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445 Commits

Author SHA1 Message Date
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
503 changed files with 13499 additions and 2576 deletions

2
.gitignore vendored
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tags
*.vim
## Files related to minetest development cycle
*.patch

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The main game for the Minetest game engine [minetest_game]
==========================================================
To build the wholeness of the Minetest project, insert this repository as
To use this game with Minetest, insert this repository as
/games/minetest_game
in the Minetest Engine.
The Minetest Engine can be found in:
https://github.com/celeron55/minetest/
https://github.com/minetest/minetest/
Compatibility
--------------
@ -14,10 +14,10 @@ The minetest_game github master HEAD is generally compatible with the github
master HEAD of minetest.
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.
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
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!)
@ -45,6 +45,8 @@ License of media (textures and sounds)
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
See README.txt in each mod directory for information about other authors.
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
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) 2013 BlockMen CC BY-3.0

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name = Minetest

384
game_api.txt Normal file
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minetest_game API
======================
GitHub Repo: https://github.com/minetest/minetest_game
Introduction
------------
The minetest_game gamemode offers multiple new possibilities in addition to Minetest'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
^ Explanation for line above
Bucket API
----------
The bucket API allows registering new types of buckets for non-default liquids.
bucket.register_liquid(
"default:lava_source", -- Source node name
"default:lava_flowing", -- Flowing node name
"bucket:bucket_lava", -- Name to be used for bucket
"bucket_lava.png", -- Bucket texture (for wielditem and inventory_image)
"Lava Bucket" -- Bucket description
)
Beds API
--------
beds.register_bed(
"beds:bed", -- Bed name
def: See [#Bed definition] -- 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, see [Node boxes], -- bottm part of bed
top = regular nodebox, see [Node boxes], -- top part of bed
},
selectionbox = regular nodebox, see [Node boxes], -- for both nodeboxes
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)
^ name: "Door name"
^ def: See [#Door definition]
-> Registers new door
doors.register_trapdoor(name, def)
^ name: "Trapdoor name"
^ def: See [#Trapdoor definition]
-> Registers new trapdoor
#Door definition
----------------
{
description = "Door description",
inventory_image = "mod_door_inv.png",
groups = {group = 1},
tiles_bottom: [Tile definition],
^ the tiles of the bottom part of the door {front, side}
tiles_top: [Tile definition],
^ the tiles of the bottom part of the door {front, side}
node_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
sound_open_door = sound play for open door, OPTIONAL,
sound_close_door = sound play for close door, OPTIONAL,
only_placer_can_open = true/false,
^ If true, only placer can open the door (locked for others)
}
#Trapdoor definition
----------------
{
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
sound_open = sound to play when opening the trapdoor, OPTIONAL,
sound_close = sound to play when closing the trapdoor, OPTIONAL,
-> You can add any other node definition properties for minetest.register_node,
such as wield_image, inventory_image, sounds, groups, description, ...
Only node_box, selection_box, tiles, drop, drawtype, paramtype, paramtype2, on_rightclick
will be overwritten by the trapdoor registration function
}
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
}
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 (* = equal to a 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
^ Array containing the names of available base colors
dye.excolors
^ Array containing the names of the available extended colors
Trees
-----
default.grow_tree(pos, is_apple_tree)
^ Grows a tree or apple tree at pos
default.grow_jungle_tree(pos)
^ Grows a jungletree at pos
default.grow_pine_tree(pos)
^ Grows a pinetree 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
# Whether fire should be disabled (all fire nodes will instantly disappear)
#disable_fire = false
# Whether steel tools, torches and cobblestone should be given to new players
#give_initial_stuff = false
# 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

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1.0.1 beta
----------
- Add backwards compatibility with PilzAdam's beds mod
- Fix placement
- Fix small bugs
- Prevent possible crash
1.1
---
- Add fancy bed model (based on jp's model)
- Add API to register beds
- Allow players always to detach from bed (by donat-b)
- If more than 50% of players want sleep they can skip the night
- Don't show sleep dialog in singleplayer
1.1.1
-----
- Prevent possbile crash by trying to reposition leaving players

