfalla bianca White Butterfly=Farfalla bianca
Red Butterfly=Farfalla rossa Red Butterfly=Farfalla rossa
Violet Butterfly=Farfalla viola Violet Butterfly=Farfalla viola

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@ -1,4 +0,0 @@
# textdomain: butterflies
White Butterfly=lo blabi toldi
Red Butterfly=lo xunre toldi
Violet Butterfly=lo zirpu toldi

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@ -1,4 +0,0 @@
# textdomain: butterflies
White Butterfly=
Red Butterfly=
Violet Butterfly=

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Vit fjäril White Butterfly=Vit fjäril
Red Butterfly=Röd fjäril Red Butterfly=Röd fjäril
Violet Butterfly=Violett fjäril Violet Butterfly=Violett fjäril

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@ -1,4 +0,0 @@
# textdomain: butterflies
White Butterfly=Biely motýlik
Red Butterfly=Červený motýlik
Violet Butterfly=Fialový motýlik

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@ -108,7 +108,8 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end end
-- Pick up cart -- Pick up cart
local inv = puncher:get_inventory() local inv = puncher:get_inventory()
if not minetest.is_creative_enabled(puncher:get_player_name()) if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
or not inv:contains_item("main", "carts:cart") then or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart") local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world -- If no room in inventory add a replacement cart to the world
@ -389,7 +390,7 @@ minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", { minetest.register_craftitem("carts:cart", {
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"), description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"), inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
wield_image = "carts_cart_front.png", wield_image = "carts_cart_side.png",
on_place = function(itemstack, placer, pointed_thing) on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under local under = pointed_thing.under
local node = minetest.get_node(under) local node = minetest.get_node(under)
@ -415,7 +416,8 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true) {pos = pointed_thing.above}, true)
if not minetest.is_creative_enabled(placer:get_player_name()) then if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack

View File

@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Kereta
(Sneak+Click to pick up)=(Menyelinap + Klik untuk ambil)
Rail=Rel Rail=Rel
Powered Rail=Rel Bertenaga Powered Rail=Rel Bertenaga
Brake Rail=Rel Rem Brake Rail=Rel Rem
Cart=Kereta
(Sneak+Click to pick up)=(selinap + klik untuk ambil)

View File

@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Vagone Cart=Vagone
(Sneak+Click to pick up)=(Strisciare+Click per raccoglierlo) (Sneak+Click to pick up)=(Strisciare+Click per raccoglierlo)
Rail=Binario Rail=Binario
Powered Rail=Binario alimentato Powered Rail=Binario alimentato
Brake Rail=Binario freno Brake Rail=Binario freno

View File

@ -1,6 +0,0 @@
# textdomain: carts
Cart=lo carce
(Sneak+Click to pick up)=to lo nu dzibi'o je cu samxa'e te cabra cu tadji lo nu lebna toi
Rail=lo teryre'e
Powered Rail=lo se dikca teryre'e
Brake Rail=lo terjabre teryre'e

View File

@ -1,6 +0,0 @@
# textdomain: carts
Cart=Carrinho
(Sneak+Click to pick up)=(Esgueirar + Clique para pegar)
Rail=Trilho
Powered Rail=Trilho Energizado
Brake Rail=Trilho de Freio

View File

@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Вагонетка Cart=Вагонетка
(Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать) (Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать)
Rail=Рельсы Rail=Рельса
Powered Rail=Запитанные рельсы Powered Rail=Механизированная Рельса
Brake Rail=Тормозящие рельсы Brake Rail=Рельса с тормозом

View File

@ -3,4 +3,4 @@ Cart=Vagn
(Sneak+Click to pick up)=(Shift+Klicka för att plocka upp) (Sneak+Click to pick up)=(Shift+Klicka för att plocka upp)
Rail=Räls Rail=Räls
Powered Rail=Aktiverad räls Powered Rail=Aktiverad räls
Brake Rail=Broms räls Brake Rail=Broms räls

View File

@ -1,6 +0,0 @@
# textdomain: carts
Cart=Vozík
(Sneak+Click to pick up)=(Zakrádanie sa + Klik pre zdvihnutie)
Rail=Koľajnica
Powered Rail=Koľajnica s pohonom
Brake Rail=Brzdná koľajnica

View File

@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=
(Sneak+Click to pick up)=
Rail= Rail=
Powered Rail= Powered Rail=
Brake Rail= Brake Rail=
Cart=
(Sneak+Click to pick up)=

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@ -79,7 +79,7 @@ end
-- Unlimited node placement -- Unlimited node placement
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack) minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if placer and placer:is_player() then if placer and placer:is_player() then
return minetest.is_creative_enabled(placer:get_player_name()) return creative.is_enabled_for(placer:get_player_name())
end end
end) end)
@ -87,7 +87,7 @@ end)
local old_handle_node_drops = minetest.handle_node_drops local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, digger) function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() or if not digger or not digger:is_player() or
not minetest.is_creative_enabled(digger:get_player_name()) then not creative.is_enabled_for(digger:get_player_name()) then
return old_handle_node_drops(pos, drops, digger) return old_handle_node_drops(pos, drops, digger)
end end
local inv = digger:get_inventory() local inv = digger:get_inventory()

View File

@ -33,7 +33,7 @@ function creative.init_creative_inventory(player)
minetest.create_detached_inventory("creative_" .. player_name, { minetest.create_detached_inventory("creative_" .. player_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2) allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
local name = player2 and player2:get_player_name() or "" local name = player2 and player2:get_player_name() or ""
if not minetest.is_creative_enabled(name) or if not creative.is_enabled_for(name) or
to_list == "main" then to_list == "main" then
return 0 return 0
end end
@ -44,7 +44,7 @@ function creative.init_creative_inventory(player)
end, end,
allow_take = function(inv, listname, index, stack, player2) allow_take = function(inv, listname, index, stack, player2)
local name = player2 and player2:get_player_name() or "" local name = player2 and player2:get_player_name() or ""
if not minetest.is_creative_enabled(name) then if not creative.is_enabled_for(name) then
return 0 return 0
end end
return -1 return -1
@ -143,7 +143,7 @@ function creative.register_tab(name, title, items)
sfinv.register_page("creative:" .. name, { sfinv.register_page("creative:" .. name, {
title = title, title = title,
is_in_nav = function(self, player, context) is_in_nav = function(self, player, context)
return minetest.is_creative_enabled(player:get_player_name()) return creative.is_enabled_for(player:get_player_name())
end, end,
get = function(self, player, context) get = function(self, player, context)
local player_name = player:get_player_name() local player_name = player:get_player_name()
@ -248,7 +248,7 @@ creative.register_tab("craftitems", S("Items"), registered_craftitems)
local old_homepage_name = sfinv.get_homepage_name local old_homepage_name = sfinv.get_homepage_name
function sfinv.get_homepage_name(player) function sfinv.get_homepage_name(player)
if minetest.is_creative_enabled(player:get_player_name()) then if creative.is_enabled_for(player:get_player_name()) then
return "creative:all" return "creative:all"
else else
return old_homepage_name(player) return old_homepage_name(player)

View File

@ -1,5 +1,4 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Bolehkan pemain memakai inventaris kreatif
Search=Cari Search=Cari
Reset=Atur ulang Reset=Atur ulang
Previous page=Halaman sebelumnya Previous page=Halaman sebelumnya
@ -8,3 +7,4 @@ All=Semua
Nodes=Nodus Nodes=Nodus
Tools=Perkakas Tools=Perkakas
Items=Barang Items=Barang
Allow player to use creative inventory=Bolehkan pemain memakai inventaris kreatif

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