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.github/workflows/build.yml vendored Normal file
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@ -0,0 +1,16 @@
name: build
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v2
- name: Install Luarocks
run: |
sudo apt-get update -qyy
sudo apt-get install luarocks -qyy
- name: Install Luacheck
run: luarocks install --local luacheck
- name: Run Luacheck
run: $HOME/.luarocks/bin/luacheck mods

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@ -1,13 +0,0 @@
name: luacheck
on: [push, pull_request]
jobs:
luacheck:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Luacheck
uses: lunarmodules/luacheck@master
with:
args: mods

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@ -1,11 +0,0 @@
name: test
on: [push, pull_request]
jobs:
test:
runs-on: ubuntu-latest
timeout-minutes: 5
steps:
- uses: actions/checkout@v4
- run: ./utils/test/run.sh

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@ -1,13 +1,8 @@
unused_args = false unused_args = false
allow_defined_top = true allow_defined_top = true
globals = {
"default"
}
read_globals = { read_globals = {
"DIR_DELIM", "DIR_DELIM",
"core",
"minetest", "minetest",
"dump", "dump",
"vector", "vector",

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@ -1,45 +1,32 @@
# Minetest Game # Minetest Game
[![ContentDB](https://content.luanti.org/packages/Minetest/minetest_game/shields/title/)](https://content.luanti.org/packages/Minetest/minetest_game/) The default game bundled in the Minetest engine.
Minetest Game (abbreviated MTG) is a simple and peaceful sandbox game, with no For further information, check [this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
real goals or built-in enemy mobs.
While it provides a basic gameplay experience out of the box, it is best played Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game) for more information.
with mods.
Minetest Game is in perpetual maintenance-only mode, meaning it will not see new
gameplay features or anything else that breaks compatibility (see
[#2710](https://github.com/minetest/minetest_game/issues/2710)).
## Installation ## Installation
### ContentDB
* Content > Browse Online Content
* Search for "[Minetest Game](https://content.luanti.org/packages/Minetest/minetest_game/)"
* Click Install
### Manually
- Unzip the archive, rename the folder to `minetest_game` and - Unzip the archive, rename the folder to `minetest_game` and
place it in `.../minetest/games/` place it in .. `minetest/games/`
- GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`. - GNU/Linux: If you use a system-wide installation place it in `~/.minetest/games/`.
The Luanti engine can be found at [GitHub](https://github.com/minetest/minetest). The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
For further information or help, see: [Installing Mods](https://wiki.luanti.org/Installing_Mods). For further information or help, see: [Installing Mods](https://wiki.minetest.net/Installing_Mods).
## Compatibility ## Compatibility
As of January 2024 Minetest Game follows a **rolling release** model with new changes being automatically The Minetest Game GitHub `master` `HEAD` is generally compatible with the GitHub
published on ContentDB every day. `master` `HEAD` of the Minetest engine.
There are no stable releases or tags, all existing ones are considered legacy. Additionally, when the Minetest engine is tagged to be a certain version (e.g.
`0.4.10`), Minetest Game is tagged with the version, too.
Minetest Game is always compatible to the latest stable release of the engine. When stable releases are made, Minetest Game and the Minetest engine is packaged
Older releases may be supported too depending on circumstances. and made available at [www.minetest.net](https://www.minetest.net/downloads/).
## Licensing ## Licensing

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@ -1,3 +1,3 @@
title = Minetest Game title = Minetest Game
description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Luanti core developers. author = Minetest
min_minetest_version = 5.8 description = A basic exploration, mining, crafting, and building, sandbox game with no NPCs, monsters, or animals. Minetest Game is usually used with mods added, and many mods are available for this game. Reliably maintained by Minetest Engine core developers.

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@ -6,12 +6,12 @@ GitHub Repo: https://github.com/minetest/minetest_game
Introduction Introduction
------------ ------------
The Minetest Game game offers multiple new possibilities in addition to the Luanti engine's built-in API, The Minetest Game game offers multiple new possibilities in addition to the Minetest engine's built-in API,
allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes. allowing you to add new plants to farming mod, buckets for new liquids, new stairs and custom panes.
For information on the Luanti API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt
Please note: Please note:
* [XYZ] refers to a section the Luanti API * [XYZ] refers to a section the Minetest API
* [#ABC] refers to a section in this document * [#ABC] refers to a section in this document
* [pos] refers to a position table `{x = -5, y = 0, z = 200}` * [pos] refers to a position table `{x = -5, y = 0, z = 200}`
@ -49,8 +49,6 @@ Beds API
* `beds.read_spawns() ` Returns a table containing players respawn positions * `beds.read_spawns() ` Returns a table containing players respawn positions
* `beds.kick_players()` Forces all players to leave bed * `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 * `beds.skip_night()` Sets world time to morning and saves respawn position of all players currently sleeping
* `beds.day_interval` Is a table with keys "start" and "finish". Allows you
to set the period of the day (timeofday format). Default: `{ start = 0.2, finish = 0.805 }`.
### Bed definition ### Bed definition
@ -324,7 +322,7 @@ Allows creation of new fences with "fencelike" drawtype.
name = "default:fence_wood", name = "default:fence_wood",
description = "Wooden Fence", description = "Wooden Fence",
texture = "default_wood.png", texture = "default_wood.png",
material = "default:wood", -- `nil` if you don't want the recipe material = "default:wood",
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(), sounds = default.node_sound_wood_defaults(),
@ -341,12 +339,6 @@ walls.register(name, desc, texture, mat, sounds)
^ mat = "default:stone". Used to auto-generate crafting recipe. ^ mat = "default:stone". Used to auto-generate crafting recipe.
^ sounds = sounds: see [#Default sounds] ^ sounds = sounds: see [#Default sounds]
All walls will be connected to any nodes with one of the following groups:
* `wall`
* `stone`
* `fence`
* `wall_connected`
Farming API Farming API
----------- -----------
@ -388,8 +380,6 @@ The farming API allows you to easily register plants and hoes.
-- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber) -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber)
minlight = 13, -- Minimum light to grow minlight = 13, -- Minimum light to grow
maxlight = default.LIGHT_MAX -- Maximum light to grow maxlight = default.LIGHT_MAX -- Maximum light to grow
can_grow = function(pos) -- Сalled every growth tick to check if the plant can grow, returns bool
-- (optional, checks for wet soil by default)
} }
@ -599,18 +589,6 @@ Both nodedefs and entitydefs can provide an `on_blast()` callback
* `drops` - a list of drops, e.g. {"wool:red"} * `drops` - a list of drops, e.g. {"wool:red"}
Node drops:
When a node is detonated it is removed according to the following rules.
1. If `on_blast` is defined, that is called.
2. Else if the node has group `flammable` it is replaced with a fire node.
3. Else the dropped items are retrieved and it is replaced with air.
The parameter `_tnt_loss` in any item definition can be set to a number to
effect that "one in X" of these drops will be lost during an explosion.
For example `_tnt_loss = 2` would cause 50% of items to disappear.
The default is to not lose any items, which is equivalent to `_tnt_loss = 0`.
Screwdriver API Screwdriver API
--------------- ---------------
@ -652,34 +630,6 @@ set a players home position and teleport a player to home position.
* `name` Player you wish to teleport to their home position * `name` Player you wish to teleport to their home position
* return value: false if player cannot be sent home, otherwise true * return value: false if player cannot be sent home, otherwise true
Spawn API
---------
The spawn mod takes care of deciding the position of new and respawning players
in the world and has an API to modify its behavior.
`spawn.get_default_pos()`
* Gets the default spawn position as decided by a biome-dependent algorithm.
* This is not influenced by settings like "static_spawnpoint" or "engine_spawn".
* return value: a vector or `nil` on failure
`spawn.add_suitable_biome(biome)`:
* Adds a biome to the list of allowed biomes for the above algorithm.
* `biome`: Name of a registered biome
`spawn.register_on_spawn(func)`:
* Registers a callback to be called when a player (re-)spawns. This can be used
to intercept the normal logic to e.g. respawn a player at his bed.
* `func`: `function(player, is_new)` with arguments
- `player`: ObjectRef
- `is_new`: true if the player is joining the server for the first time
- return value: true to skip all other spawn logic, false or nil otherwise
When a player (re-)spawns the following order is executed:
1. All spawn callbacks in order of registration.
2. If no result, teleport player to `spawn.get_default_pos()`.
3. If that fails, spawning is left up to engine.
Sfinv API Sfinv API
--------- ---------
@ -1076,27 +1026,6 @@ Trees
* `default.grow_blueberry_bush(pos)` * `default.grow_blueberry_bush(pos)`
* Grows a blueberry bush at pos * Grows a blueberry bush at pos
* `default.on_grow_failed(pos)`
* Reset the node timer to 300 seconds, used as default callback when the growth of a sapling fails
* `default.sapling_growth_defs`
* Table that contains all the definitions for the growable saplings, see `default.register_sapling_growth`
* `default.register_sapling_growth(name, def)`
* Register a new sapling growth configuration. Useful to add custom sapling and trees to the game in a compact way.
default.register_sapling_growth(
"default:sapling", -- Name of the sapling
{
can_grow = default.can_grow, -- Function called to determine whether the sapling can grow, should return a boolean
on_grow_failed = default.on_grow_failed, -- Function called when the growth fails
grow = function(pos) -- Function called when the growth has success. This should replace the sapling with a tree.
}
)
* `default.grow_sapling(pos)`
* Attempt to grow a sapling at the given position. Useful as on_timer callback.
Carts Carts
----- -----
@ -1211,35 +1140,8 @@ the log.
`default.set_inventory_action_loggers(def, name)` `default.set_inventory_action_loggers(def, name)`
* hooks the callbacks `on_metadata_inventory_move`, * sets the callbacks `on_metadata_inventory_move`,
`on_metadata_inventory_put` and `on_metadata_inventory_take` `on_metadata_inventory_put` and `on_metadata_inventory_take`
that log corresponding actions that log corresponding actions
* after logging the action, the original callback (if any) is called
* `def` See [Node definition] * `def` See [Node definition]
* `name` Description of the node in the log message * `name` Description of the node in the log message
Weather API
-----------
The weather mod will constantly adjust weather effects seen by the player
(that is: cloud parameters, shadow intensity, bloom and volumetric lighting).
These can be influenced using this API.
#### `weather.get = function(player)`
* Returns the current weather effects seen by the player.
It returns a table with two keys:
* `clouds`: A table (or `nil`) with cloud data following the same format as used for `player:set_clouds()`.
* `lighting`: A table (or `nil`) with lighting data following the same format as used for `player:set_lighting()`.
* `player`: ObjectRef of the relevant player
* You can override this function to change the weather effects by simply returning different values.
Setting `clouds` or `lighting` in the result table to `nil` will *prevent* those from changing.
Utilities
---------
`default.dig_up(pos, node, digger, max_height)`
* Find all nodes above `pos` that is the same, then dig them all
* `max_height` Maximum number of nodes to iterate. Default: 100

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@ -72,8 +72,7 @@ default:torch 99,default:cobble 99
# Helps rivers create more sound, especially on level sections. # Helps rivers create more sound, especially on level sections.
#river_source_sounds = false #river_source_sounds = false
# If enabled, the 'weather' mod will control cloud parameters, shadow intensity, # Enable cloud and shadow intensity variation by the 'weather' mod.
# bloom and volumetric lighting.
# Non-functional in V6 or Singlenode mapgens. # Non-functional in V6 or Singlenode mapgens.
#enable_weather = true #enable_weather = true

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@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code Authors of source code
---------------------- ----------------------
Originally by BlockMen (MIT) Originally by BlockMen (MIT)
Various Minetest Game developers and contributors (MIT) Various Minetest developers and contributors (MIT)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------
@ -15,7 +15,7 @@ BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0) TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png beds_bed_under.png
This mod adds a bed which allows players to skip the night. This mod adds a bed to Minetest which allows players to skip the night.
To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped To sleep, right click on the bed. If playing in singleplayer mode the night gets skipped
immediately. If playing multiplayer you get shown how many other players are in bed too, immediately. If playing multiplayer you get shown how many other players are in bed too,
if all players are sleeping the night gets skipped. The night skip can be forced if more if all players are sleeping the night gets skipped. The night skip can be forced if more

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@ -1,41 +1,27 @@
-- Removes a node without calling on on_destruct()
-- We use this to mess with bed nodes without causing unwanted recursion.
local function remove_no_destruct(pos)
minetest.swap_node(pos, {name = "air"})
minetest.remove_node(pos) -- Now clear the meta
minetest.check_for_falling(pos)
end
--- returns the position of the other bed half (or nil on failure) local reverse = true
local function get_other_bed_pos(pos, n)
local node = core.get_node(pos)
local dir = core.facedir_to_dir(node.param2)
if not dir then
return -- There are 255 possible param2 values. Ignore bad ones.
end
local other
if n == 2 then
other = vector.subtract(pos, dir)
elseif n == 1 then
other = vector.add(pos, dir)
else
return nil
end
local onode = core.get_node(other)
if onode.param2 == node.param2 and core.get_item_group(onode.name, "bed") ~= 0 then
return other
end
return nil
end
local function destruct_bed(pos, n) local function destruct_bed(pos, n)
local other = get_other_bed_pos(pos, n) local node = minetest.get_node(pos)
if other then local other
remove_no_destruct(other)
beds.remove_spawns_at(other) if n == 2 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.subtract(pos, dir)
elseif n == 1 then
local dir = minetest.facedir_to_dir(node.param2)
other = vector.add(pos, dir)
end end
if reverse then
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
beds.remove_spawns_at(pos) beds.remove_spawns_at(pos)
beds.remove_spawns_at(other)
else
reverse = not reverse
end
end end
function beds.register_bed(name, def) function beds.register_bed(name, def)
@ -127,14 +113,10 @@ function beds.register_bed(name, def)
on_rotate = function(pos, node, user, _, new_param2) on_rotate = function(pos, node, user, _, new_param2)
local dir = minetest.facedir_to_dir(node.param2) local dir = minetest.facedir_to_dir(node.param2)
if not dir then
return false
end
-- old position of the top node
local p = vector.add(pos, dir) local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p) local node2 = minetest.get_node_or_nil(p)
if not node2 or minetest.get_item_group(node2.name, "bed") ~= 2 or if not node2 or not minetest.get_item_group(node2.name, "bed") == 2 or
node.param2 ~= node2.param2 then not node.param2 == node2.param2 then
return false return false
end end
if minetest.is_protected(p, user:get_player_name()) then if minetest.is_protected(p, user:get_player_name()) then
@ -144,7 +126,6 @@ function beds.register_bed(name, def)
if new_param2 % 32 > 3 then if new_param2 % 32 > 3 then
return false return false
end end
-- new position of the top node
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2)) local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))
local node3 = minetest.get_node_or_nil(newp) local node3 = minetest.get_node_or_nil(newp)
local node_def = node3 and minetest.registered_nodes[node3.name] local node_def = node3 and minetest.registered_nodes[node3.name]
@ -156,7 +137,8 @@ function beds.register_bed(name, def)
return false return false
end end
node.param2 = new_param2 node.param2 = new_param2
remove_no_destruct(p) -- do not remove_node here - it will trigger destroy_bed()
minetest.set_node(p, {name = "air"})
minetest.set_node(pos, node) minetest.set_node(pos, node)
minetest.set_node(newp, {name = name .. "_top", param2 = new_param2}) minetest.set_node(newp, {name = name .. "_top", param2 = new_param2})
return true return true
@ -173,25 +155,23 @@ function beds.register_bed(name, def)
paramtype = "light", paramtype = "light",
paramtype2 = "facedir", paramtype2 = "facedir",
is_ground_content = false, is_ground_content = false,
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2, groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1}, not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(), sounds = def.sounds or default.node_sound_wood_defaults(),
drop = "", drop = name .. "_bottom",
node_box = { node_box = {
type = "fixed", type = "fixed",
fixed = def.nodebox.top, fixed = def.nodebox.top,
}, },
selection_box = {
type = "fixed",
-- Small selection box to allow digging stray top nodes
fixed = {-0.3, -0.3, -0.3, 0.3, -0.1, 0.3},
},
on_destruct = function(pos) on_destruct = function(pos)
destruct_bed(pos, 2) destruct_bed(pos, 2)
end, end,
can_dig = function(pos, player) can_dig = function(pos, player)
local other = get_other_bed_pos(pos, 2) local node = minetest.get_node(pos)
return (not other) or beds.can_dig(other) local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
return beds.can_dig(p)
end, end,
}) })