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Minetest 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
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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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,
},
after_place_node = function(pos, placer, itemstack)
local n = minetest.get_node_or_nil(pos)
if not n or not n.param2 then
minetest.remove_node(pos)
return true
end
local dir = minetest.facedir_to_dir(n.param2)
local p = vector.add(pos, dir)
local n2 = minetest.get_node_or_nil(p)
local def = n2 and minetest.registered_items[n2.name]
if not def or not def.buildable_to then
minetest.remove_node(pos)
return true
end
minetest.set_node(p, {name = n.name:gsub("%_bottom", "_top"), param2 = n.param2})
return false
end,
on_destruct = function(pos)
local n = minetest.get_node_or_nil(pos)
if not n then return end
local dir = minetest.facedir_to_dir(n.param2)
local p = vector.add(pos, dir)
local n2 = minetest.get_node(p)
if minetest.get_item_group(n2.name, "bed") == 2 and n.param2 == n2.param2 then
minetest.remove_node(p)
end
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
minetest.swap_node(pos, node)
minetest.remove_node(p)
minetest.set_node(newp, {name = node.name:gsub("%_bottom", "_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,
groups = {snappy = 1, choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
sounds = default.node_sound_wood_defaults(),
node_box = {
type = "fixed",
fixed = def.nodebox.top,
},
selection_box = {
type = "fixed",
fixed = {0, 0, 0, 0, 0, 0},
},
})
minetest.register_alias(name, name .. "_bottom")
-- register recipe
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 PA'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 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 7.9, n.param2
elseif n.param2 == 3 then
return 4.75, n.param2
elseif n.param2 == 0 then
return 3.15, n.param2
else
return 6.28, n.param2
end
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 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()
beds.skip_night()
if not is_sp then
update_formspecs(true)
end
beds.kick_players()
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()
beds.skip_night()
update_formspecs(true)
beds.kick_players()
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
beds.skip_night()
update_formspecs(true)
beds.kick_players()
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 output = io.open(org_file, "w")
for i, v in pairs(beds.spawn) do
output:write(v.x.." "..v.y.." "..v.z.." "..i.."\n")
end
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()
beds.spawn[name] = p
end
beds.save_spawns()
end

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Minetest 0.4 mod: boats
=======================
by PilzAdam, slightly modified for NeXt
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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default

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--
-- 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 = "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
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, time_from_last_punch,
tool_capabilities, direction)
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
puncher:get_inventory():add_item("main", "boats:boat")
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) > 4.5 then
self.v = 4.5 * 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 >= 4.5 then
y = 4.5
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 = "boat_inventory.png",
wield_image = "boat_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"},
},
})

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Minetest 0.4 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_

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default

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-- 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 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]"..
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()
return is_owner(pos, player:get_player_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
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
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,
})
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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@ -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)
-- 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
@ -56,9 +106,9 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image)
end
minetest.register_craftitem("bucket:bucket_empty", {
description = "Emtpy bucket",
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
@ -66,11 +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,
})
@ -79,18 +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 = "bucket:bucket_lava",
burntime = 60,
replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
})

