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mirror of https://github.com/sys4-fr/server-nalc.git synced 2024-11-11 12:50:41 +01:00

[sea] Update for #445

This commit is contained in:
LeMagnesium 2016-05-10 23:51:01 +02:00
parent c17e2ac7a2
commit 689e746366
9 changed files with 441 additions and 438 deletions

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@ -1,63 +1,3 @@
-------------------------------------------------------------------------------------------------
sea-modpack
-------------------------------------------------------------------------------------------------
Version 0.4.0
- clams --> collect algae for seaglass and crushed white shells for blocks
- noairblocks --> removes the airblocks around seacorals, seaplants and sealamps
- seacobble --> cobble in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- seacoral --> give some health directly and can be used as dyes with the unified dyes mod
and optionally the color machine mod
Colors: aqua, cyan, lime, magenta, redviolet and skyblue
- seaglass --> seaglass that can be on or off in the colors, neutral, white, yellow, red, blue and black
- seagravel --> gravel in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- sealamps --> a torch that burns under water and a diving lantern
- seaplants --> provide some health when eating them, combine them to make a seasalad mix
- seastone --> stone in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- seastonebrick --> stonebrick in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- seawrecks --> This version two types, consisting of 'default' materials
- stairsshine --> Just like minetest_game's stairs supports stair- and slabmaking for the blocks,
this one supports blocks that have a lightsource_14
- whiteshell --> provides some more crushed white shells for blocks
-----------------------------------------------
Dependencies ? = optional
-----------------------------------------------
- clams --> default
- noairblocks --> default
- seacobble --> default, dye, stairs, clams, whiteshell? , colormachine?
- seacoral --> default, noairblocks, unifieddyes, colormachine?
- seaglass --> default, dye, stairs, clams, stairsshine? , colormachine?
- seagravel --> default, dye, stairs, clams, whiteshell? , colormachine?
- sealamps --> default, bucket, noairblocks
- seaplants --> default, noairblocks
- seastone --> default, dye, stairs, clams, whiteshell? , colormachine?
- seastonebrick --> default, stairs, seastone, colormachine?
- seawrecks --> default
- stairsshine --> default
- whiteshell --> default, clams
----------------------------------
Credits
----------------------------------
- Celeron55 for making minetest and this mod possible (the mapgen.lua code (and part of his mob mod code) and for the minetest_game stairs mod)
- Kahrl for the minetest_game stairs mod
- VanessaE for making unifieddyes (among of a lot of other good mods)
- Cornernote (for the dye_code in an older sea version). Thanks for all your work for minetest cornernote!
- Chinchow, for asking me what I was doing (nothing constructive till then)
- Sapier, because of his fish in his animals-mod I understood you could build something under water without an waterblock around it.
- Inocudom, for the support of this modpack (and telling me about Jeija's hydro-turbine).
- Jeija (because of the hydro-turbine (mesecons)).
- Neuromancer for the constructive feed-back concerning the performance.
- Sokomine for constructive feedback of the total modpack
- Mossmanikin for his support
- Jouster27 for the helpful feedback about version 0.3.0
- Chlue simple abm profiling ( https://forum.minetest.net/viewtopic.php?pid=113112#p113112 )
Licenses Licenses
-------------- --------------