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@ -65,17 +65,17 @@ beds.register_bed("beds:bed", {
"beds_bed_top_bottom.png^[transformR90", "beds_bed_top_bottom.png^[transformR90",
"beds_bed_under.png", "beds_bed_under.png",
"beds_bed_side_bottom_r.png", "beds_bed_side_bottom_r.png",
"beds_bed_side_bottom_r.png^[transformFX", "beds_bed_side_bottom_r.png^[transformfx",
"blank.png", "beds_transparent.png",
"beds_bed_side_bottom.png" "beds_bed_side_bottom.png"
}, },
top = { top = {
"beds_bed_top_top.png^[transformR90", "beds_bed_top_top.png^[transformR90",
"beds_bed_under.png", "beds_bed_under.png",
"beds_bed_side_top_r.png", "beds_bed_side_top_r.png",
"beds_bed_side_top_r.png^[transformFX", "beds_bed_side_top_r.png^[transformfx",
"beds_bed_side_top.png", "beds_bed_side_top.png",
"blank.png", "beds_transparent.png",
} }
}, },
nodebox = { nodebox = {

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@ -97,7 +97,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
end end
-- Check if player is moving -- Check if player is moving
if vector.length(player:get_velocity()) > 0.05 then if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!")) minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false return false
end end
@ -181,32 +181,12 @@ function beds.skip_night()
minetest.set_timeofday(0.23) minetest.set_timeofday(0.23)
end end
local update_scheduled = false
local function schedule_update()
if update_scheduled then
-- there already is an update scheduled; don't schedule more to prevent races
return
end
update_scheduled = true
minetest.after(2, function()
update_scheduled = false
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
-- skip the night and let all players stand up
beds.skip_night()
beds.kick_players()
end
end)
end
function beds.on_rightclick(pos, player) function beds.on_rightclick(pos, player)
local name = player:get_player_name() local name = player:get_player_name()
local ppos = player:get_pos() local ppos = player:get_pos()
local tod = minetest.get_timeofday() local tod = minetest.get_timeofday()
if tod > beds.day_interval.start and tod < beds.day_interval.finish then if tod > 0.2 and tod < 0.805 then
if beds.player[name] then if beds.player[name] then
lay_down(player, nil, nil, false) lay_down(player, nil, nil, false)
end end
@ -226,8 +206,17 @@ function beds.on_rightclick(pos, player)
update_formspecs(false) update_formspecs(false)
end end
-- skip the night and let all players stand up
if check_in_beds() then if check_in_beds() then
schedule_update() minetest.after(2, function()
if not is_sp then
update_formspecs(is_night_skip_enabled())
end
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end end
end end
@ -244,9 +233,10 @@ end
-- Callbacks -- Callbacks
-- Only register respawn callback if respawn enabled -- Only register respawn callback if respawn enabled
if enable_respawn then if enable_respawn then
-- Respawn player at bed if valid position is found -- respawn player at bed if enabled and valid position is found
spawn.register_on_spawn(function(player, is_new) minetest.register_on_respawnplayer(function(player)
local pos = beds.spawn[player:get_player_name()] local name = player:get_player_name()
local pos = beds.spawn[name]
if pos then if pos then
player:set_pos(pos) player:set_pos(pos)
return true return true
@ -259,7 +249,13 @@ minetest.register_on_leaveplayer(function(player)
lay_down(player, nil, nil, false, true) lay_down(player, nil, nil, false, true)
beds.player[name] = nil beds.player[name] = nil
if check_in_beds() then if check_in_beds() then
schedule_update() minetest.after(2, function()
update_formspecs(is_night_skip_enabled())
if is_night_skip_enabled() then
beds.skip_night()
beds.kick_players()
end
end)
end end
end) end)

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@ -16,11 +16,6 @@ beds.formspec = "size[8,11;true]" ..
"bgcolor[#080808BB;true]" .. "bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]" "button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
beds.day_interval = {
start = 0.2,
finish = 0.805,
}
local modpath = minetest.get_modpath("beds") local modpath = minetest.get_modpath("beds")
-- Load files -- Load files

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@ -3,7 +3,7 @@ License of source code
The MIT License (MIT) The MIT License (MIT)
Copyright (C) 2014-2016 BlockMen Copyright (C) 2014-2016 BlockMen
Copyright (C) 2014-2016 Various Minetest Game developers and contributors Copyright (C) 2014-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software software and associated documentation files (the "Software"), to deal in the Software

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Модерно легло
Simple Bed=Обикновено легло
This bed is already occupied!=Това легло вече е заето!
You have to stop moving before going to bed!=За да легнете трябва да спрете да се движите!
Good morning.=Добро утро!
@1 of @2 players are in bed=@1 от @2 играчи са легнали
Force night skip=Прескачане на нощта
You can only sleep at night.=Може да спите само през нощта.
Leave Bed=Ставане от леглото

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@ -1,6 +1,6 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Luksa lito Fancy Bed=Luksa Lito
Simple Bed=Simpla lito Simple Bed=Simpla Lito
This bed is already occupied!=Tiu lito jam estas okupata! This bed is already occupied!=Tiu lito jam estas okupata!
You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi! You have to stop moving before going to bed!=Vi ĉesu moviĝi por enlitiĝi!
Good morning.=Bonan matenon. Good morning.=Bonan matenon.

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@ -1,10 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Ranjang Mewah Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana Simple Bed=Ranjang Sederhana
This bed is already occupied!=Ranjang telah terisi! This bed is already occupied!=
You have to stop moving before going to bed!=Anda harus diam untuk tidur! You have to stop moving before going to bed!=
Good morning.=Selamat pagi. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur @1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya bisa tidur pada waktu malam. You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang Leave Bed=Tinggalkan Ranjang

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@ -1,10 +0,0 @@
# textdomain: beds
Fancy Bed=Skaista gulta
Simple Bed=Gulta
This bed is already occupied!=Šī gulta jau ir aizņemta!
You have to stop moving before going to bed!=Jums jāapstājas lai gulētu!
Good morning.=Labrīt.
@1 of @2 players are in bed=@1 no @2 spēlētājiem guļ gultās
Force night skip=Izlaist nakti
You can only sleep at night.=Jūs variet gulēt tikai naktī.
Leave Bed=Celties no gultas

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@ -1,10 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Katil Beragam Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa Simple Bed=Katil Biasa
This bed is already occupied!=Katil ini sudah diduduki! This bed is already occupied!=
You have to stop moving before going to bed!=Anda perlu berhenti bergerak sebelum tidur! You have to stop moving before going to bed!=
Good morning.=Selamat pagi. Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur @1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam. You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Tinggalkan Katil Leave Bed=Bangun

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@ -1,8 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Красивая кровать Fancy Bed=Детализированная Кровать
Simple Bed=Простая кровать Simple Bed=Обычная Кровать
This bed is already occupied!=Эта кровать уже занята! This bed is already occupied!=Эта кровать уже занята!
You have to stop moving before going to bed!=Вам нужно перестать двигаться чтобы лечь! You have to stop moving before going to bed!=Нельзя воспользоваться кроватью на ходу!
Good morning.=Доброе утро. Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати @1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь Force night skip=Пропустить ночь

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@ -1,10 +1,10 @@
# textdomain: beds # textdomain: beds
Fancy Bed=Гарне ліжко Fancy Bed=Деталізована Постіль
Simple Bed=Просте ліжко Simple Bed=Звичайна Постіль
This bed is already occupied!=Це ліжко вже зайняте! This bed is already occupied!=Ця постіль вже зайнята!
You have to stop moving before going to bed!=Зупиніться перед тим як лягти! You have to stop moving before going to bed!=Не можна скористатись постіллю на ходу!
Good morning.=Доброго ранку. Good morning.=Доброго ранку.
@1 of @2 players are in bed=@1 з @2 гравців(-я) у ліжку @1 of @2 players are in bed=@1 з @2 гравців в ліжку
Force night skip=Пропустити ніч Force night skip=Пропустити ніч
You can only sleep at night.=Ви можете спати лише вночі. You can only sleep at night.=Ви можете спати тільки вночі.
Leave Bed=Встати з ліжка Leave Bed=Встати з ліжка

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@ -1,8 +1,8 @@
# textdomain: beds # textdomain: beds
Fancy Bed=花式床 Fancy Bed=花式床
Simple Bed=簡易床 Simple Bed=簡易床
This bed is already occupied!=這個床已經被占據了! This bed is already occupied!=
You have to stop moving before going to bed!=你必須在上床前停止移動! You have to stop moving before going to bed!=
Good morning.=早安! Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上 @1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚 Force night skip=強制跳過夜晚

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@ -1,3 +1,3 @@
name = beds name = beds
description = Minetest Game mod: beds description = Minetest Game mod: beds
depends = default, wool, spawn depends = default, wool

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Бинокъл
Use with 'Zoom' key=Използвайте с клавиша „Мащабиране“

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Teropong Binoculars=Teropong
Use with 'Zoom' key=Gunakan dengan tombol 'Zum' Use with 'Zoom' key=Pakai dengan tombol 'Zoom'

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@ -1,3 +0,0 @@
# textdomain: binoculars
Binoculars=Binoklis
Use with 'Zoom' key=Lietojiet ar 'Pietuvināt' pogu

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Бинокль Binoculars=Бинокль
Use with 'Zoom' key=Используется клавишей 'Приближение' Use with 'Zoom' key=Используется с привилегией 'Zoom'

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@ -1,3 +1,3 @@
# textdomain: binoculars # textdomain: binoculars
Binoculars=Бінокль Binoculars=Бінокль
Use with 'Zoom' key=Використовується клавішею 'Наближення' Use with 'Zoom' key=Використовується з правами 'Zoom'

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@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code Authors of source code
---------------------- ----------------------
Originally by PilzAdam (MIT) Originally by PilzAdam (MIT)
Various Minetest Game developers and contributors (MIT) Various Minetest developers and contributors (MIT)
Authors of media (textures and model) Authors of media (textures and model)
------------------------------------- -------------------------------------

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@ -3,7 +3,7 @@ License of source code
The MIT License (MIT) The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest Game developers and contributors Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software software and associated documentation files (the "Software"), to deal in the Software

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Круизен режим включен
Boat cruise mode off=Круизен режим изключен
Boat=Лотка

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@ -1,4 +0,0 @@
# textdomain: boats
Boat cruise mode on=Autopilots ieslēgts
Boat cruise mode off=Autopilots izslēgts
Boat=Laiva

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@ -1,4 +1,4 @@
# textdomain: boats # textdomain: boats
Boat cruise mode on=Mod jelajah bot dihidupkan Boat cruise mode on=Mod bot layar makan angin dibolehkan
Boat cruise mode off=Mod jelajah bot dimatikan Boat cruise mode off=Mod bot layar makan angin dilumpuhkan
Boat=Bot Boat=Bot

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@ -1,4 +1,4 @@
# textdomain: boats # textdomain: boats
Boat cruise mode on=Автоход лодки включен Boat cruise mode on=Режим путешествия на лодке включен
Boat cruise mode off=Автоход лодки выключен Boat cruise mode off=Режим путешествия на лодке выключен
Boat=Лодка Boat=Лодка

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@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code Authors of source code
---------------------- ----------------------
Originally by PilzAdam (MIT) Originally by PilzAdam (MIT)
Various Minetest Game developers and contributors (MIT) Various Minetest developers and contributors (MIT)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------