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@ -0,0 +1 @@
default

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@ -1,6 +1,7 @@
-- minetest/creative/init.lua
local creative_inventory = {}
creative_inventory = {}
creative_inventory.creative_inventory_size = 0
-- Create detached creative inventory after loading all mods
minetest.after(0, function()
@ -13,11 +14,7 @@ minetest.after(0, function()
end
end,
allow_put = function(inv, listname, index, stack, player)
if minetest.setting_getbool("creative_mode") then
return -1
else
return 0
end
return 0
end,
allow_take = function(inv, listname, index, stack, player)
if minetest.setting_getbool("creative_mode") then
@ -31,9 +28,10 @@ minetest.after(0, function()
on_put = function(inv, listname, index, stack, player)
end,
on_take = function(inv, listname, index, stack, player)
print(player:get_player_name().." takes item from creative inventory; listname="..dump(listname)..", index="..dump(index)..", stack="..dump(stack))
--print(player:get_player_name().." takes item from creative inventory; listname="..dump(listname)..", index="..dump(index)..", stack="..dump(stack))
if stack then
print("stack:get_name()="..dump(stack:get_name())..", stack:get_count()="..dump(stack:get_count()))
minetest.log("action", player:get_player_name().." takes "..dump(stack:get_name()).." from creative inventory")
--print("stack:get_name()="..dump(stack:get_name())..", stack:get_count()="..dump(stack:get_count()))
end
end,
})
@ -47,33 +45,56 @@ minetest.after(0, function()
table.sort(creative_list)
inv:set_size("main", #creative_list)
for _,itemstring in ipairs(creative_list) do
local stack = ItemStack(itemstring)
-- Make a stack of the right number of items
local stack2 = nil
if stack:get_stack_max() == 1 then
stack2 = ItemStack(stack:get_name())
else
-- Insert half full so that a taken stack can be put back
stack2 = ItemStack(stack:get_name().." "..(stack:get_stack_max()/2))
end
inv:add_item("main", stack2)
inv:add_item("main", ItemStack(itemstring))
end
creative_inventory.creative_inventory_size = #creative_list
print("creative inventory size: "..dump(creative_inventory.creative_inventory_size))
--print("creative inventory size: "..dump(creative_inventory.creative_inventory_size))
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 minetest.setting_getbool("creative_mode") then
return stack:get_count()
else
return 0
end
end,
on_put = function(inv, listname, index, stack, player)
inv:set_stack(listname, index, "")
end,
})
trash:set_size("main", 1)
creative_inventory.set_creative_formspec = function(player, start_i, pagenum)
pagenum = math.floor(pagenum)
local pagemax = math.floor((creative_inventory.creative_inventory_size-1) / (6*4) + 1)
player:set_inventory_formspec("size[13,7.5]"..
player:set_inventory_formspec(
"size[13,7.5]"..
--"image[6,0.6;1,2;player.png]"..
"list[current_player;main;5,3.5;8,4;]"..
default.gui_bg..
default.gui_bg_img..
default.gui_slots..
"list[current_player;main;5,3.5;8,1;]"..
"list[current_player;main;5,4.75;8,3;8]"..
"list[current_player;craft;8,0;3,3;]"..
"list[current_player;craftpreview;12,1;1,1;]"..
"image[11,1;1,1;gui_furnace_arrow_bg.png^[transformR270]"..
"list[detached:creative;main;0.3,0.5;4,6;"..tostring(start_i).."]"..
"label[2.0,6.55;"..tostring(pagenum).."/"..tostring(pagemax).."]"..
"button[0.3,6.5;1.6,1;creative_prev;<<]"..
"button[2.7,6.5;1.6,1;creative_next;>>]")
"button[2.7,6.5;1.6,1;creative_next;>>]"..
"listring[current_player;main]"..
"listring[current_player;craft]"..
"listring[current_player;main]"..
"listring[detached:creative;main]"..
"label[5,1.5;Trash:]"..
"list[detached:creative_trash;main;5,2;1,1;]"..
default.get_hotbar_bg(5,3.5)
)
end
minetest.register_on_joinplayer(function(player)
-- If in creative mode, modify player's inventory forms
@ -113,3 +134,44 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
creative_inventory.set_creative_formspec(player, start_i, start_i / (6*4) + 1)
end)
if minetest.setting_getbool("creative_mode") then
local digtime = 0.5
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 = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
cracky = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
snappy = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
choppy = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
oddly_breakable_by_hand = {times={[1]=digtime, [2]=digtime, [3]=digtime}, uses=0, maxlevel=3},
},
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

View File

@ -14,7 +14,7 @@ http://www.gnu.org/licenses/lgpl-2.1.html
License of media (textures and sounds)
--------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Authors of media files
@ -22,43 +22,190 @@ 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
default_jungletree_top.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_snow_side.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, derived from character.png by Jordach (CC BY-SA 3.0)
default_pinetree.png
default_pinetree_top.png
default_pinewood.png
default_sandstone_brick.png
default_obsidian_brick.png
default_river_water.png
default_river_water_source_animated.png
default_river_water_flowing_animated.png
default_acacia_leaves.png
default_acacia_sapling.png
default_acacia_tree.png
default_acacia_tree_top.png
default_acacia_wood.png
default_dry_grass.png
default_dry_grass_side.png
default_dry_grass_*.png
default_junglewood.png, derived from a texture by BlockMen (CC BY-SA 3.0)
default_grass.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
default_grass_side.png, derived from a texture by Philipbenr (CC BY-SA 3.0)
default_stone_brick.png, derived from a texture by Cisoun (WTFPL)
default_desert_stone_brick.png, derived from a texture by VanessaE (WTFPL)
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
heart.png
gui_*.png
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
asl97 (WTFPL):
default_ice.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")
@ -69,65 +66,11 @@ 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
})
minetest.register_craftitem(":cooked_rat", {
description = "Cooked rat",
inventory_image = "cooked_rat.png",
on_use = minetest.item_eat(6),
})
minetest.register_craftitem(":firefly", {
description = "Firefly",
inventory_image = "firefly.png",
groups = {not_in_creative_inventory=1},
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
-- Aliases for corrected pine node names
minetest.register_alias("default:pinetree", "default:pine_tree")
minetest.register_alias("default:pinewood", "default:pine_wood")