59
mods/sea/README.md Normal file
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@ -0,0 +1,59 @@
-------------------------------------------------------------------------------------------------
sea-modpack
-------------------------------------------------------------------------------------------------
Version 0.4.0
- clams --> collect algae for seaglass and crushed white shells for blocks
- noairblocks --> removes the airblocks around seacorals, seaplants and sealamps
- seacobble --> cobble in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- seacoral --> give some health directly and can be used as dyes with the unified dyes mod
and optionally the color machine mod
Colors: aqua, cyan, lime, magenta, redviolet and skyblue
- seaglass --> seaglass that can be on or off in the colors, neutral, white, yellow, red, blue and black
- seagravel --> gravel in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- sealamps --> a torch that burns under water and a diving lantern
- seaplants --> provide some health when eating them, combine them to make a seasalad mix
- seastone --> stone in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- seastonebrick --> stonebrick in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
- seawrecks --> This version two types, consisting of 'default' materials
- stairsshine --> Just like minetest_game's stairs supports stair- and slabmaking for the blocks,
this one supports blocks that have a lightsource_14
- whiteshell --> provides some more crushed white shells for blocks
-----------------------------------------------
Dependencies ? = optional
-----------------------------------------------
- clams --> default
- noairblocks --> default
- seacobble --> default, dye, stairs, clams, whiteshell? , colormachine?
- seacoral --> default, noairblocks, unifieddyes, colormachine?
- seaglass --> default, dye, stairs, clams, stairsshine? , colormachine?
- seagravel --> default, dye, stairs, clams, whiteshell? , colormachine?
- sealamps --> default, bucket, noairblocks
- seaplants --> default, noairblocks
- seastone --> default, dye, stairs, clams, whiteshell? , colormachine?
- seastonebrick --> default, stairs, seastone, colormachine?
- seawrecks --> default
- stairsshine --> default
- whiteshell --> default, clams
----------------------------------
Credits
----------------------------------
- Celeron55 for making minetest and this mod possible (the mapgen.lua code (and part of his mob mod code) and for the minetest_game stairs mod)
- Kahrl for the minetest_game stairs mod
- VanessaE for making unifieddyes (among of a lot of other good mods)
- Cornernote (for the dye_code in an older sea version). Thanks for all your work for minetest cornernote!
- Chinchow, for asking me what I was doing (nothing constructive till then)
- Sapier, because of his fish in his animals-mod I understood you could build something under water without an waterblock around it.
- Inocudom, for the support of this modpack (and telling me about Jeija's hydro-turbine).
- Jeija (because of the hydro-turbine (mesecons)).
- Neuromancer for the constructive feed-back concerning the performance.
- Sokomine for constructive feedback of the total modpack
- Mossmanikin for his support
- Jouster27 for the helpful feedback about version 0.3.0
- Chlue simple abm profiling ( https://forum.minetest.net/viewtopic.php?pid=113112#p113112 )

View File

@ -80,9 +80,9 @@ minetest.register_entity("clams:whiteshell", {
phase = 0, phase = 0,
phasetimer = 0, phasetimer = 0,
on_activate = function(self, staticdata) -- on_activate = function(self, staticdata)
minetest.log("whiteshell activated!") -- minetest.log("whiteshell activated!")
end, -- end,
on_step = function(self, dtime) on_step = function(self, dtime)
self.phasetimer = self.phasetimer + dtime self.phasetimer = self.phasetimer + dtime
@ -176,12 +176,12 @@ minetest.register_ore({
}) })
local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max) local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
if maxp.y < height_min or minp.y > height_max then if maxp.y < y_min or minp.y > y_max then
return return
end end
local y_min = math.max(minp.y, height_min) local y_min = math.max(minp.y, y_min)
local y_max = math.min(maxp.y, height_max) local y_max = math.min(maxp.y, y_max)
if chunk_size >= y_max - y_min + 1 then if chunk_size >= y_max - y_min + 1 then
return return
end end
@ -191,7 +191,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk) local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
for i=1,num_chunks do for i=1,num_chunks do
local y0 = pr:next(y_min, y_max-chunk_size+1) local y0 = pr:next(y_min, y_max-chunk_size+1)
if y0 >= height_min and y0 <= height_max then if y0 >= y_min and y0 <= y_max then
local x0 = pr:next(minp.x, maxp.x-chunk_size+1) local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
local z0 = pr:next(minp.z, maxp.z-chunk_size+1) local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
local p0 = {x=x0, y=y0, z=z0} local p0 = {x=x0, y=y0, z=z0}