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@ -1,6 +1,6 @@
-- bones/init.lua -- bones/init.lua
-- Minetest Game mod: bones -- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
-- Load support for MT game translation. -- Load support for MT game translation.
@ -16,27 +16,6 @@ local function is_owner(pos, name)
return false return false
end end
local function drop(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
local function drop_contents(pos)
local inv = minetest.get_meta(pos):get_inventory()
for i = 1, inv:get_size("main") do
local stk = inv:get_stack("main", i)
drop(pos, stk)
end
minetest.remove_node(pos)
end
local bones_formspec = local bones_formspec =
"size[8,9]" .. "size[8,9]" ..
"list[current_name;main;0,0.3;8,4;]" .. "list[current_name;main;0,0.3;8,4;]" ..
@ -49,7 +28,7 @@ local bones_formspec =
local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200 local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or 1200
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4 local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
local bones_def = { minetest.register_node("bones:bones", {
description = S("Bones"), description = S("Bones"),
tiles = { tiles = {
"bones_top.png^[transform2", "bones_top.png^[transform2",
@ -108,11 +87,6 @@ local bones_def = {
return return
end end
if not player:is_player() then
drop_contents(pos)
return
end
if minetest.get_meta(pos):get_string("infotext") == "" then if minetest.get_meta(pos):get_string("infotext") == "" then
return return
end end
@ -156,11 +130,7 @@ local bones_def = {
end, end,
on_blast = function(pos) on_blast = function(pos)
end, end,
} })
default.set_inventory_action_loggers(bones_def, "bones")
minetest.register_node("bones:bones", bones_def)
local function may_replace(pos, player) local function may_replace(pos, player)
local node_name = minetest.get_node(pos).name local node_name = minetest.get_node(pos).name
@ -197,6 +167,17 @@ local function may_replace(pos, player)
return node_definition.buildable_to return node_definition.buildable_to
end end
local drop = function(pos, itemstack)
local obj = minetest.add_item(pos, itemstack:take_item(itemstack:get_count()))
if obj then
obj:set_velocity({
x = math.random(-10, 10) / 9,
y = 5,
z = math.random(-10, 10) / 9,
})
end
end
local player_inventory_lists = { "main", "craft" } local player_inventory_lists = { "main", "craft" }
bones.player_inventory_lists = player_inventory_lists bones.player_inventory_lists = player_inventory_lists
@ -243,7 +224,7 @@ minetest.register_on_dieplayer(function(player)
-- check if it's possible to place bones, if not find space near player -- check if it's possible to place bones, if not find space near player
if bones_mode == "bones" and not may_replace(pos, player) then if bones_mode == "bones" and not may_replace(pos, player) then
local air = minetest.find_node_near(pos, 1, {"air"}) local air = minetest.find_node_near(pos, 1, {"air"})
if air then if air and not minetest.is_protected(air, player_name) then
pos = air pos = air
else else
bones_mode = "drop" bones_mode = "drop"

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@ -3,7 +3,7 @@ License of source code
The MIT License (MIT) The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2012-2016 Various Minetest Game developers and contributors Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software software and associated documentation files (the "Software"), to deal in the Software

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Кости
@1's old bones=Старите кости на @1
@1 died at @2.=@1 са загинали в @2.
@1 died at @2, and dropped their inventory.=@1 са загинали в @2 и са хвърлили техния инвентар.
@1 died at @2, and bones were placed.=@1 са загинали в @2 и костите са погребани.
@1's fresh bones=Пресните кости на @1
@1's bones=Костите на @1

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@ -1,8 +0,0 @@
# textdomain: bones
Bones=Kauli
@1's old bones=@1 vecie kauli
@1 died at @2.=@1 nomira @2.
@1 died at @2, and dropped their inventory.=@1 nomira @2 pazaudēja inventāru.
@1 died at @2, and bones were placed.=@1 nomira @2, un kauli nolikti.
@1's fresh bones=@1 jaunie kauli
@1's bones=@1 kauli

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@ -1,8 +1,8 @@
# textdomain: bones # textdomain: bones
Bones=Кости Bones=Кости
@1's old bones=Старые кости @1 @1's old bones=Старые кости @1
@1 died at @2.=Игрок @1 умер в @2. @1 died at @2.=@1 умер в @2.
@1 died at @2, and dropped their inventory.=Игрок @1 умер в @2 и потерял содержимое своего инвентаря. @1 died at @2, and dropped their inventory.=@1 умер в @2 и потерял содержимое своего инвентаря.
@1 died at @2, and bones were placed.=Игрок @1 умер в @2, кости размещены. @1 died at @2, and bones were placed.=@1 умер в @2, помещены кости.
@1's fresh bones=Новые кости @1 @1's fresh bones=новые кости @1
@1's bones=Кости @1 @1's bones=кости @1

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@ -1,8 +1,8 @@
# textdomain: bones # textdomain: bones
Bones=Ben Bones=Ben
@1's old bones=@1s Gamla ben @1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @2. @1 died at @2.=@1 dog på @a.
@1 died at @2, and dropped their inventory.=@1 dog på @2, och tappade deras saker. @1 died at @2, and dropped their inventory.=@1 dog på @a, och tappade deras saker.
@1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade. @1 died at @2, and bones were placed.=@1 dog på @2, och deras ben var placerade.
@1's fresh bones=@1s färska ben @1's fresh bones=@1s färska ben
@1's bones=@1s ben @1's bones=@1s ben

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@ -1,8 +1,8 @@
# textdomain: bones # textdomain: bones
Bones=Кістки Bones=Кістки
@1's old bones=Старі кістки @1 @1's old bones=старі кістки @1
@1 died at @2.=@1 загинув на координатах @2. @1 died at @2.=@1 помер в @2.
@1 died at @2, and dropped their inventory.=@1 загинув на координатах @2 та втратив вміст свого інвентарю. @1 died at @2, and dropped their inventory.=@1 помер в @2, та загубив вміст свого інвентарю.
@1 died at @2, and bones were placed.=@1 загинув на координатах @2, було розміщено кістки. @1 died at @2, and bones were placed.=@1 помер в @2, розміщені кістки.
@1's fresh bones=Свіжі кістки @1 @1's fresh bones=нові кістки @1
@1's bones=Кістки @1 @1's bones=кістки @1

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@ -6,7 +6,7 @@ Authors of source code
---------------------- ----------------------
Kahrl <kahrl@gmx.net> (LGPLv2.1+) Kahrl <kahrl@gmx.net> (LGPLv2.1+)
celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+) celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest Game developers and contributors (LGPLv2.1+) Various Minetest developers and contributors (LGPLv2.1+)
Authors of media (textures) Authors of media (textures)
--------------------------- ---------------------------

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@ -1,4 +1,4 @@
-- Minetest Game mod: bucket -- Minetest 0.4 mod: bucket
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
-- Load support for MT game translation. -- Load support for MT game translation.
@ -33,11 +33,6 @@ local function check_protection(pos, name, text)
return false return false
end end
local function log_action(pos, name, action)
minetest.log("action", (name ~= "" and name or "A mod")
.. " " .. action .. " at " .. minetest.pos_to_string(pos) .. " with a bucket")
end
-- Register a new liquid -- Register a new liquid
-- source = name of the source node -- source = name of the source node
-- flowing = name of the flowing node -- flowing = name of the flowing node
@ -106,13 +101,13 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
end end
end end
local pname = user and user:get_player_name() or "" if check_protection(lpos, user
if check_protection(lpos, pname, "place "..source) then and user:get_player_name()
or "", "place "..source) then
return return
end end
minetest.set_node(lpos, {name = source}) minetest.set_node(lpos, {name = source})
log_action(lpos, pname, "placed " .. source)
return ItemStack("bucket:bucket_empty") return ItemStack("bucket:bucket_empty")
end end
}) })
@ -133,16 +128,16 @@ minetest.register_craftitem("bucket:bucket_empty", {
return return
end end
-- Check if pointing to a liquid source -- Check if pointing to a liquid source
local pos = pointed_thing.under local node = minetest.get_node(pointed_thing.under)
local node = minetest.get_node(pos)
local liquiddef = bucket.liquids[node.name] local liquiddef = bucket.liquids[node.name]
local item_count = user:get_wielded_item():get_count() local item_count = user:get_wielded_item():get_count()
if liquiddef ~= nil if liquiddef ~= nil
and liquiddef.itemname ~= nil and liquiddef.itemname ~= nil
and node.name == liquiddef.source then and node.name == liquiddef.source then
local pname = user:get_player_name() if check_protection(pointed_thing.under,
if check_protection(pos, pname, "take ".. node.name) then user:get_player_name(),
"take ".. node.name) then
return return
end end
@ -157,9 +152,9 @@ minetest.register_craftitem("bucket:bucket_empty", {
if inv:room_for_item("main", {name=liquiddef.itemname}) then if inv:room_for_item("main", {name=liquiddef.itemname}) then
inv:add_item("main", liquiddef.itemname) inv:add_item("main", liquiddef.itemname)
else else
local upos = user:get_pos() local pos = user:get_pos()
upos.y = math.floor(upos.y + 0.5) pos.y = math.floor(pos.y + 0.5)
minetest.add_item(upos, liquiddef.itemname) minetest.add_item(pos, liquiddef.itemname)
end end
-- set to return empty buckets minus 1 -- set to return empty buckets minus 1
@ -171,13 +166,10 @@ minetest.register_craftitem("bucket:bucket_empty", {
local source_neighbor = false local source_neighbor = false
if liquiddef.force_renew then if liquiddef.force_renew then
source_neighbor = source_neighbor =
minetest.find_node_near(pos, 1, liquiddef.source) minetest.find_node_near(pointed_thing.under, 1, liquiddef.source)
end end
if source_neighbor and liquiddef.force_renew then if not (source_neighbor and liquiddef.force_renew) then
log_action(pos, pname, "picked up " .. liquiddef.source .. " (force renewed)") minetest.add_node(pointed_thing.under, {name = "air"})
else
minetest.add_node(pos, {name = "air"})
log_action(pos, pname, "picked up " .. liquiddef.source)
end end
return ItemStack(giving_back) return ItemStack(giving_back)
@ -185,7 +177,7 @@ minetest.register_craftitem("bucket:bucket_empty", {
-- non-liquid nodes will have their on_punch triggered -- non-liquid nodes will have their on_punch triggered
local node_def = minetest.registered_nodes[node.name] local node_def = minetest.registered_nodes[node.name]
if node_def then if node_def then
node_def.on_punch(pos, node, user, pointed_thing) node_def.on_punch(pointed_thing.under, node, user, pointed_thing)
end end
return user:get_wielded_item() return user:get_wielded_item()
end end

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@ -4,7 +4,7 @@ License of source code
GNU Lesser General Public License, version 2.1 GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2016 Kahrl <kahrl@gmx.net> Copyright (C) 2011-2016 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2016 celeron55, Perttu Ahola <celeron55@gmail.com> Copyright (C) 2011-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2016 Various Minetest Game developers and contributors Copyright (C) 2011-2016 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation; of the GNU Lesser General Public License as published by the Free Software Foundation;

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Празна кофа
Water Bucket=Кофа с вода
River Water Bucket=Кофа с речна вода
Lava Bucket=Кофа с лава

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@ -1,5 +1,5 @@
# textdomain: bucket # textdomain: bucket
Empty Bucket=Malplena sitelo Empty Bucket=Malplena Sitelo
Water Bucket=Sitelo da akvo Water Bucket=Sitelo da Akvo
River Water Bucket=Sitelo da rivera akvo River Water Bucket=Sitelo da Rivera Akvo
Lava Bucket=Sitelo da lafo Lava Bucket=Sitelo da Lafo

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@ -1,5 +1,5 @@
# textdomain: bucket # textdomain: bucket
Empty Bucket=空のバケツ Empty Bucket=空のバケツ
Water Bucket=水入りバケツ Water Bucket=水入りバケツ
River Water Bucket=川水入りバケツ River Water Bucket=川水入りバケツ
Lava Bucket=溶岩入りバケツ Lava Bucket=溶岩入りバケツ

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@ -1,5 +0,0 @@
# textdomain: bucket
Empty Bucket=Tukšs spainis
Water Bucket=Spainis ar ūdeni
River Water Bucket=Spainis ar upes ūdeni
Lava Bucket=Spainis ar lavu

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@ -1,5 +1,5 @@
# textdomain: bucket # textdomain: bucket
Empty Bucket=Пустое ведро Empty Bucket=Пустое Ведро
Water Bucket=Ведро с водой Water Bucket=Ведро с Водой
River Water Bucket=Ведро с речной водой River Water Bucket=Ведро с Речной Водой
Lava Bucket=Ведро с лавой Lava Bucket=Ведро с Лавой

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@ -1,5 +1,5 @@
# textdomain: bucket # textdomain: bucket
Empty Bucket=Порожнє відро Empty Bucket=Пусте Відро
Water Bucket=Відро з водою Water Bucket=Відро З Водою
River Water Bucket=Відро з річковою водою River Water Bucket=Відро З Річною Водою
Lava Bucket=Відро з лавою Lava Bucket=Відро З Лавою

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@ -3,9 +3,6 @@
-- Load support for MT game translation. -- Load support for MT game translation.
local S = minetest.get_translator("butterflies") local S = minetest.get_translator("butterflies")
-- Legacy compatibility, when pointabilities don't exist, pointable is set to true.
local pointable_compat = not minetest.features.item_specific_pointabilities
-- register butterflies -- register butterflies
local butter_list = { local butter_list = {
{"white", S("White Butterfly")}, {"white", S("White Butterfly")},
@ -36,15 +33,24 @@ for i in ipairs (butter_list) do
sunlight_propagates = true, sunlight_propagates = true,
buildable_to = true, buildable_to = true,
walkable = false, walkable = false,
pointable = pointable_compat,
groups = {catchable = 1}, groups = {catchable = 1},
selection_box = { selection_box = {
type = "fixed", type = "fixed",
fixed = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1}, fixed = {-0.1, -0.1, -0.1, 0.1, 0.1, 0.1},
}, },
floodable = true, floodable = true,
on_construct = function(pos) on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:butterfly_"..name})
minetest.get_node_timer(pos):start(1) minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
end, end,
on_timer = function(pos, elapsed) on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) < 11 then if minetest.get_node_light(pos) < 11 then
@ -66,8 +72,18 @@ for i in ipairs (butter_list) do
drop = "", drop = "",
groups = {not_in_creative_inventory = 1}, groups = {not_in_creative_inventory = 1},
floodable = true, floodable = true,
on_construct = function(pos) on_place = function(itemstack, placer, pointed_thing)
local player_name = placer:get_player_name()
local pos = pointed_thing.above
if not minetest.is_protected(pos, player_name) and
not minetest.is_protected(pointed_thing.under, player_name) and
minetest.get_node(pos).name == "air" then
minetest.set_node(pos, {name = "butterflies:hidden_butterfly_"..name})
minetest.get_node_timer(pos):start(1) minetest.get_node_timer(pos):start(1)
itemstack:take_item()
end
return itemstack
end, end,
on_timer = function(pos, elapsed) on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) >= 11 then if minetest.get_node_light(pos) >= 11 then

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@ -1,4 +0,0 @@
# textdomain: butterflies
White Butterfly=Бяла пеперуда
Red Butterfly=Червена пеперуда
Violet Butterfly=Лилава пеперуда

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Blanka papilio White Butterfly=Blanka Papilio
Red Butterfly=Ruĝa papilio Red Butterfly=Ruĝa Papilio
Violet Butterfly=Violkolora papilio Violet Butterfly=Violkolora Papilio

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@ -1,4 +0,0 @@
# textdomain: butterflies
White Butterfly=Balts taurenis
Red Butterfly=Sarkans taurenis
Violet Butterfly=Violets taurenis

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Borboleta Branca White Butterfly=
Red Butterfly=Borboleta Vermelha Red Butterfly=
Violet Butterfly=Borboleta Violeta Violet Butterfly=

