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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-16 15:30:30 +01:00

Removed bone mod

- Removed bone mod
 - Removed bone mod's entry in world.mt
 - Updated world.mt with bone mod's removal
 - Solves #205
This commit is contained in:
LeMagnesium 2015-08-11 12:06:39 +02:00
parent aa2f62afb3
commit 0cde41ff49
7 changed files with 2 additions and 282 deletions

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Minetest mod "Bone"
=======================
version: 0.3
License of source code and textures:
------------------------------------
Written 2013 by BlockMen
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.
tree_generation based on PilzAdam's farming mod
--USING the mod--
This mod "forces" dirt to drop Bones randomly with rarity = 50 (2%)
The bones can be crafted to bonemeal, which lets grow grass and flowers (remind that flowers are only
in survival and build games are useable).
Furthermore it lets trees grow instantly and supports PilzAdam's farming mod. The wheat, cotton and pumpkin need
a random number of bonemeal to get full grown.

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default

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minetest.register_node(":default:dirt", {
description = "Dirt",
tiles = {"default_dirt.png"},
is_ground_content = true,
groups = {crumbly=3, soil=1},
drop = {
max_items = 1,
items = {
{
items = {'bone:bone', 'default:dirt'},
rarity = 50,
},
{
items = {'default:dirt'},
}
}
},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node(":default:dirt_with_grass", {
description = "Dirt with Grass",
tiles = {"default_grass.png", "default_dirt.png", "default_dirt.png^default_grass_side.png"},
is_ground_content = true,
groups = {crumbly=3, soil=1},
drop = {
max_items = 1,
items = {
{
items = {'bone:bone', 'default:dirt'},
rarity = 50,
},
{
items = {'default:dirt'},
}
}
},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
})
minetest.register_craftitem("bone:bone", {
description = "Bone",
inventory_image = "bone_bone.png",
})
minetest.register_craft({
output = 'bone:bonemeal 5',
recipe = {{'bone:bone'}}
})
local n
local n2
local pos
function apple_leave()
if math.random(0, 10) == 3 then
return {name = "default:apple"}
else
return {name = "default:leaves"}
end
end
function air_leave()
if math.random(0, 50) == 3 then
return {name = "air"}
else
return {name = "default:leaves"}
end
end
function generate_tree(pos, trunk, leaves)
pos.y = pos.y-1
local nodename = minetest.get_node(pos).name
pos.y = pos.y+1
if not minetest.get_node_light(pos) then
return
end
node = {name = ""}
for dy=1,4 do
pos.y = pos.y+dy
if minetest.get_node(pos).name ~= "air" then
return
end
pos.y = pos.y-dy
end
node = {name = "default:tree"}
for dy=0,4 do
pos.y = pos.y+dy
minetest.set_node(pos, node)
pos.y = pos.y-dy
end
node = {name = "default:leaves"}
pos.y = pos.y+3
local rarity = 0
if math.random(0, 10) == 3 then
rarity = 1
end
for dx=-2,2 do
for dz=-2,2 do
for dy=0,3 do
pos.x = pos.x+dx
pos.y = pos.y+dy
pos.z = pos.z+dz
if dx == 0 and dz == 0 and dy==3 then
if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.set_node(pos, node)
if rarity == 1 then
minetest.set_node(pos, apple_leave())
else
minetest.set_node(pos, air_leave())
end
end
elseif dx == 0 and dz == 0 and dy==4 then
if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.set_node(pos, node)
if rarity == 1 then
minetest.set_node(pos, apple_leave())
else
minetest.set_node(pos, air_leave())
end
end
elseif math.abs(dx) ~= 2 and math.abs(dz) ~= 2 then
if minetest.get_node(pos).name == "air" then
minetest.set_node(pos, node)
if rarity == 1 then
minetest.set_node(pos, apple_leave())
else
minetest.set_node(pos, air_leave())
end
end
else
if math.abs(dx) ~= 2 or math.abs(dz) ~= 2 then
if minetest.get_node(pos).name == "air" and math.random(1, 5) <= 4 then
minetest.set_node(pos, node)
if rarity == 1 then
minetest.set_node(pos, apple_leave())
else
minetest.set_node(pos, air_leave())
end
end
end
end
pos.x = pos.x-dx
pos.y = pos.y-dy
pos.z = pos.z-dz
end
end
end
end
local plant_tab = {}
local rnd_max = 5
minetest.after(0.5, function()
plant_tab[0] = "air"
plant_tab[1] = "default:grass_1"
plant_tab[2] = "default:grass_2"
plant_tab[3] = "default:grass_3"
plant_tab[4] = "default:grass_4"
plant_tab[5] = "default:grass_5"
if minetest.get_modpath("flowers") ~= nil then
rnd_max = 11
plant_tab[6] = "flowers:dandelion_white"
plant_tab[7] = "flowers:dandelion_yellow"
plant_tab[8] = "flowers:geranium"
plant_tab[9] = "flowers:rose"
plant_tab[10] = "flowers:tulip"
plant_tab[11] = "flowers:viola"
end
end)
local function duengen(pointed_thing)
pos = pointed_thing.under
n = minetest.get_node(pos)
if n.name == "" then return end
local stage = ""
if n.name == "default:sapling" then
minetest.set_node(pos, {name="air"})
generate_tree(pos, "default:tree", "default:leaves")
elseif string.find(n.name, "farming:wheat_") ~= nil then
stage = string.sub(n.name, 15)
if stage == "3" then
minetest.set_node(pos, {name="farming:wheat"})
elseif math.random(1,5) < 3 then
minetest.set_node(pos, {name="farming:wheat"})
else
minetest.set_node(pos, {name="farming:wheat_"..math.random(2,3)})
end
elseif string.find(n.name, "farming:cotton_") ~= nil then
stage = tonumber(string.sub(n.name, 16))
if stage == 1 then
minetest.set_node(pos, {name="farming:cotton_"..math.random(stage,2)})
else
minetest.set_node(pos, {name="farming:cotton"})
end
elseif string.find(n.name, "farming:pumpkin_") ~= nil then
stage = tonumber(string.sub(n.name, 17))
if stage == 1 then
minetest.set_node(pos, {name="farming:pumpkin_"..math.random(stage,2)})
else
minetest.set_node(pos, {name="farming:pumpkin"})
end
elseif n.name == "default:dirt_with_grass" then
for i = -2, 3, 1 do
for j = -3, 2, 1 do
pos = pointed_thing.above
pos = {x=pos.x+i, y=pos.y, z=pos.z+j}
n = minetest.get_node(pos)
n2 = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z})
if n.name ~= "" and n.name == "air" and n2.name == "default:dirt_with_grass" then
if math.random(0,5) > 3 then
minetest.set_node(pos, {name=plant_tab[math.random(0, rnd_max)]})
else
minetest.set_node(pos, {name=plant_tab[math.random(0, 5)]})
end
end
end
end
end
end
minetest.register_craftitem("bone:bonemeal", {
description = "Bone Meal",
inventory_image = "bone_bonemeal.png",
liquids_pointable = false,
stack_max = 99,
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "node" then
duengen(pointed_thing)
itemstack:take_item()
return itemstack
end
end,
})

