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[sea] Update for #445
This commit is contained in:
parent
c17e2ac7a2
commit
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60
mods/sea/LICENSE AND README.txt → mods/sea/LICENSE.txt
Executable file → Normal file
60
mods/sea/LICENSE AND README.txt → mods/sea/LICENSE.txt
Executable file → Normal file
@ -1,63 +1,3 @@
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-------------------------------------------------------------------------------------------------
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sea-modpack
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-------------------------------------------------------------------------------------------------
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Version 0.4.0
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- clams --> collect algae for seaglass and crushed white shells for blocks
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- noairblocks --> removes the airblocks around seacorals, seaplants and sealamps
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- seacobble --> cobble in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- seacoral --> give some health directly and can be used as dyes with the unified dyes mod
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and optionally the color machine mod
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Colors: aqua, cyan, lime, magenta, redviolet and skyblue
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- seaglass --> seaglass that can be on or off in the colors, neutral, white, yellow, red, blue and black
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- seagravel --> gravel in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- sealamps --> a torch that burns under water and a diving lantern
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- seaplants --> provide some health when eating them, combine them to make a seasalad mix
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- seastone --> stone in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- seastonebrick --> stonebrick in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- seawrecks --> This version two types, consisting of 'default' materials
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- stairsshine --> Just like minetest_game's stairs supports stair- and slabmaking for the blocks,
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this one supports blocks that have a lightsource_14
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- whiteshell --> provides some more crushed white shells for blocks
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-----------------------------------------------
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Dependencies ? = optional
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-----------------------------------------------
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- clams --> default
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- noairblocks --> default
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- seacobble --> default, dye, stairs, clams, whiteshell? , colormachine?
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- seacoral --> default, noairblocks, unifieddyes, colormachine?
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- seaglass --> default, dye, stairs, clams, stairsshine? , colormachine?
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- seagravel --> default, dye, stairs, clams, whiteshell? , colormachine?
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- sealamps --> default, bucket, noairblocks
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- seaplants --> default, noairblocks
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- seastone --> default, dye, stairs, clams, whiteshell? , colormachine?
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- seastonebrick --> default, stairs, seastone, colormachine?
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- seawrecks --> default
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- stairsshine --> default
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- whiteshell --> default, clams
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----------------------------------
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Credits
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----------------------------------
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- 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)
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- Kahrl for the minetest_game stairs mod
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- VanessaE for making unifieddyes (among of a lot of other good mods)
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- Cornernote (for the dye_code in an older sea version). Thanks for all your work for minetest cornernote!
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- Chinchow, for asking me what I was doing (nothing constructive till then)
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- Sapier, because of his fish in his animals-mod I understood you could build something under water without an waterblock around it.
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- Inocudom, for the support of this modpack (and telling me about Jeija's hydro-turbine).
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- Jeija (because of the hydro-turbine (mesecons)).
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- Neuromancer for the constructive feed-back concerning the performance.
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- Sokomine for constructive feedback of the total modpack
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- Mossmanikin for his support
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- Jouster27 for the helpful feedback about version 0.3.0
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- Chlue simple abm profiling ( https://forum.minetest.net/viewtopic.php?pid=113112#p113112 )
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Licenses
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--------------
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59
mods/sea/README.md
Normal file
59
mods/sea/README.md
Normal file
@ -0,0 +1,59 @@
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-------------------------------------------------------------------------------------------------
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sea-modpack
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-------------------------------------------------------------------------------------------------
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Version 0.4.0
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- clams --> collect algae for seaglass and crushed white shells for blocks
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- noairblocks --> removes the airblocks around seacorals, seaplants and sealamps
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- seacobble --> cobble in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- seacoral --> give some health directly and can be used as dyes with the unified dyes mod
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and optionally the color machine mod
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Colors: aqua, cyan, lime, magenta, redviolet and skyblue
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- seaglass --> seaglass that can be on or off in the colors, neutral, white, yellow, red, blue and black
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- seagravel --> gravel in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- sealamps --> a torch that burns under water and a diving lantern
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- seaplants --> provide some health when eating them, combine them to make a seasalad mix
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- seastone --> stone in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- seastonebrick --> stonebrick in the colors white/neutral, aqua, cyan, lime, magenta, redviolet and skyblue
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- seawrecks --> This version two types, consisting of 'default' materials
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- stairsshine --> Just like minetest_game's stairs supports stair- and slabmaking for the blocks,
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this one supports blocks that have a lightsource_14
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- whiteshell --> provides some more crushed white shells for blocks
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-----------------------------------------------
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Dependencies ? = optional
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-----------------------------------------------
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- clams --> default
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- noairblocks --> default
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- seacobble --> default, dye, stairs, clams, whiteshell? , colormachine?
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- seacoral --> default, noairblocks, unifieddyes, colormachine?
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- seaglass --> default, dye, stairs, clams, stairsshine? , colormachine?
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- seagravel --> default, dye, stairs, clams, whiteshell? , colormachine?
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- sealamps --> default, bucket, noairblocks
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- seaplants --> default, noairblocks
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- seastone --> default, dye, stairs, clams, whiteshell? , colormachine?
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- seastonebrick --> default, stairs, seastone, colormachine?