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Белая бабочка White Butterfly=Белая Бабочка
Red Butterfly=Красная бабочка Red Butterfly=Красная Бабочка
Violet Butterfly=Фиолетовая бабочка Violet Butterfly=Фиолетовая Бабочка

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@ -1,4 +1,4 @@
# textdomain: butterflies # textdomain: butterflies
White Butterfly=Білий метелик White Butterfly=Білий Метелик
Red Butterfly=Червоний метелик Red Butterfly=Червоний Метелик
Violet Butterfly=Фіолетовий метелик Violet Butterfly=Фіолетовий Метелик

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@ -413,8 +413,7 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5}, minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true) {pos = pointed_thing.above}, true)
local player_name = placer and placer:get_player_name() or "" if not minetest.is_creative_enabled(placer:get_player_name()) then
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item() itemstack:take_item()
end end
return itemstack return itemstack

View file

@ -5,7 +5,7 @@ License of source code
The MIT License (MIT) The MIT License (MIT)
Copyright (C) 2012-2016 PilzAdam Copyright (C) 2012-2016 PilzAdam
Copyright (C) 2014-2016 SmallJoker Copyright (C) 2014-2016 SmallJoker
Copyright (C) 2012-2016 Various Minetest Game developers and contributors Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"), copy of this software and associated documentation files (the "Software"),

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@ -1,6 +0,0 @@
# textdomain: carts
Cart=Вагон
(Sneak+Click to pick up)=(Промъкване+Click, за да вземете)
Rail=Релса
Powered Rail=Контактна релса
Brake Rail=Спирачна релса

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@ -2,5 +2,5 @@
Cart=Ĉaro Cart=Ĉaro
(Sneak+Click to pick up)=(Ŝteliri+Alklaki por reprini) (Sneak+Click to pick up)=(Ŝteliri+Alklaki por reprini)
Rail=Relo Rail=Relo
Powered Rail=Elektra relo Powered Rail=Elektra Relo
Brake Rail=Bremsa relo Brake Rail=Bremsa Relo

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@ -1,6 +0,0 @@
# textdomain: carts
Cart=Vagons
(Sneak+Click to pick up)=(Lavieties un klikšķiniet, lai paceltu)
Rail=Sliedes
Powered Rail=Elektrizētas sliedes
Brake Rail=Bremžu sliedes

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@ -2,5 +2,5 @@
Cart=Вагонетка Cart=Вагонетка
(Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать) (Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать)
Rail=Рельсы Rail=Рельсы
Powered Rail=Ускоряющие рельсы Powered Rail=Запитанные рельсы
Brake Rail=Тормозящие рельсы Brake Rail=Тормозящие рельсы

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@ -1,6 +1,6 @@
# textdomain: carts # textdomain: carts
Cart=Вагонетка Cart=Вагонетка
(Sneak+Click to pick up)=(Пригніться та натисніть, щоби підібрати) (Sneak+Click to pick up)=(Пригніться та клікніть по вагонетці, щоб забрати)
Rail=Рейки Rail=Рейки
Powered Rail=Електричні рейки Powered Rail=Задіяні Рейки
Brake Rail=Гальмівні рейки Brake Rail=Гальмівні Рейки

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@ -46,7 +46,6 @@ end
dofile(minetest.get_modpath("creative") .. "/inventory.lua") dofile(minetest.get_modpath("creative") .. "/inventory.lua")
if minetest.is_creative_enabled("") then if minetest.is_creative_enabled("") then
minetest.register_on_mods_loaded(function()
-- Dig time is modified according to difference (leveldiff) between tool -- Dig time is modified according to difference (leveldiff) between tool
-- 'maxlevel' and node 'level'. Digtime is divided by the larger of -- 'maxlevel' and node 'level'. Digtime is divided by the larger of
-- leveldiff and 1. -- leveldiff and 1.
@ -75,7 +74,6 @@ if minetest.is_creative_enabled("") then
damage_groups = {fleshy = 10}, damage_groups = {fleshy = 10},
} }
}) })
end)
end end
-- Unlimited node placement -- Unlimited node placement

View file

@ -124,11 +124,6 @@ function creative.update_creative_inventory(player_name, tab_content)
inv.size = #creative_list inv.size = #creative_list
end end
minetest.register_on_leaveplayer(function(player)
local name = player:get_player_name()
player_inventory[name] = nil
end)
-- Create the trash field -- Create the trash field
local trash = minetest.create_detached_inventory("trash", { local trash = minetest.create_detached_inventory("trash", {
-- Allow the stack to be placed and remove it in on_put() -- Allow the stack to be placed and remove it in on_put()
@ -155,10 +150,9 @@ function creative.register_tab(name, title, items)
creative.update_creative_inventory(player_name, items) creative.update_creative_inventory(player_name, items)
local inv = player_inventory[player_name] local inv = player_inventory[player_name]
local pagenum = math.floor(inv.start_i / (4*8) + 1) local pagenum = math.floor(inv.start_i / (4*8) + 1)
local pagemax = math.max(math.ceil(inv.size / (4*8)), 1) local pagemax = math.ceil(inv.size / (4*8))
local esc = minetest.formspec_escape local esc = minetest.formspec_escape
return sfinv.make_formspec(player, context, return sfinv.make_formspec(player, context,
(inv.size == 0 and ("label[3,2;"..esc(S("No items to show.")).."]") or "") ..
"label[5.8,4.15;" .. minetest.colorize("#FFFF00", tostring(pagenum)) .. " / " .. tostring(pagemax) .. "]" .. "label[5.8,4.15;" .. minetest.colorize("#FFFF00", tostring(pagenum)) .. " / " .. tostring(pagemax) .. "]" ..
[[ [[
image[4.08,4.2;0.8,0.8;creative_trash_icon.png] image[4.08,4.2;0.8,0.8;creative_trash_icon.png]
@ -166,7 +160,7 @@ function creative.register_tab(name, title, items)
list[detached:trash;main;4.02,4.1;1,1;] list[detached:trash;main;4.02,4.1;1,1;]
listring[] listring[]
image_button[5,4.05;0.8,0.8;creative_prev_icon.png;creative_prev;] image_button[5,4.05;0.8,0.8;creative_prev_icon.png;creative_prev;]
image_button[7.25,4.05;0.8,0.8;creative_next_icon.png;creative_next;] image_button[7.2,4.05;0.8,0.8;creative_next_icon.png;creative_next;]
image_button[2.63,4.05;0.8,0.8;creative_search_icon.png;creative_search;] image_button[2.63,4.05;0.8,0.8;creative_search_icon.png;creative_search;]
image_button[3.25,4.05;0.8,0.8;creative_clear_icon.png;creative_clear;] image_button[3.25,4.05;0.8,0.8;creative_clear_icon.png;creative_clear;]
]] .. ]] ..
@ -175,7 +169,6 @@ function creative.register_tab(name, title, items)
"tooltip[creative_prev;" .. esc(S("Previous page")) .. "]" .. "tooltip[creative_prev;" .. esc(S("Previous page")) .. "]" ..
"tooltip[creative_next;" .. esc(S("Next page")) .. "]" .. "tooltip[creative_next;" .. esc(S("Next page")) .. "]" ..
"listring[current_player;main]" .. "listring[current_player;main]" ..
"field_enter_after_edit[creative_filter;true]" ..
"field_close_on_enter[creative_filter;false]" .. "field_close_on_enter[creative_filter;false]" ..
"field[0.3,4.2;2.8,1.2;creative_filter;;" .. esc(inv.filter) .. "]" .. "field[0.3,4.2;2.8,1.2;creative_filter;;" .. esc(inv.filter) .. "]" ..
"listring[detached:creative_" .. player_name .. ";main]" .. "listring[detached:creative_" .. player_name .. ";main]" ..
@ -198,13 +191,10 @@ function creative.register_tab(name, title, items)
inv.start_i = 0 inv.start_i = 0
inv.filter = "" inv.filter = ""
sfinv.set_player_inventory_formspec(player, context) sfinv.set_player_inventory_formspec(player, context)
elseif (fields.creative_search or elseif fields.creative_search or
fields.key_enter_field == "creative_filter") fields.key_enter_field == "creative_filter" then
and fields.creative_filter then
inv.start_i = 0 inv.start_i = 0
inv.filter = fields.creative_filter:sub(1, 128) -- truncate to a sane length inv.filter = fields.creative_filter:lower()
:gsub("[%z\1-\8\11-\31\127]", "") -- strip naughty control characters (keeps \t and \n)
:lower() -- search is case insensitive
sfinv.set_player_inventory_formspec(player, context) sfinv.set_player_inventory_formspec(player, context)
elseif not fields.quit then elseif not fields.quit then
local start_i = inv.start_i or 0 local start_i = inv.start_i or 0

View file

@ -1,11 +0,0 @@
# textdomain: creative
Allow player to use creative inventory=Дава възможност на играча да използва творчески инвентар
No items to show.=Няма предмети.
Search=Търсене
Reset=Нулиране
Previous page=Предишна страница
Next page=Следваща страница
All=Всички
Nodes=Възли
Tools=Инструменти
Items=Предмети

View file

@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Spieler erlauben, das Kreativinventar zu benutzen Allow player to use creative inventory=Spieler erlauben, das Kreativinventar zu benutzen
No items to show.=Keine Gegenstände vorhanden.
Search=Suchen Search=Suchen
Reset=Zurücksetzen Reset=Zurücksetzen
Previous page=Vorherige Seite Previous page=Vorherige Seite

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Permesi ke la ludanto uzu la kreeman stokon Allow player to use creative inventory=Permesi ke la ludanto uzu la kreeman stokon
No items to show.=
Search=Serĉi Search=Serĉi
Reset=Rekomencigi Reset=Rekomencigi
Previous page=Antaŭa paĝo Previous page=Antaŭa paĝo

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@ -1,8 +1,7 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Permitir al jugador usar el inventario creativo Allow player to use creative inventory=Permitir al jugador usar el inventario creativo
No items to show.=Sin artículos que mostrar.
Search=Buscar Search=Buscar
Reset=Reiniciar Reset=Resetear
Previous page=Pág. siguiente Previous page=Pág. siguiente
Next page=Pág. anterior Next page=Pág. anterior
All=Todos All=Todos

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Permettre aux joueurs d'utiliser l'inventaire du mode créatif Allow player to use creative inventory=Permettre aux joueurs d'utiliser l'inventaire du mode créatif
No items to show.=
Search=Rechercher Search=Rechercher
Reset=Réinitialiser Reset=Réinitialiser
Previous page=Page précédente Previous page=Page précédente

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Bolehkan pemain menggunakan inventaris kreatif Allow player to use creative inventory=Bolehkan pemain memakai inventaris kreatif
No items to show.=Tiada barang untuk ditampilkan.
Search=Cari Search=Cari
Reset=Atur ulang Reset=Atur ulang
Previous page=Halaman sebelumnya Previous page=Halaman sebelumnya

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Permette al giocatore di usare l'inventario creativo Allow player to use creative inventory=Permette al giocatore di usare l'inventario creativo
No items to show.=
Search=Cerca Search=Cerca
Reset=Azzera Reset=Azzera
Previous page=Pagina precedente Previous page=Pagina precedente

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=プレーヤーにクリエイティブ インベントリーの使用を許可する Allow player to use creative inventory=プレーヤーにクリエイティブ インベントリーの使用を許可する
No items to show.=
Search=検索 Search=検索
Reset=リセット Reset=リセット
Previous page=前のページ Previous page=前のページ

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=zifre le ka pilno le finti ke dacti liste Allow player to use creative inventory=zifre le ka pilno le finti ke dacti liste
No items to show.=
Search=sisku Search=sisku
Reset=kraga'igau Reset=kraga'igau
Previous page=lidne Previous page=lidne

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@ -1,11 +0,0 @@
# textdomain: creative
Allow player to use creative inventory=Atļaut spēlētājam izmantot radošo inventāru
No items to show.=Nav priekšmetu ko paradīt.
Search=Meklēt
Reset=Nodzēst
Previous page=Iepriekšējā lappuse
Next page=Nākošā lappuse
All=Viss
Nodes=Bloki
Tools=Rīki
Items=Priekšmeti

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@ -1,8 +1,7 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Benarkan pemain menggunakan inventori kreatif Allow player to use creative inventory=Benarkan pemain menggunakan inventori kreatif
No items to show.=Tiada item untuk ditunjukkan.
Search=Cari Search=Cari
Reset=Tetap semula Reset=Set semula
Previous page=Halaman sebelumnya Previous page=Halaman sebelumnya
Next page=Halaman seterusnya Next page=Halaman seterusnya
All=Semua All=Semua

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Zezwól graczom na używanie kreatywnego ekwipunku Allow player to use creative inventory=Zezwól graczom na używanie kreatywnego ekwipunku
No items to show.=
Search=Wyszukaj Search=Wyszukaj
Reset=Zresetuj Reset=Zresetuj
Previous page=Poprzednia strona Previous page=Poprzednia strona

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Permitir o jogador usar o inventário criativo Allow player to use creative inventory=Permitir o jogador usar o inventário criativo
No items to show.=
Search=Pesquisar Search=Pesquisar
Reset=Redefinir Reset=Redefinir
Previous page=Página anterior Previous page=Página anterior

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Разрешить игроку использовать творческий инвентарь Allow player to use creative inventory=Разрешить игроку использовать творческий инвентарь
No items to show.=Нет предметов.
Search=Поиск Search=Поиск
Reset=Сброс Reset=Сброс
Previous page=Предыдущая страница Previous page=Предыдущая страница

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Povolí hráčovi použivať kreatívny inventár Allow player to use creative inventory=Povolí hráčovi použivať kreatívny inventár
No items to show.=
Search=Hľadaj Search=Hľadaj
Reset=Vrátiť späť Reset=Vrátiť späť
Previous page=Predchádzajúca stránka Previous page=Predchádzajúca stránka

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Tillåt spelare att använda kreativa saker Allow player to use creative inventory=Tillåt spelare att använda kreativa saker
No items to show.=
Search=Sök Search=Sök
Reset=Återställ Reset=Återställ
Previous page=Förra sida Previous page=Förra sida

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=Дозволити гравцю використовувати творчий інвентар Allow player to use creative inventory=Дозволити гравцеві використати творчий інвентар
No items to show.=Немає результатів.
Search=Пошук Search=Пошук
Reset=Скинути Reset=Скинути
Previous page=Попередня сторінка Previous page=Попередня сторінка