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@ -9,6 +9,8 @@ Ca y est, les classes Warrior et Hunter sont là ! (Venez les tester et aider no
Venez visiter notre nouveau site "minetestforfun.com" ! Venez visiter notre nouveau site "minetestforfun.com" !
---??/08/2015--- (Remerciements : crabman77/crabman, LeMagnesium/Mg, Obani) ---??/08/2015--- (Remerciements : crabman77/crabman, LeMagnesium/Mg, Obani)
Suppression de "bone"
MAJ de "throwing" (Nouvelle arbalète automatique pour les hunters)
MAJ de "MFF_game" (Ajustement de la texture du "Steel Block" et "Steel Ingot" pour être plus sombre et diférente de l'équivalent en "Argent/Silver") MAJ de "MFF_game" (Ajustement de la texture du "Steel Block" et "Steel Ingot" pour être plus sombre et diférente de l'équivalent en "Argent/Silver")
MAJ de "homedecor_modpack" (beaucoup de recettes faites à partir d'objets non présent dans le jeu ont été supprimés) MAJ de "homedecor_modpack" (beaucoup de recettes faites à partir d'objets non présent dans le jeu ont été supprimés)
MAJ de "unified_inventory" (amélioration du code) MAJ de "unified_inventory" (amélioration du code)

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@ -124,7 +124,6 @@ load_mod_factions = true
load_mod_invtweak = true load_mod_invtweak = true
load_mod_screwdriver = true load_mod_screwdriver = true
load_mod_bone = true
load_mod_carts = true load_mod_carts = true
load_mod_sponge = true load_mod_sponge = true