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- seawrecks --> default
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- stairsshine --> default
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- whiteshell --> default, clams
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----------------------------------
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Credits
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----------------------------------
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- 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)
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- Kahrl for the minetest_game stairs mod
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- VanessaE for making unifieddyes (among of a lot of other good mods)
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- Cornernote (for the dye_code in an older sea version). Thanks for all your work for minetest cornernote!
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- Chinchow, for asking me what I was doing (nothing constructive till then)
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- Sapier, because of his fish in his animals-mod I understood you could build something under water without an waterblock around it.
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- Inocudom, for the support of this modpack (and telling me about Jeija's hydro-turbine).
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- Jeija (because of the hydro-turbine (mesecons)).
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- Neuromancer for the constructive feed-back concerning the performance.
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- Sokomine for constructive feedback of the total modpack
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- Mossmanikin for his support
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- Jouster27 for the helpful feedback about version 0.3.0
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- Chlue simple abm profiling ( https://forum.minetest.net/viewtopic.php?pid=113112#p113112 )
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@ -80,9 +80,9 @@ minetest.register_entity("clams:whiteshell", {
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phase = 0,
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phasetimer = 0,
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on_activate = function(self, staticdata)
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minetest.log("whiteshell activated!")
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end,
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-- on_activate = function(self, staticdata)
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-- minetest.log("whiteshell activated!")
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-- end,
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on_step = function(self, dtime)
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self.phasetimer = self.phasetimer + dtime
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@ -176,12 +176,12 @@ minetest.register_ore({
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})
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
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if maxp.y < height_min or minp.y > height_max then
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
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if maxp.y < y_min or minp.y > y_max then
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return
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end
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local y_min = math.max(minp.y, y_min)
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local y_max = math.min(maxp.y, y_max)
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if chunk_size >= y_max - y_min + 1 then
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return
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end
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@ -191,7 +191,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
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local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
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for i=1,num_chunks do
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local y0 = pr:next(y_min, y_max-chunk_size+1)
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if y0 >= height_min and y0 <= height_max then
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if y0 >= y_min and y0 <= y_max then
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local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
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local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
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local p0 = {x=x0, y=y0, z=z0}
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@ -1,5 +1,6 @@
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-- NODES
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-- Lightened nodes for MFF
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local sea_light_source = 5
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minetest.register_node("seacoral:coralcyan", {
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@ -404,12 +405,12 @@ minetest.register_ore({
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y_min = -8,
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})
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
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if maxp.y < height_min or minp.y > height_max then
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
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if maxp.y < y_min or minp.y > y_max then
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return
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end
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local y_min = math.max(minp.y, y_min)
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local y_max = math.min(maxp.y, y_max)
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if chunk_size >= y_max - y_min + 1 then
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return
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end
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@ -419,7 +420,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
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local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
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for i=1,num_chunks do
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local y0 = pr:next(y_min, y_max-chunk_size+1)
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if y0 >= height_min and y0 <= height_max then
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if y0 >= y_min and y0 <= y_max then
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local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
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local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
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local p0 = {x=x0, y=y0, z=z0}
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@ -1,5 +1,6 @@
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-- NODES
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-- Lightened nodes for MFF
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local sea_light_source = 5
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minetest.register_node("seaplants:kelpgreen", {
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@ -325,12 +326,12 @@ minetest.register_ore({
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y_min = -31000,
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})
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
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if maxp.y < height_min or minp.y > height_max then
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
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if maxp.y < y_min or minp.y > y_max then
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return
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end
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local y_min = math.max(minp.y, y_min)
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local y_max = math.min(maxp.y, y_max)
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if chunk_size >= y_max - y_min + 1 then
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return
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end
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@ -340,7 +341,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
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local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
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for i=1,num_chunks do
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local y0 = pr:next(y_min, y_max-chunk_size+1)
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if y0 >= height_min and y0 <= height_max then
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if y0 >= y_min and y0 <= y_max then
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local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
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local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
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local p0 = {x=x0, y=y0, z=z0}
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File diff suppressed because it is too large
Load Diff
@ -37,12 +37,12 @@ minetest.register_ore({
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})
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, height_min, height_max)
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if maxp.y < height_min or minp.y > height_max then
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local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume, chunk_size, ore_per_chunk, y_min, y_max)
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if maxp.y < y_min or minp.y > y_max then
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return
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end
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local y_min = math.max(minp.y, y_min)
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local y_max = math.min(maxp.y, y_max)
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if chunk_size >= y_max - y_min + 1 then
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return
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end
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@ -52,7 +52,7 @@ local function generate_ore(name, wherein, minp, maxp, seed, chunks_per_volume,
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local inverse_chance = math.floor(chunk_size*chunk_size*chunk_size / ore_per_chunk)
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for i=1,num_chunks do
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local y0 = pr:next(y_min, y_max-chunk_size+1)
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if y0 >= height_min and y0 <= height_max then
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if y0 >= y_min and y0 <= y_max then
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local x0 = pr:next(minp.x, maxp.x-chunk_size+1)
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local z0 = pr:next(minp.z, maxp.z-chunk_size+1)
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local p0 = {x=x0, y=y0, z=z0}
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@ -80,3 +80,5 @@ end
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minetest.register_alias("clams:whiteshell","whiteshell:whiteshell")
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minetest.log("action", "[Mod] Sea Loaded.")
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