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=允许玩家使用创造模式物品栏 Allow player to use creative inventory=允许玩家使用创造模式物品栏
No items to show.=
Search=搜索 Search=搜索
Reset=重置 Reset=重置
Previous page=上一页 Previous page=上一页

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory=允許玩家使用創造模式物品欄 Allow player to use creative inventory=允許玩家使用創造模式物品欄
No items to show.=
Search=搜索 Search=搜索
Reset=重置 Reset=重置
Previous page=上一頁 Previous page=上一頁

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@ -1,6 +1,5 @@
# textdomain: creative # textdomain: creative
Allow player to use creative inventory= Allow player to use creative inventory=
No items to show.=
Search= Search=
Reset= Reset=
Previous page= Previous page=

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@ -1,3 +1,3 @@
name = creative name = creative
description = Minetest Game mod: creative description = Minetest Game mod: creative
depends = sfinv depends = default, sfinv

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@ -5,7 +5,7 @@ See license.txt for license information.
Authors of source code Authors of source code
---------------------- ----------------------
Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+) Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest Game developers and contributors (LGPLv2.1+) Various Minetest developers and contributors (LGPLv2.1+)
The torch code was derived by sofar from the 'torches' mod by The torch code was derived by sofar from the 'torches' mod by
BlockMen (LGPLv2.1+) BlockMen (LGPLv2.1+)

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@ -38,44 +38,34 @@ function default.chest.chest_lid_close(pn)
default.chest.open_chests[pn] = nil default.chest.open_chests[pn] = nil
for k, v in pairs(default.chest.open_chests) do for k, v in pairs(default.chest.open_chests) do
if vector.equals(v.pos, pos) then if v.pos.x == pos.x and v.pos.y == pos.y and v.pos.z == pos.z then
-- another player is also looking at the chest
return true return true
end end
end end
local node = minetest.get_node(pos) local node = minetest.get_node(pos)
minetest.after(0.2, function() minetest.after(0.2, minetest.swap_node, pos, { name = swap,
local current_node = minetest.get_node(pos) param2 = node.param2 })
if current_node.name ~= swap .. "_open" then
-- the chest has already been replaced, don't try to replace what's there.
return
end
minetest.swap_node(pos, {name = swap, param2 = node.param2})
minetest.sound_play(sound, {gain = 0.3, pos = pos, minetest.sound_play(sound, {gain = 0.3, pos = pos,
max_hear_distance = 10}, true) max_hear_distance = 10}, true)
end)
end end
default.chest.open_chests = {} default.chest.open_chests = {}
minetest.register_on_player_receive_fields(function(player, formname, fields) minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "default:chest" then
return
end
if not player or not fields.quit then
return
end
local pn = player:get_player_name() local pn = player:get_player_name()
if formname ~= "default:chest" then if not default.chest.open_chests[pn] then
if default.chest.open_chests[pn] then
default.chest.chest_lid_close(pn)
end
return
end
if not (fields.quit and default.chest.open_chests[pn]) then
return return
end end
default.chest.chest_lid_close(pn) default.chest.chest_lid_close(pn)
return true return true
end) end)
@ -139,12 +129,6 @@ function default.chest.register_chest(prefixed_name, d)
return itemstack return itemstack
end end
local cn = clicker:get_player_name()
if default.chest.open_chests[cn] then
default.chest.chest_lid_close(cn)
end
minetest.sound_play(def.sound_open, {gain = 0.3, minetest.sound_play(def.sound_open, {gain = 0.3,
pos = pos, max_hear_distance = 10}, true) pos = pos, max_hear_distance = 10}, true)
if not default.chest.chest_lid_obstructed(pos) then if not default.chest.chest_lid_obstructed(pos) then
@ -152,9 +136,10 @@ function default.chest.register_chest(prefixed_name, d)
{ name = name .. "_open", { name = name .. "_open",
param2 = node.param2 }) param2 = node.param2 })
end end
minetest.after(0.2, minetest.show_formspec, cn, minetest.after(0.2, minetest.show_formspec,
clicker:get_player_name(),
"default:chest", default.chest.get_chest_formspec(pos)) "default:chest", default.chest.get_chest_formspec(pos))
default.chest.open_chests[cn] = { pos = pos, default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
sound = def.sound_close, swap = name } sound = def.sound_close, swap = name }
end end
def.on_blast = function() end def.on_blast = function() end
@ -163,12 +148,12 @@ function default.chest.register_chest(prefixed_name, d)
local itemstack = player:get_wielded_item() local itemstack = player:get_wielded_item()
local key_meta = itemstack:get_meta() local key_meta = itemstack:get_meta()
if itemstack:get_meta():get_string("") == "" then if itemstack:get_metadata() == "" then
return return
end end
if key_meta:get_string("secret") == "" then if key_meta:get_string("secret") == "" then
key_meta:set_string("secret", minetest.parse_json(itemstack:get_meta():get_string("")).secret) key_meta:set_string("secret", minetest.parse_json(itemstack:get_metadata()).secret)
itemstack:set_metadata("") itemstack:set_metadata("")
end end
@ -215,12 +200,6 @@ function default.chest.register_chest(prefixed_name, d)
return inv:is_empty("main") return inv:is_empty("main")
end end
def.on_rightclick = function(pos, node, clicker) def.on_rightclick = function(pos, node, clicker)
local cn = clicker:get_player_name()
if default.chest.open_chests[cn] then
default.chest.chest_lid_close(cn)
end
minetest.sound_play(def.sound_open, {gain = 0.3, pos = pos, minetest.sound_play(def.sound_open, {gain = 0.3, pos = pos,
max_hear_distance = 10}, true) max_hear_distance = 10}, true)
if not default.chest.chest_lid_obstructed(pos) then if not default.chest.chest_lid_obstructed(pos) then
@ -229,9 +208,9 @@ function default.chest.register_chest(prefixed_name, d)
param2 = node.param2 }) param2 = node.param2 })
end end
minetest.after(0.2, minetest.show_formspec, minetest.after(0.2, minetest.show_formspec,
cn, clicker:get_player_name(),
"default:chest", default.chest.get_chest_formspec(pos)) "default:chest", default.chest.get_chest_formspec(pos))
default.chest.open_chests[cn] = { pos = pos, default.chest.open_chests[clicker:get_player_name()] = { pos = pos,
sound = def.sound_close, swap = name } sound = def.sound_close, swap = name }
end end
def.on_blast = function(pos) def.on_blast = function(pos)
@ -284,7 +263,7 @@ function default.chest.register_chest(prefixed_name, d)
nodenames = {name}, nodenames = {name},
action = function(pos, node) action = function(pos, node)
local meta = minetest.get_meta(pos) local meta = minetest.get_meta(pos)
meta:set_string("formspec", "") meta:set_string("formspec", nil)
local inv = meta:get_inventory() local inv = meta:get_inventory()
local list = inv:get_list("default:chest") local list = inv:get_list("default:chest")
if list then if list then
@ -295,19 +274,6 @@ function default.chest.register_chest(prefixed_name, d)
end end
}) })
end end
-- close opened chests on load
local modname, chestname = prefixed_name:match("^(:?.-):(.*)$")
minetest.register_lbm({
label = "close opened chests on load",
name = modname .. ":close_" .. chestname .. "_open",
nodenames = {prefixed_name .. "_open"},
run_at_every_load = true,
action = function(pos, node)
node.name = prefixed_name
minetest.swap_node(pos, node)
end
})
end end
default.chest.register_chest("default:chest", { default.chest.register_chest("default:chest", {

View file

@ -57,7 +57,7 @@ local function book_on_use(itemstack, user)
local page, page_max, lines, string = 1, 1, {}, "" local page, page_max, lines, string = 1, 1, {}, ""
-- Backwards compatibility -- Backwards compatibility
local old_data = minetest.deserialize(itemstack:get_meta():get_string("")) local old_data = minetest.deserialize(itemstack:get_metadata())
if old_data then if old_data then
meta:from_table({ fields = old_data }) meta:from_table({ fields = old_data })
end end
@ -141,8 +141,6 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
string = formspec_string(lpp, data.page, lines, string) string = formspec_string(lpp, data.page, lines, string)
contents = formspec_read(player_name, title, string, contents = formspec_read(player_name, title, string,
text, data.page, data.page_max) text, data.page, data.page_max)
else
return -- malicious data
end end
tab_number = tab tab_number = tab
local formspec = formspec_size .. formspec_core(tab) .. contents local formspec = formspec_size .. formspec_core(tab) .. contents
@ -150,7 +148,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
return return
end end
if fields.quit then if fields.close then
book_writers[player_name] = nil book_writers[player_name] = nil
end end
@ -181,7 +179,6 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
data.description = S("\"@1\" by @2", short_title, data.owner) data.description = S("\"@1\" by @2", short_title, data.owner)
data.text = fields.text:sub(1, max_text_size) data.text = fields.text:sub(1, max_text_size)
data.text = data.text:gsub("\r\n", "\n"):gsub("\r", "\n") data.text = data.text:gsub("\r\n", "\n"):gsub("\r", "\n")
data.text = data.text:gsub("[%z\1-\8\11-\31\127]", "") -- strip naughty control characters (keeps \t and \n)
data.page = 1 data.page = 1
data.page_max = math.ceil((#data.text:gsub("[^\n]", "") + 1) / lpp) data.page_max = math.ceil((#data.text:gsub("[^\n]", "") + 1) / lpp)