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@ -1,5 +1,6 @@
-- NODES -- NODES
-- Lightened nodes for MFF
local sea_light_source = 5 local sea_light_source = 5
minetest.register_node("seacoral:coralcyan", { minetest.register_node("seacoral:coralcyan", {
@ -404,12 +405,12 @@ minetest.register_ore({
y_min = -8, y_min = -8,
}) })
local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max) local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
if maxp.y < height_min or minp.y > height_max then if maxp.y < y_min or minp.y > y_max then
return return
end end
local y_min = math.max(minp.y, height_min) local y_min = math.max(minp.y, y_min)
local y_max = math.min(maxp.y, height_max) local y_max = math.min(maxp.y, y_max)
if chunk_size >= y_max - y_min + 1 then if chunk_size >= y_max - y_min + 1 then
return return
end end
@ -419,7 +420,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk) local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
for i=1,num_chunks do for i=1,num_chunks do
local y0 = pr:next(y_min, y_max-chunk_size+1) local y0 = pr:next(y_min, y_max-chunk_size+1)
if y0 >= height_min and y0 <= height_max then if y0 >= y_min and y0 <= y_max then
local x0 = pr:next(minp.x, maxp.x-chunk_size+1) local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
local z0 = pr:next(minp.z, maxp.z-chunk_size+1) local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
local p0 = {x=x0, y=y0, z=z0} local p0 = {x=x0, y=y0, z=z0}

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@ -1,5 +1,6 @@
-- NODES -- NODES
-- Lightened nodes for MFF
local sea_light_source = 5 local sea_light_source = 5
minetest.register_node("seaplants:kelpgreen", { minetest.register_node("seaplants:kelpgreen", {
@ -325,12 +326,12 @@ minetest.register_ore({
y_min = -31000, y_min = -31000,
}) })
local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max) local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
if maxp.y < height_min or minp.y > height_max then if maxp.y < y_min or minp.y > y_max then
return return
end end
local y_min = math.max(minp.y, height_min) local y_min = math.max(minp.y, y_min)
local y_max = math.min(maxp.y, height_max) local y_max = math.min(maxp.y, y_max)
if chunk_size >= y_max - y_min + 1 then if chunk_size >= y_max - y_min + 1 then
return return
end end
@ -340,7 +341,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk) local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
for i=1,num_chunks do for i=1,num_chunks do
local y0 = pr:next(y_min, y_max-chunk_size+1) local y0 = pr:next(y_min, y_max-chunk_size+1)
if y0 >= height_min and y0 <= height_max then if y0 >= y_min and y0 <= y_max then
local x0 = pr:next(minp.x, maxp.x-chunk_size+1) local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
local z0 = pr:next(minp.z, maxp.z-chunk_size+1) local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
local p0 = {x=x0, y=y0, z=z0} local p0 = {x=x0, y=y0, z=z0}

File diff suppressed because it is too large Load Diff

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@ -37,12 +37,12 @@ minetest.register_ore({
}) })
local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max) local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
if maxp.y < height_min or minp.y > height_max then if maxp.y < y_min or minp.y > y_max then
return return
end end
local y_min = math.max(minp.y, height_min) local y_min = math.max(minp.y, y_min)
local y_max = math.min(maxp.y, height_max) local y_max = math.min(maxp.y, y_max)
if chunk_size >= y_max - y_min + 1 then if chunk_size >= y_max - y_min + 1 then
return return
end end
@ -52,7 +52,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk) local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
for i=1,num_chunks do for i=1,num_chunks do
local y0 = pr:next(y_min, y_max-chunk_size+1) local y0 = pr:next(y_min, y_max-chunk_size+1)
if y0 >= height_min and y0 <= height_max then if y0 >= y_min and y0 <= y_max then
local x0 = pr:next(minp.x, maxp.x-chunk_size+1) local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
local z0 = pr:next(minp.z, maxp.z-chunk_size+1) local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
local p0 = {x=x0, y=y0, z=z0} local p0 = {x=x0, y=y0, z=z0}
@ -80,3 +80,5 @@ end
minetest.register_alias("clams:whiteshell","whiteshell:whiteshell") minetest.register_alias("clams:whiteshell","whiteshell:whiteshell")
minetest.log("action", "[Mod] Sea Loaded.")