839
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-- 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:stick 4',
recipe = {
{'group:wood'},
}
})
minetest.register_craft({
output = 'default:fence_wood 2',
recipe = {
{'group:stick', 'group:stick', 'group:stick'},
{'group:stick', 'group:stick', 'group:stick'},
}
})
minetest.register_craft({
output = 'default:sign_wall',
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: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',
recipe = {
{'group:stick', '', 'group:stick'},
{'group:stick', 'group:stick', 'group:stick'},
{'group:stick', '', 'group:stick'},
}
})
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:ladder",
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",
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,
})

159
mods/default/craftitems.lua Normal file
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@ -0,0 +1,159 @@
-- 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 function book_on_use(itemstack, user, pointed_thing)
local player_name = user:get_player_name()
local data = minetest.deserialize(itemstack:get_metadata())
local title, text, owner = "", "", player_name
if data then
title, text, owner = data.title, data.text, data.owner
end
local formspec
if owner == player_name then
formspec = "size[8,8]"..default.gui_bg..
"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..
"label[0.5,0.5;by "..owner.."]"..
"label[0.5,0;"..minetest.formspec_escape(title).."]"..
"textarea[0.5,1.5;7.5,7;;"..minetest.formspec_escape(text)..";]"
end
minetest.show_formspec(user:get_player_name(), "default:book", formspec)
end
minetest.register_on_player_receive_fields(function(player, form_name, fields)
if form_name ~= "default:book" or not fields.save or
fields.title == "" or fields.text == "" then
return
end
local inv = player:get_inventory()
local stack = player:get_wielded_item()
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.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
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.png",
groups = {book=1, not_in_creative_inventory=1},
stack_max = 1,
on_use = book_on_use,
})
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",
})

347
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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 = 0.2}
table.dug = table.dug or
{name = "default_sand_footstep", 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_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_source = function(pos)
minetest.set_node(pos, {name = "default:obsidian"})
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
default.cool_lava_flowing = function(pos)
minetest.set_node(pos, {name = "default:stone"})
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
minetest.register_abm({
nodenames = {"default:lava_flowing"},
neighbors = {"group:water"},
interval = 1,
chance = 2,
action = function(...)
default.cool_lava_flowing(...)
end,
})
minetest.register_abm({
nodenames = {"default:lava_source"},
neighbors = {"group:water"},
interval = 1,
chance = 2,
action = function(...)
default.cool_lava_source(...)
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 = 50,
chance = 20,
action = function(...)
default.grow_cactus(...)
end
})
minetest.register_abm({
nodenames = {"default:papyrus"},
neighbors = {"default:dirt", "default:dirt_with_grass"},
interval = 50,
chance = 20,
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
--
-- 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)
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
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
})
--
-- Grass growing
--
minetest.register_abm({
nodenames = {"default:dirt"},
interval = 2,
chance = 200,
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 nodedef and (nodedef.sunlight_propagates or nodedef.paramtype == "light") and
nodedef.liquidtype == "none" and
(minetest.get_node_light(above) or 0) >= 13 then
if name == "default:snow" or name == "default:snowblock" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
else
minetest.set_node(pos, {name = "default:dirt_with_grass"})
end
end
end
})
minetest.register_abm({
nodenames = {"default:dirt_with_grass", "default:dirt_with_dry_grass"},
interval = 2,
chance = 20,
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
})

291
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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
--
-- 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,
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(),
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,
})
--
-- ABM
--
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
minetest.register_abm({
nodenames = {"default:furnace", "default:furnace_active"},
interval = 1.0,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
--
-- 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
--
-- Inizialize inventory
--
local inv = meta:get_inventory()
for listname, size in pairs({
src = 1,
fuel = 1,
dst = 4,
}) do
if inv:get_size(listname) ~= size then
inv:set_size(listname, size)
end
end
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 "
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")
else
if not fuellist[1]:is_empty() then
fuel_state = "0%"
end
swap_node(pos, "default:furnace")
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)
end,
})

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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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mods/default/nodes.lua Normal file

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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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