View file

@ -2,149 +2,149 @@
-- Sounds -- Sounds
-- --
function default.node_sound_defaults(tbl) function default.node_sound_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "", gain = 1.0} {name = "", gain = 1.0}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_dug_node", gain = 0.25} {name = "default_dug_node", gain = 0.25}
tbl.place = tbl.place or table.place = table.place or
{name = "default_place_node_hard", gain = 1.0} {name = "default_place_node_hard", gain = 1.0}
return tbl return table
end end
function default.node_sound_stone_defaults(tbl) function default.node_sound_stone_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_hard_footstep", gain = 0.2} {name = "default_hard_footstep", gain = 0.2}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_hard_footstep", gain = 1.0} {name = "default_hard_footstep", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_dirt_defaults(tbl) function default.node_sound_dirt_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_dirt_footstep", gain = 0.25} {name = "default_dirt_footstep", gain = 0.25}
tbl.dig = tbl.dig or table.dig = table.dig or
{name = "default_dig_crumbly", gain = 0.4} {name = "default_dig_crumbly", gain = 0.4}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_dirt_footstep", gain = 1.0} {name = "default_dirt_footstep", gain = 1.0}
tbl.place = tbl.place or table.place = table.place or
{name = "default_place_node", gain = 1.0} {name = "default_place_node", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_sand_defaults(tbl) function default.node_sound_sand_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_sand_footstep", gain = 0.05} {name = "default_sand_footstep", gain = 0.05}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_sand_footstep", gain = 0.15} {name = "default_sand_footstep", gain = 0.15}
tbl.place = tbl.place or table.place = table.place or
{name = "default_place_node", gain = 1.0} {name = "default_place_node", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_gravel_defaults(tbl) function default.node_sound_gravel_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_gravel_footstep", gain = 0.25} {name = "default_gravel_footstep", gain = 0.25}
tbl.dig = tbl.dig or table.dig = table.dig or
{name = "default_gravel_dig", gain = 0.35} {name = "default_gravel_dig", gain = 0.35}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_gravel_dug", gain = 1.0} {name = "default_gravel_dug", gain = 1.0}
tbl.place = tbl.place or table.place = table.place or
{name = "default_place_node", gain = 1.0} {name = "default_place_node", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_wood_defaults(tbl) function default.node_sound_wood_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_wood_footstep", gain = 0.15} {name = "default_wood_footstep", gain = 0.15}
tbl.dig = tbl.dig or table.dig = table.dig or
{name = "default_dig_choppy", gain = 0.4} {name = "default_dig_choppy", gain = 0.4}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_wood_footstep", gain = 1.0} {name = "default_wood_footstep", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_leaves_defaults(tbl) function default.node_sound_leaves_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_grass_footstep", gain = 0.45} {name = "default_grass_footstep", gain = 0.45}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_grass_footstep", gain = 0.7} {name = "default_grass_footstep", gain = 0.7}
tbl.place = tbl.place or table.place = table.place or
{name = "default_place_node", gain = 1.0} {name = "default_place_node", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_glass_defaults(tbl) function default.node_sound_glass_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_glass_footstep", gain = 0.3} {name = "default_glass_footstep", gain = 0.3}
tbl.dig = tbl.dig or table.dig = table.dig or
{name = "default_glass_footstep", gain = 0.5} {name = "default_glass_footstep", gain = 0.5}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_break_glass", gain = 1.0} {name = "default_break_glass", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_ice_defaults(tbl) function default.node_sound_ice_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_ice_footstep", gain = 0.15} {name = "default_ice_footstep", gain = 0.15}
tbl.dig = tbl.dig or table.dig = table.dig or
{name = "default_ice_dig", gain = 0.5} {name = "default_ice_dig", gain = 0.5}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_ice_dug", gain = 0.5} {name = "default_ice_dug", gain = 0.5}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_metal_defaults(tbl) function default.node_sound_metal_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_metal_footstep", gain = 0.2} {name = "default_metal_footstep", gain = 0.2}
tbl.dig = tbl.dig or table.dig = table.dig or
{name = "default_dig_metal", gain = 0.5} {name = "default_dig_metal", gain = 0.5}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_dug_metal", gain = 0.5} {name = "default_dug_metal", gain = 0.5}
tbl.place = tbl.place or table.place = table.place or
{name = "default_place_node_metal", gain = 0.5} {name = "default_place_node_metal", gain = 0.5}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_water_defaults(tbl) function default.node_sound_water_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_water_footstep", gain = 0.2} {name = "default_water_footstep", gain = 0.2}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
function default.node_sound_snow_defaults(tbl) function default.node_sound_snow_defaults(table)
tbl = tbl or {} table = table or {}
tbl.footstep = tbl.footstep or table.footstep = table.footstep or
{name = "default_snow_footstep", gain = 0.2} {name = "default_snow_footstep", gain = 0.2}
tbl.dig = tbl.dig or table.dig = table.dig or
{name = "default_snow_footstep", gain = 0.3} {name = "default_snow_footstep", gain = 0.3}
tbl.dug = tbl.dug or table.dug = table.dug or
{name = "default_snow_footstep", gain = 0.3} {name = "default_snow_footstep", gain = 0.3}
tbl.place = tbl.place or table.place = table.place or
{name = "default_place_node", gain = 1.0} {name = "default_place_node", gain = 1.0}
default.node_sound_defaults(tbl) default.node_sound_defaults(table)
return tbl return table
end end
@ -293,31 +293,14 @@ minetest.register_abm({
-- Dig upwards -- Dig upwards
-- --
local in_dig_up = false function default.dig_up(pos, node, digger)
function default.dig_up(pos, node, digger, max_height)
if in_dig_up then return end -- Do not recurse
if digger == nil then return end if digger == nil then return end
max_height = max_height or 100 local np = {x = pos.x, y = pos.y + 1, z = pos.z}
local nn = minetest.get_node(np)
in_dig_up = true if nn.name == node.name then
for y = 1, max_height do minetest.node_dig(np, nn, digger)
local up_pos = vector.offset(pos, 0, y, 0)
local up_node = minetest.get_node(up_pos)
if up_node.name ~= node.name then
break
end
if not minetest.node_dig(up_pos, up_node, digger) then
break
end end
end end
in_dig_up = false
end
-- errors are hard to handle, instead we rely on resetting this value the next step
minetest.register_globalstep(function()
in_dig_up = false
end)
-- --
@ -326,6 +309,14 @@ end)
local fence_collision_extra = minetest.settings:get_bool("enable_fence_tall") and 3/8 or 0 local fence_collision_extra = minetest.settings:get_bool("enable_fence_tall") and 3/8 or 0
function default.register_fence(name, def) function default.register_fence(name, def)
minetest.register_craft({
output = name .. " 4",
recipe = {
{ def.material, 'group:stick', def.material },
{ def.material, 'group:stick', def.material },
}
})
local fence_texture = "default_fence_overlay.png^" .. def.texture .. local fence_texture = "default_fence_overlay.png^" .. def.texture ..
"^default_fence_overlay.png^[makealpha:255,126,126" "^default_fence_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden -- Allow almost everything to be overridden
@ -373,22 +364,10 @@ function default.register_fence(name, def)
-- Always add to the fence group, even if no group provided -- Always add to the fence group, even if no group provided
def.groups.fence = 1 def.groups.fence = 1
local material = def.material
def.texture = nil def.texture = nil
def.material = nil def.material = nil
minetest.register_node(name, def) minetest.register_node(name, def)
-- Register crafting recipe, trim away starting colon if any
if not material then return end
name = string.gsub(name, "^:", "")
minetest.register_craft({
output = name .. " 4",
recipe = {
{ material, 'group:stick', material },
{ material, 'group:stick', material },
}
})
end end
@ -397,6 +376,15 @@ end
-- --
function default.register_fence_rail(name, def) function default.register_fence_rail(name, def)
minetest.register_craft({
output = name .. " 16",
recipe = {
{ def.material, def.material },
{ "", ""},
{ def.material, def.material },
}
})
local fence_rail_texture = "default_fence_rail_overlay.png^" .. def.texture .. local fence_rail_texture = "default_fence_rail_overlay.png^" .. def.texture ..
"^default_fence_rail_overlay.png^[makealpha:255,126,126" "^default_fence_rail_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden -- Allow almost everything to be overridden
@ -445,23 +433,10 @@ function default.register_fence_rail(name, def)
-- Always add to the fence group, even if no group provided -- Always add to the fence group, even if no group provided
def.groups.fence = 1 def.groups.fence = 1
local material = def.material
def.texture = nil def.texture = nil
def.material = nil def.material = nil
minetest.register_node(name, def) minetest.register_node(name, def)
-- Register crafting recipe, trim away starting colon if any
if not material then return end
name = string.gsub(name, "^:", "")
minetest.register_craft({
output = name .. " 16",
recipe = {
{ material, material },
{ "", ""},
{ material, material },
}
})
end end
-- --
@ -469,6 +444,15 @@ end
-- --
function default.register_mesepost(name, def) function default.register_mesepost(name, def)
minetest.register_craft({
output = name .. " 4",
recipe = {
{'', 'default:glass', ''},
{'default:mese_crystal', 'default:mese_crystal', 'default:mese_crystal'},
{'', def.material, ''},
}
})
local post_texture = def.texture .. "^default_mese_post_light_side.png^[makealpha:0,0,0" local post_texture = def.texture .. "^default_mese_post_light_side.png^[makealpha:0,0,0"
local post_texture_dark = def.texture .. "^default_mese_post_light_side_dark.png^[makealpha:0,0,0" local post_texture_dark = def.texture .. "^default_mese_post_light_side_dark.png^[makealpha:0,0,0"
-- Allow almost everything to be overridden -- Allow almost everything to be overridden
@ -496,23 +480,10 @@ function default.register_mesepost(name, def)
end end
end end
local material = def.material
def.texture = nil def.texture = nil
def.material = nil def.material = nil
minetest.register_node(name, def) minetest.register_node(name, def)
-- Register crafting recipe, trim away starting colon if any
if not material then return end
name = string.gsub(name, "^:", "")
minetest.register_craft({
output = name .. " 4",
recipe = {
{'', 'default:glass', ''},
{'default:mese_crystal', 'default:mese_crystal', 'default:mese_crystal'},
{'', material, ''},
}
})
end end
-- --
@ -645,11 +616,10 @@ minetest.register_abm({
-- Snow check is cheapest, so comes first -- Snow check is cheapest, so comes first
if name == "default:snow" then if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"}) minetest.set_node(pos, {name = "default:dirt_with_snow"})
-- The group grass is also present in dry grass, so check dry grass first
elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
elseif minetest.get_item_group(name, "grass") ~= 0 then elseif minetest.get_item_group(name, "grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_grass"}) minetest.set_node(pos, {name = "default:dirt_with_grass"})
elseif minetest.get_item_group(name, "dry_grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_dry_grass"})
end end
end end
}) })
@ -774,23 +744,16 @@ function default.log_player_action(player, ...)
minetest.log("action", msg) minetest.log("action", msg)
end end
local nop = function() end
function default.set_inventory_action_loggers(def, name) function default.set_inventory_action_loggers(def, name)
local on_move = def.on_metadata_inventory_move or nop
def.on_metadata_inventory_move = function(pos, from_list, from_index, def.on_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player) to_list, to_index, count, player)
default.log_player_action(player, "moves stuff in", name, "at", pos) default.log_player_action(player, "moves stuff in", name, "at", pos)
return on_move(pos, from_list, from_index, to_list, to_index, count, player)
end end
local on_put = def.on_metadata_inventory_put or nop
def.on_metadata_inventory_put = function(pos, listname, index, stack, player) def.on_metadata_inventory_put = function(pos, listname, index, stack, player)
default.log_player_action(player, "moves", stack:get_name(), stack:get_count(), "to", name, "at", pos) default.log_player_action(player, "moves", stack:get_name(), "to", name, "at", pos)
return on_put(pos, listname, index, stack, player)
end end
local on_take = def.on_metadata_inventory_take or nop
def.on_metadata_inventory_take = function(pos, listname, index, stack, player) def.on_metadata_inventory_take = function(pos, listname, index, stack, player)
default.log_player_action(player, "takes", stack:get_name(), stack:get_count(), "from", name, "at", pos) default.log_player_action(player, "takes", stack:get_name(), "from", name, "at", pos)
return on_take(pos, listname, index, stack, player)
end end
end end
@ -821,7 +784,7 @@ function default.can_interact_with_node(player, pos)
local key_meta = item:get_meta() local key_meta = item:get_meta()
if key_meta:get_string("secret") == "" then if key_meta:get_string("secret") == "" then
local key_oldmeta = item:get_meta():get_string("") local key_oldmeta = item:get_metadata()
if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then
return false return false
end end

View file

@ -134,7 +134,6 @@ local function furnace_node_timer(pos, elapsed)
local fuel local fuel
local update = true local update = true
local items_smelt = 0
while elapsed > 0 and update do while elapsed > 0 and update do
update = false update = false
@ -172,7 +171,9 @@ local function furnace_node_timer(pos, elapsed)
else else
dst_full = true dst_full = true
end end
items_smelt = items_smelt + 1 -- Play cooling sound
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.07}, true)
else else
-- Item could not be cooked: probably missing fuel -- Item could not be cooked: probably missing fuel
update = true update = true
@ -223,11 +224,6 @@ local function furnace_node_timer(pos, elapsed)
elapsed = elapsed - el elapsed = elapsed - el
end end
if items_smelt > 0 then
-- Play cooling sound
minetest.sound_play("default_cool_lava",
{ pos = pos, max_hear_distance = 16, gain = 0.07 * math.min(items_smelt, 7) }, true)
end
if fuel and fuel_totaltime > fuel.time then if fuel and fuel_totaltime > fuel.time then
fuel_totaltime = fuel.time fuel_totaltime = fuel.time
end end
@ -333,12 +329,7 @@ end
-- Node definitions -- Node definitions
-- --
local function apply_logger(def) minetest.register_node("default:furnace", {
default.set_inventory_action_loggers(def, "furnace")
return def
end
minetest.register_node("default:furnace", apply_logger({
description = S("Furnace"), description = S("Furnace"),
tiles = { tiles = {
"default_furnace_top.png", "default_furnace_bottom.png", "default_furnace_top.png", "default_furnace_bottom.png",
@ -388,9 +379,9 @@ minetest.register_node("default:furnace", apply_logger({
allow_metadata_inventory_put = allow_metadata_inventory_put, allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_move = allow_metadata_inventory_move, allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_take = allow_metadata_inventory_take, allow_metadata_inventory_take = allow_metadata_inventory_take,
})) })
minetest.register_node("default:furnace_active", apply_logger({ minetest.register_node("default:furnace_active", {
description = S("Furnace"), description = S("Furnace"),
tiles = { tiles = {
"default_furnace_top.png", "default_furnace_bottom.png", "default_furnace_top.png", "default_furnace_bottom.png",
@ -424,7 +415,7 @@ minetest.register_node("default:furnace_active", apply_logger({
allow_metadata_inventory_put = allow_metadata_inventory_put, allow_metadata_inventory_put = allow_metadata_inventory_put,
allow_metadata_inventory_move = allow_metadata_inventory_move, allow_metadata_inventory_move = allow_metadata_inventory_move,
allow_metadata_inventory_take = allow_metadata_inventory_take, allow_metadata_inventory_take = allow_metadata_inventory_take,
})) })
minetest.register_craft({ minetest.register_craft({
output = "default:furnace", output = "default:furnace",

View file

@ -1,4 +1,4 @@
-- Minetest Game mod: default -- Minetest 0.4 mod: default
-- See README.txt for licensing and other information. -- See README.txt for licensing and other information.
-- The API documentation in here was moved into game_api.txt -- The API documentation in here was moved into game_api.txt
@ -77,19 +77,3 @@ dofile(default_path.."/crafting.lua")
dofile(default_path.."/mapgen.lua") dofile(default_path.."/mapgen.lua")
dofile(default_path.."/aliases.lua") dofile(default_path.."/aliases.lua")
dofile(default_path.."/legacy.lua") dofile(default_path.."/legacy.lua")
-- Smoke test that is run via ./util/test/run.sh
if minetest.settings:get_bool("minetest_game_smoke_test") then
minetest.after(0, function()
minetest.emerge_area(vector.new(0, 0, 0), vector.new(32, 32, 32))
local pos = vector.new(9, 9, 9)
local function check()
if minetest.get_node(pos).name ~= "ignore" then
minetest.request_shutdown()
return
end
minetest.after(0, check)
end
check()
end)
end

View file

@ -2,38 +2,9 @@
local builtin_item = minetest.registered_entities["__builtin:item"] local builtin_item = minetest.registered_entities["__builtin:item"]
-- strictly speaking none of this is part of the API, so do some checks
-- and if it looks wrong skip the modifications
if not builtin_item or type(builtin_item.set_item) ~= "function" or type(builtin_item.on_step) ~= "function" then
minetest.log("warning", "Builtin item entity does not look as expected, skipping overrides.")
return
end
local smoke_particles = {
amount = 3,
time = 0.1,
minpos = vector.new(-0.1, -0.1, -0.1),
maxpos = vector.new(0.1, 0.1, 0.1),
minvel = vector.new(0, 2.5, 0),
maxvel = vector.new(0, 2.5, 0),
minacc = vector.new(-0.15, -0.02, -0.15),
maxacc = vector.new(0.15, -0.01, 0.15),
minexptime = 4,
maxexptime = 6,
minsize = 5,
maxsize = 5,
collisiondetection = true,
texture = {
name = "default_item_smoke.png"
}
}
if minetest.features.particle_blend_clip then
smoke_particles.texture.blend = "clip"
end
local item = { local item = {
set_item = function(self, itemstring, ...) set_item = function(self, itemstring)
builtin_item.set_item(self, itemstring, ...) builtin_item.set_item(self, itemstring)
local stack = ItemStack(itemstring) local stack = ItemStack(itemstring)
local itemdef = minetest.registered_items[stack:get_name()] local itemdef = minetest.registered_items[stack:get_name()]
@ -51,10 +22,22 @@ local item = {
gain = 1.0, gain = 1.0,
max_hear_distance = 8, max_hear_distance = 8,
}, true) }, true)
local ps = table.copy(smoke_particles) minetest.add_particlespawner({
ps.minpos = vector.add(ps.minpos, p) amount = 3,
ps.maxpos = vector.add(ps.maxpos, p) time = 0.1,
minetest.add_particlespawner(ps) minpos = {x = p.x - 0.1, y = p.y + 0.1, z = p.z - 0.1 },
maxpos = {x = p.x + 0.1, y = p.y + 0.2, z = p.z + 0.1 },
minvel = {x = 0, y = 2.5, z = 0},
maxvel = {x = 0, y = 2.5, z = 0},
minacc = {x = -0.15, y = -0.02, z = -0.15},
maxacc = {x = 0.15, y = -0.01, z = 0.15},
minexptime = 4,
maxexptime = 6,
minsize = 5,
maxsize = 5,
collisiondetection = true,
texture = "default_item_smoke.png"
})
end, end,
on_step = function(self, dtime, ...) on_step = function(self, dtime, ...)

View file

@ -3,7 +3,7 @@ License of source code
GNU Lesser General Public License, version 2.1 GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2018 celeron55, Perttu Ahola <celeron55@gmail.com> Copyright (C) 2011-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2018 Various Minetest Game developers and contributors Copyright (C) 2011-2018 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation; of the GNU Lesser General Public License as published by the Free Software Foundation;
@ -19,7 +19,7 @@ Licenses of media (textures, models and sounds)
----------------------------------------------- -----------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2010-2023: Copyright (C) 2010-2018:
celeron55, Perttu Ahola <celeron55@gmail.com> celeron55, Perttu Ahola <celeron55@gmail.com>
Cisoun Cisoun
@ -52,7 +52,6 @@ Copyright (C) 2010-2023:
random-geek random-geek
Extex101 Extex101
An0n3m0us An0n3m0us
Lopano
You are free to: You are free to:
Share — copy and redistribute the material in any medium or format. Share — copy and redistribute the material in any medium or format.

