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Update minetestforfun_game with minetest_game
- I hope there is no problem. I see a lot of new stuff in the vanilla game. I keep a backup on another computer to restore the state of the repository if there is a problem.
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@@ -46,6 +46,8 @@ The doors mod allows modders to register custom doors.
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node_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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selection_box_bottom = regular nodebox, see [Node boxes], OPTIONAL,
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selection_box_top = regular nodebox, see [Node boxes], OPTIONAL,
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sound_open_door = sound play for open door, OPTIONAL,
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sound_close_door = sound play for close door, OPTIONAL,
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only_placer_can_open = true/false,
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^ If true, only placer can open the door (locked for others)
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}
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@@ -118,7 +120,7 @@ Xpanes API
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Creates panes that automatically connect to each other
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xpanes.register_pane(subname, def)
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-> subname: used for nodename. Result: "xpanes:subname_{1..16}"
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-> subname: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}"
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-> def: See [#Pane definition]
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#Pane definition
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@@ -132,10 +134,6 @@ xpanes.register_pane(subname, def)
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^ See [#Default sounds]
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recipe = {{"","","","","","","","",""}},
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^ Recipe field only
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on_construct = function(pos)
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update_pane(pos, "pane")
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end,
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^ Required to handle rotation correctly
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}
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Default sounds
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@@ -197,3 +195,83 @@ Model Definition
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-- ...
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},
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}
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Leafdecay
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---------
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To enable leaf decay for a node, add it to the "leafdecay" group.
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The rating of the group determines how far from a node in the group "tree"
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the node can be without decaying.
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If param2 of the node is ~= 0, the node will always be preserved. Thus, if
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the player places a node of that kind, you will want to set param2=1 or so.
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The function default.after_place_leaves can be set as after_place_node of a node
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to set param2 to 1 if the player places the node (should not be used for nodes
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that use param2 otherwise (e.g. facedir)).
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If the node is in the leafdecay_drop group then it will always be dropped as an
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item.
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Dyes
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----
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To make recipes that will work with any dye ever made by anybody, define
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them based on groups. You can select any group of groups, based on your need for
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amount of colors.
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#Color groups
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-------------
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Base color groups:
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- basecolor_white
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- basecolor_grey
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- basecolor_black
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- basecolor_red
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- basecolor_yellow
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- basecolor_green
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- basecolor_cyan
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- basecolor_blue
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- basecolor_magenta
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Extended color groups (* = equal to a base color):
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* excolor_white
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- excolor_lightgrey
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* excolor_grey
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- excolor_darkgrey
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* excolor_black
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* excolor_red
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- excolor_orange
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* excolor_yellow
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- excolor_lime
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* excolor_green
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- excolor_aqua
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* excolor_cyan
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- excolor_sky_blue
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* excolor_blue
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- excolor_violet
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* excolor_magenta
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- excolor_red_violet
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The whole unifieddyes palette as groups:
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- unicolor_<excolor>
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For the following, no white/grey/black is allowed:
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- unicolor_medium_<excolor>
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- unicolor_dark_<excolor>
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- unicolor_light_<excolor>
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- unicolor_<excolor>_s50
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- unicolor_medium_<excolor>_s50
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- unicolor_dark_<excolor>_s50
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Example of one shapeless recipe using a color group:
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minetest.register_craft({
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type = "shapeless",
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output = '<mod>:item_yellow',
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recipe = {'<mod>:item_no_color', 'group:basecolor_yellow'},
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})
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#Color lists
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------------
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dye.basecolors
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^ Array containing the names of available base colors
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dye.excolors
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^ Array containing the names of the available extended colors
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