View file

@ -1,215 +0,0 @@
# textdomain: default
Locked Chest=Заключен сандък
Locked Chest (owned by @1)=Заключен сандък (собственост на @1)
You do not own this chest.=Не притежавате този сандък.
a locked chest=заключен сандък
Chest=Сандък
Write=Четене
Read=Писане
Title:=Заглавие:
Contents:=Съдържание:
Save=Запазване
by @1=от @1
Page @1 of @2=Страница @1 от @2
The book you were writing to mysteriously disappeared.=Книгата, в която пишехте мистериозно изчезна.
"@1" by @2=„@1“ от @2
Blueberries=Боровинки
Book=Книга
Book with Text=Книга с текстове
Bronze Ingot=Бронзово кюлче
Clay Brick=Калена тухла
Clay Lump=Купчина глина
Coal Lump=Купчина въглища
Copper Ingot=Медно кюлче
Copper Lump=Купчина мед
Diamond=Диамант
Flint=Кремък
Gold Ingot=Златно кюлче
Gold Lump=Купчина злато
Iron Lump=Желязно кюлче
Mese Crystal=Кристал месе
Mese Crystal Fragment=Парче от кристал месе
Obsidian Shard=Късче обсидиан
Paper=Хартия
Steel Ingot=Стоманено кюлче
Stick=Пръчка
Tin Ingot=Калаено кюлче
Tin Lump=Купчина калай
Furnace is empty=Фурната е празна
100% (output full)=100% (изходът е пълен)
@1%=@1%
Not cookable=Това не се готви
Empty=Празно
Furnace active=Фурната работи
Furnace inactive=Фурната не работи
(Item: @1; Fuel: @2)=(Предмет: @1; гориво: @2)
Furnace=Фурна
Stone=Камък
Cobblestone=Паваж
Stone Brick=Каменна тухла
Stone Block=Каменно блокче
Mossy Cobblestone=Паваж покрит с мъх
Desert Stone=Пустинен камък
Desert Cobblestone=Пустинен паваж
Desert Stone Brick=Тухла от пустинен камък
Desert Stone Block=Блокче от пустинен камък
Sandstone=Пясъчник
Sandstone Brick=Тухла от пясъчник
Sandstone Block=Блокче от пясъчник
Desert Sandstone=Пустинен пясъчник
Desert Sandstone Brick=Тухла от пустинен пясъчник
Desert Sandstone Block=Блокче от пустинен пясъчник
Silver Sandstone=Сребърен пясъчник
Silver Sandstone Brick=Тухла от сребърен пясъчник
Silver Sandstone Block=Блокче от сребърен пясъчник
Obsidian=Обсидиан
Obsidian Brick=Тухла от обсидиан
Obsidian Block=Блокче от обсидиан
Dirt=Почва
Dirt with Grass=Почва с трева
Dirt with Grass and Footsteps=Почва с трева и стъпки
Dirt with Savanna Grass=Почва с трева от саваната
Dirt with Snow=Почва със сняг
Dirt with Rainforest Litter=Почва с растителна маса от тропическа гора
Dirt with Coniferous Litter=Почва с растителна маса от иглолистна гора
Savanna Dirt=Почва от саваната
Savanna Dirt with Savanna Grass=Почва от саваната с трева от саваната
Permafrost=Вечно замръзнала почва
Permafrost with Stones=Вечно замръзнала почва с камъни
Permafrost with Moss=Вечно замръзнала почва с мъх
Sand=Пясък
Desert Sand=Пустинен пясък
Silver Sand=Сребърен пясък
Gravel=Чакъл
Clay=Глина
Snow=Сняг
Snow Block=Блокче сняг
Ice=Лед
Cave Ice=Блокче лед
Apple Tree=Ябълково дърво
Apple Wood Planks=Дъски от ябълково дърво
Apple Tree Sapling=Фиданка от ябълково дърво
Apple Tree Leaves=Листа на ябълково дърво
Apple=Ябълка
Apple Marker=Маркер на ябълка
Jungle Tree=Боабаб
Jungle Wood Planks=Дъски от боабаб
Jungle Tree Leaves=Листа на боабаб
Jungle Tree Sapling=Фиданка от боабаб
Emergent Jungle Tree Sapling=Покълнала фиданка от боабаб
Pine Tree=Борово дърво
Pine Wood Planks=Дъски от борово дърво
Pine Needles=Борови иглички
Pine Tree Sapling=Фиданка от борово дърво
Acacia Tree=Акациево дърво
Acacia Wood Planks=Дъски от акациево дърво
Acacia Tree Leaves=Листа на акациево дърво
Acacia Tree Sapling=Фиданка от акациево дърво
Aspen Tree=Трепетликово дърво
Aspen Wood Planks=Дъски от трепетликово дърво
Aspen Tree Leaves=Листа на трепетликово дърво
Aspen Tree Sapling=Фиданка от трепетликово дърво
Coal Ore=Въглищна руда
Coal Block=Блокче въглища
Iron Ore=Желязна руда
Steel Block=Стеманено блокче
Copper Ore=Медна руда
Copper Block=Медно блокче
Tin Ore=Калаена руда
Tin Block=Калаено блокче
Bronze Block=Бронзово блокче
Mese Ore=Руда за месе
Mese Block=Блокче от месе
Gold Ore=Златна руда
Gold Block=Златно блокче
Diamond Ore=Диамантена руда
Diamond Block=Диамантено блокче
Cactus=Кактус
Large Cactus Seedling=Семена на голям кактус
Papyrus=Папирус
Dry Shrub=Сух храст
Jungle Grass=Трева от джунглата
Grass=Трева
Savanna Grass=Трева от саваната
Fern=Папрат
Marram Grass=Пясъчна трева
Bush Stem=Ствол на храст
Bush Leaves=Листа на храст
Bush Sapling=Фиданка на храст
Blueberry Bush Leaves with Berries=Листа на боровинков храст с боровинки
Blueberry Bush Leaves=Листа на боровинков храст
Blueberry Bush Sapling=Фиданка на боровинков храст
Acacia Bush Stem=Ствол на акациев храст
Acacia Bush Leaves=Листа на акациев храст
Acacia Bush Sapling=Фиданка на акациев храст
Pine Bush Stem=Ствол на боров храст
Pine Bush Needles=Бодлички на боров храст
Pine Bush Sapling=Фиданка на борох храст
Kelp=Водорасли
Green Coral=Зелен корал
Pink Coral=Розов корал
Cyan Coral=Син корал
Brown Coral=Кафяв корал
Orange Coral=Оранжев корал
Coral Skeleton=Скелет на корал
Water Source=Източник на вода
Flowing Water=Течаща вода
River Water Source=Източник на речна вода
Flowing River Water=Течаща речна вода
Lava Source=Източник на лава
Flowing Lava=Течаща лава
Empty Bookshelf=Празна библиотека
Bookshelf (@1 written, @2 empty books)=Библиотека (@1 написани, @2 празни книги)
Bookshelf=Библиотека
Text too long=Текстът е двърде дълъг
"@1"=„@1“
Wooden Sign=Дървен знак
Steel Sign=Стоманен знак
Wooden Ladder=Дървена стълба
Steel Ladder=Стоманена стълба
Apple Wood Fence=Ограда от ябълково дърво
Acacia Wood Fence=Ограда от акациево дърво
Jungle Wood Fence=Ограда от боабаб
Pine Wood Fence=Ограда от борово дърво
Aspen Wood Fence=Ограда от трепетликово дърво
Apple Wood Fence Rail=Парапет от ябълково дърво
Acacia Wood Fence Rail=Парапет от акациево дърво
Jungle Wood Fence Rail=Парапет от боабаб
Pine Wood Fence Rail=Парапет от борово дърво
Aspen Wood Fence Rail=Парапет от трепетликово дърво
Glass=Стъкло
Obsidian Glass=Обсидианово стъкло
Brick Block=Блокче от тухли
Mese Lamp=Лампа от кристал месе
Apple Wood Mese Post Light=Поставка за лампа с месе от ябълково дърво
Acacia Wood Mese Post Light=Поставка за лампа с месе от акациево дърво
Jungle Wood Mese Post Light=Поставка за лампа с месе от боабаб
Pine Wood Mese Post Light=Поставка за лампа с месе от борово дърво
Aspen Wood Mese Post Light=Поставка за лампа с месе от трепетликово дърво
Cloud=Облак
Wooden Pickaxe=Дървена кирка
Stone Pickaxe=Каменна кирка
Bronze Pickaxe=Бронзова кирка
Steel Pickaxe=Стоманена кирка
Mese Pickaxe=Кирка от кристала месе
Diamond Pickaxe=Диамантена кирка
Wooden Shovel=Дървена лопата
Stone Shovel=Каменна лопата
Bronze Shovel=Бронзова лопата
Steel Shovel=Стоманена лопата
Mese Shovel=Лопата от кристала месе
Diamond Shovel=Диамантена лопата
Wooden Axe=Дървена брадва
Stone Axe=Каменна брадва
Bronze Axe=Бронзова брадва
Steel Axe=Стоманена брадва
Mese Axe=Брадва от кристала месе
Diamond Axe=Диамантена брадва
Wooden Sword=Дървен меч
Stone Sword=Каменен меч
Bronze Sword=Бронзов меч
Steel Sword=Стоманен меч
Mese Sword=Меч от кристала месе
Diamond Sword=Диамантен меч
Torch=Факел
@1 will intersect protection on growth.=@1 ще наруши защитата при израстване.

View file

@ -108,7 +108,7 @@ Acacia Tree Sapling=Akazienbaumsetzling
Aspen Tree=Espenbaum Aspen Tree=Espenbaum
Aspen Wood Planks=Espenholzplanken Aspen Wood Planks=Espenholzplanken
Aspen Tree Leaves=Espenbaumblätter Aspen Tree Leaves=Espenbaumblätter
Aspen Tree Sapling=Espenbaumsetzling Aspen Tree Sapling=Esepenbaumsetzling
Coal Ore=Kohleerz Coal Ore=Kohleerz
Coal Block=Kohleblock Coal Block=Kohleblock
Iron Ore=Eisenerz Iron Ore=Eisenerz

View file

@ -1,6 +1,6 @@
# textdomain: default # textdomain: default
Locked Chest=Ŝlosita kesto Locked Chest=Ŝlosita Kesto
Locked Chest (owned by @1)=Ŝlosita kesto (de @1) Locked Chest (owned by @1)=Ŝlosita Kesto (de @1)
You do not own this chest.=Vi ne posedas ĉi tiun keston. You do not own this chest.=Vi ne posedas ĉi tiun keston.
a locked chest=ŝlosita kesto a locked chest=ŝlosita kesto
Chest=Kesto Chest=Kesto
@ -15,26 +15,26 @@ The book you were writing to mysteriously disappeared.=La libro, kiun vi skribis
"@1" by @2="@1" per @2 "@1" by @2="@1" per @2
Blueberries=Mirteloj Blueberries=Mirteloj
Book=Libro Book=Libro
Book with Text=Libro kun teksto Book with Text=Libro kun Teksto
Bronze Ingot=Bronza ingoto Bronze Ingot=Bronza Ingoto
Clay Brick=Argila briko Clay Brick=Argila Briko
Clay Lump=Argila bulo Clay Lump=Argila Bulo
Coal Lump=Karba bulo Coal Lump=Karba Bulo
Copper Ingot=Kupra ingoto Copper Ingot=Kupra Ingoto
Copper Lump=Kupra bulo Copper Lump=Kupra Bulo
Diamond=Diamanto Diamond=Diamanto
Flint=Siliko Flint=Siliko
Gold Ingot=Ora ingoto Gold Ingot=Ora Ingoto
Gold Lump=Ora bulo Gold Lump=Ora Bulo
Iron Lump=Fera bulo Iron Lump=Fera Bulo
Mese Crystal=Mesea kristalo Mese Crystal=Mesea Kristalo
Mese Crystal Fragment=Mesea kristala ero Mese Crystal Fragment=Mesea Kristala Ero
Obsidian Shard=Obsidiana peceto Obsidian Shard=Obsidiana Peceto
Paper=Papero Paper=Papero
Steel Ingot=Ŝtala ingoto Steel Ingot=Ŝtala Ingoto
Stick=Bastono Stick=Bastono
Tin Ingot=Stana ingoto Tin Ingot=Stana Ingoto
Tin Lump=Stana bulo Tin Lump=Stana Bulo
Furnace is empty=Forno estas malplena Furnace is empty=Forno estas malplena
100% (output full)=100% (plena eligo) 100% (output full)=100% (plena eligo)
@1%=@1% @1%=@1%
@ -46,175 +46,175 @@ Furnace inactive=Forno ne laboras
Furnace=Forno Furnace=Forno
Stone=Ŝtono Stone=Ŝtono
Cobblestone=Pavimŝtono Cobblestone=Pavimŝtono
Stone Brick=Ŝtona briko Stone Brick=Ŝtona Briko
Stone Block=Ŝtona bloko Stone Block=Ŝtona Bloko
Mossy Cobblestone=Muska pavimŝtono Mossy Cobblestone=Muska Pavimŝtono
Desert Stone=Dezerta ŝtono Desert Stone=Dezerta Ŝtono
Desert Cobblestone=Dezerta pavimŝtono Desert Cobblestone=Dezerta Pavimŝtono
Desert Stone Brick=Dezerta ŝtona briko Desert Stone Brick=Dezerta Ŝtona Briko
Desert Stone Block=Dezerta ŝtona bloko Desert Stone Block=Dezerta Ŝtona Bloko
Sandstone=Sablaŝtono Sandstone=Sablaŝtono
Sandstone Brick=Sablaŝtono briko Sandstone Brick=Sablaŝtono Briko
Sandstone Block=Sablaŝtono bloko Sandstone Block=Sablaŝtono Bloko
Desert Sandstone=Dezerta sablaŝtono Desert Sandstone=Dezerta Sablaŝtono
Desert Sandstone Brick=Dezerta sablaŝtono briko Desert Sandstone Brick=Dezerta Sablaŝtono Briko
Desert Sandstone Block=Dezerta sablaŝtono bloko Desert Sandstone Block=Dezerta Sablaŝtono Bloko
Silver Sandstone=Arĝenta sablaŝtono Silver Sandstone=Arĝenta Sablaŝtono
Silver Sandstone Brick=Arĝenta sablaŝtono briko Silver Sandstone Brick=Arĝenta Sablaŝtono Briko
Silver Sandstone Block=Arĝenta sablaŝtono bloko Silver Sandstone Block=Arĝenta Sablaŝtono Bloko
Obsidian=Obsidiano Obsidian=Obsidiano
Obsidian Brick=Obsidiana briko Obsidian Brick=Obsidiana Briko
Obsidian Block=Obsidiana bloko Obsidian Block=Obsidiana Bloko
Dirt=Tero Dirt=Tero
Dirt with Grass=Tero kun herbo Dirt with Grass=Tero kun Herbo
Dirt with Grass and Footsteps=Tero kun herbo kaj piedpaŝoj Dirt with Grass and Footsteps=Tero kun Herbo kaj Piedpaŝoj
Dirt with Savanna Grass=Tero kun savana herbo Dirt with Savanna Grass=Tero kun Savana Herbo
Dirt with Snow=Tero kun neĝo Dirt with Snow=Tero kun Neĝo
Dirt with Rainforest Litter=Tero kun pluvarbara folioj Dirt with Rainforest Litter=Tero kun Pluvarbara Folioj
Dirt with Coniferous Litter=Tero kun koniferaj folioj Dirt with Coniferous Litter=Tero kun Koniferaj Folioj
Savanna Dirt=Savana tero Savanna Dirt=Savana Tero
Savanna Dirt with Savanna Grass=Savana tero kun savana herbo Savanna Dirt with Savanna Grass=Savana Tero kun Savana Herbo
Permafrost=Ĉiamfrosto Permafrost=Ĉiamfrosto
Permafrost with Stones=Ĉiamfrosto kun ŝtonoj Permafrost with Stones=Ĉiamfrosto kun Ŝtonoj
Permafrost with Moss=Ĉiamfrosto kun musko Permafrost with Moss=Ĉiamfrosto kun Musko
Sand=Sablo Sand=Sablo
Desert Sand=Dezerta sablo Desert Sand=Dezerta Sablo
Silver Sand=Arĝenta sablo Silver Sand=Arĝenta Sablo
Gravel=Gruzo Gravel=Gruzo
Clay=Argilo Clay=Argilo
Snow=Neĝo Snow=Neĝo
Snow Block=Neĝa bloko Snow Block=Neĝa Bloko
Ice=Glacio Ice=Glacio
Cave Ice=Kaverna glacio Cave Ice=Kaverna Glacio
Apple Tree=Pomarbo Apple Tree=Pomarbo
Apple Wood Planks=Pomarbaj lignaj tabuloj Apple Wood Planks=Pomarbaj Lignaj Tabuloj
Apple Tree Sapling=Pomarba arbido Apple Tree Sapling=Pomarba Arbido
Apple Tree Leaves=Pomarbaj folioj Apple Tree Leaves=Pomarbaj Folioj
Apple=Pomo Apple=Pomo
Apple Marker=Poma marko Apple Marker=Poma Marko
Jungle Tree=Ĝangala arbo Jungle Tree=Ĝangala Arbo
Jungle Wood Planks=Ĝangalaj lignaj tabuloj Jungle Wood Planks=Ĝangalaj Lignaj Tabuloj
Jungle Tree Leaves=Ĝangalaj arbaj folioj Jungle Tree Leaves=Ĝangalaj Arbaj Folioj
Jungle Tree Sapling=Ĝangala arba arbido Jungle Tree Sapling=Ĝangala Arba Arbido
Emergent Jungle Tree Sapling=Nova ĝangala arba arbido Emergent Jungle Tree Sapling=Nova Ĝangala Arba Arbido
Pine Tree=Pino Pine Tree=Pino
Pine Wood Planks=Pinaj lignaj tabuloj Pine Wood Planks=Pinaj Lignaj Tabuloj
Pine Needles=Pinpingloj Pine Needles=Pinpingloj
Pine Tree Sapling=Pina arbido Pine Tree Sapling=Pina Arbido
Acacia Tree=Akacio Acacia Tree=Akacio
Acacia Wood Planks=Akaciaj lignaj tabuloj Acacia Wood Planks=Akaciaj Lignaj Tabuloj
Acacia Tree Leaves=Akaciaj folioj Acacia Tree Leaves=Akaciaj Folioj
Acacia Tree Sapling=Akacia arbido Acacia Tree Sapling=Akacia Arbido
Aspen Tree=Tremolo Aspen Tree=Tremolo
Aspen Wood Planks=Tremolaj lignaj tabuloj Aspen Wood Planks=Tremolaj Lignaj Tabuloj
Aspen Tree Leaves=Tremolaj folioj Aspen Tree Leaves=Tremolaj Folioj
Aspen Tree Sapling=Tremola arbido Aspen Tree Sapling=Tremola Arbido
Coal Ore=Karba minaĵo Coal Ore=Karba Minaĵo
Coal Block=Karba bloko Coal Block=Karba Bloko
Iron Ore=Fera minaĵo Iron Ore=Fera Minaĵo
Steel Block=Ŝtala bloko Steel Block=Ŝtala Bloko
Copper Ore=Kupra minaĵo Copper Ore=Kupra Minaĵo
Copper Block=Kupra bloko Copper Block=Kupra Bloko
Tin Ore=Stana minaĵo Tin Ore=Stana Minaĵo
Tin Block=Stana bloko Tin Block=Stana Bloko
Bronze Block=Bronza bloko Bronze Block=Bronza Bloko
Mese Ore=Mesea minaĵo Mese Ore=Mesea Minaĵo
Mese Block=Mesea bloko Mese Block=Mesea Bloko
Gold Ore=Ora minaĵo Gold Ore=Ora Minaĵo
Gold Block=Ora bloko Gold Block=Ora Bloko
Diamond Ore=Diamanta minaĵo Diamond Ore=Diamanta Minaĵo
Diamond Block=Diamanta bloko Diamond Block=Diamanta Bloko
Cactus=Kakto Cactus=Kakto
Large Cactus Seedling=Granda kakta kreskaĵo Large Cactus Seedling=Granda Kakta Kreskaĵo
Papyrus=Papiruso Papyrus=Papiruso
Dry Shrub=Seka arbetaĵo Dry Shrub=Seka Arbetaĵo
Jungle Grass=Ĝangala herbo Jungle Grass=Ĝangala Herbo
Grass=Herbo Grass=Herbo
Savanna Grass=Savana herbo Savanna Grass=Savana Herbo
Fern=Filiko Fern=Filiko
Marram Grass=Amofilo Marram Grass=Amofilo
Bush Stem=Arbateĵa tubo Bush Stem=Arbateĵa Tubo
Bush Leaves=Arbateĵaj folioj Bush Leaves=Arbateĵaj Folioj
Bush Sapling=Arbateĵa arbido Bush Sapling=Arbateĵa Arbido
Blueberry Bush Leaves with Berries=Mirtelaj arbateĵaj folioj kaj beroj Blueberry Bush Leaves with Berries=Mirtelaj Arbateĵaj Folioj kaj Beroj
Blueberry Bush Leaves=Mirtelaj arbateĵaj folioj Blueberry Bush Leaves=Mirtelaj Arbateĵaj Folioj
Blueberry Bush Sapling=Mirtela arbateĵa arbido Blueberry Bush Sapling=Mirtela Arbateĵa Arbido
Acacia Bush Stem=Akacia arbateĵa tubo Acacia Bush Stem=Akacia Arbateĵa Tubo
Acacia Bush Leaves=Akaciaj arbateĵaj folioj Acacia Bush Leaves=Akaciaj Arbateĵaj Folioj
Acacia Bush Sapling=Akacia arbateĵa arbido Acacia Bush Sapling=Akacia Arbateĵa Arbido
Pine Bush Stem=Pina arbateĵa tubo Pine Bush Stem=Pina Arbateĵa Tubo
Pine Bush Needles=Pinaj arbateĵaj pingloj Pine Bush Needles=Pinaj Arbateĵaj Pingloj
Pine Bush Sapling=Pina arbateĵa arbido Pine Bush Sapling=Pina Arbateĵa Arbido
Kelp=Fuko Kelp=Fuko
Green Coral=Verda koralo Green Coral=Verda Koralo
Pink Coral=Rozkolora koralo Pink Coral=Rozkolora Koralo
Cyan Coral=Bluverda koralo Cyan Coral=Bluverda Koralo
Brown Coral=Bruna koralo Brown Coral=Bruna Koralo
Orange Coral=Oranĝkolora koralo Orange Coral=Oranĝkolora Koralo
Coral Skeleton=Korala framo Coral Skeleton=Korala Framo
Water Source=Akva fonto Water Source=Akva Fonto
Flowing Water=Flua akvo Flowing Water=Flua Akvo
River Water Source=Rivera akva fonto River Water Source=Rivera Akva Fonto
Flowing River Water=Flua rivera akvo Flowing River Water=Flua Rivera Akvo
Lava Source=Lafa fonto Lava Source=Lafa Fonto
Flowing Lava=Flua lafa Flowing Lava=Flua Lafa
Empty Bookshelf=Malplena librobreto Empty Bookshelf=Malplena Librobreto
Bookshelf (@1 written, @2 empty books)=Librobreto (@1 skriba(j), @2 malplena(j) libro(j)) Bookshelf (@1 written, @2 empty books)=Librobreto (@1 skriba(j), @2 malplena(j) libro(j))
Bookshelf=Librobreto Bookshelf=Librobreto
Text too long=Tro longa teksto Text too long=Tro longa teksto
"@1"= Wooden Sign=Ligna Signo
Wooden Sign=Ligna signo Steel Sign=Ŝtala Signo
Steel Sign=Ŝtala signo Wooden Ladder=Ligna Ŝtupetaro
Wooden Ladder=Ligna ŝtupetaro Steel Ladder=Ŝtala Ŝtupetaro
Steel Ladder=Ŝtala ŝtupetaro Apple Wood Fence=Poma Ligna Barilo
Apple Wood Fence=Poma ligna barilo Acacia Wood Fence=Akacia Ligna Barilo
Acacia Wood Fence=Akacia ligna barilo Jungle Wood Fence=Ĝangala Ligna Barilo
Jungle Wood Fence=Ĝangala ligna barilo Pine Wood Fence=Pina Ligna Barilo
Pine Wood Fence=Pina ligna barilo Aspen Wood Fence=Tremola Ligna Barilo
Aspen Wood Fence=Tremola ligna barilo Apple Wood Fence Rail=Poma Ligna Barila Relo
Apple Wood Fence Rail=Poma ligna barila relo Acacia Wood Fence Rail=Akacia Ligna Barila Relo
Acacia Wood Fence Rail=Akacia ligna barila relo Jungle Wood Fence Rail=Ĝangala Ligna Barila Relo
Jungle Wood Fence Rail=Ĝangala ligna barila relo Pine Wood Fence Rail=Pina Ligna Barila Relo
Pine Wood Fence Rail=Pina ligna barila relo Aspen Wood Fence Rail=Tremola Ligna Barila Relo
Aspen Wood Fence Rail=Tremola ligna barila relo
Glass=Vitro Glass=Vitro
Obsidian Glass=Obsidiana vitro Obsidian Glass=Obsidiana Vitro
Brick Block=Brika bloko Brick Block=Brika Bloko
Mese Lamp=Mesea lampo Mese Lamp=Mesea Lampo
Apple Wood Mese Post Light=Poma ligna mesea fosta lampo Apple Wood Mese Post Light=Poma Ligna Mesea Fosta Lampo
Acacia Wood Mese Post Light=Akacia ligna mesea fosta lampo Acacia Wood Mese Post Light=Akacia Ligna Mesea Fosta Lampo
Jungle Wood Mese Post Light=Ĝangala ligna mesea fosta lampo Jungle Wood Mese Post Light=Ĝangala Ligna Mesea Fosta Lampo
Pine Wood Mese Post Light=Pina ligna mesea fosta lampo Pine Wood Mese Post Light=Pina Ligna Mesea Fosta Lampo
Aspen Wood Mese Post Light=Tremola ligna mesea fosta lampo Aspen Wood Mese Post Light=Tremola Ligna Mesea Fosta Lampo
Cloud=Nubo Cloud=Nubo
Wooden Pickaxe=Ligna pioĉo Wooden Pickaxe=Ligna Pioĉo
Stone Pickaxe=Ŝtona pioĉo Stone Pickaxe=Ŝtona Pioĉo
Bronze Pickaxe=Bronza pioĉo Bronze Pickaxe=Bronza Pioĉo
Steel Pickaxe=Ŝtala pioĉo Steel Pickaxe=Ŝtala Pioĉo
Mese Pickaxe=Mesea pioĉo Mese Pickaxe=Mesea Pioĉo
Diamond Pickaxe=Diamanta pioĉo Diamond Pickaxe=Diamanta Pioĉo
Wooden Shovel=Ligna fosilo Wooden Shovel=Ligna Fosilo
Stone Shovel=Ŝtona fosilo Stone Shovel=Ŝtona Fosilo
Bronze Shovel=Bronza fosilo Bronze Shovel=Bronza Fosilo
Steel Shovel=Ŝtala fosilo Steel Shovel=Ŝtala Fosilo
Mese Shovel=Mesea fosilo Mese Shovel=Mesea Fosilo
Diamond Shovel=Diamanta fosilo Diamond Shovel=Diamanta Fosilo
Wooden Axe=Ligna hakilo Wooden Axe=Ligna Hakilo
Stone Axe=Ŝtona hakilo Stone Axe=Ŝtona Hakilo
Bronze Axe=Bronza hakilo Bronze Axe=Bronza Hakilo
Steel Axe=Ŝtala hakilo Steel Axe=Ŝtala Hakilo
Mese Axe=Mesea hakilo Mese Axe=Mesea Hakilo
Diamond Axe=Diamanta hakilo Diamond Axe=Diamanta Hakilo
Wooden Sword=Ligna glavo Wooden Sword=Ligna Glavo
Stone Sword=Ŝtona glavo Stone Sword=Ŝtona Glavo
Bronze Sword=Bronza glavo Bronze Sword=Bronza Glavo
Steel Sword=Ŝtala glavo Steel Sword=Ŝtala Glavo
Mese Sword=Mesea glavo Mese Sword=Mesea Glavo
Diamond Sword=Diamanta glavo Diamond Sword=Diamanta Glavo
Torch=Torĉo Torch=Torĉo
@1 will intersect protection on growth.=@1 sekcos protekton dum kresko. @1 will intersect protection on growth.=@1 sekcos protekton dum kresko.
##### not used anymore ##### ##### not used anymore #####
Mese Post Light=Mesea fosta lampo Mese Post Light=Mesea Fosta Lampo

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