From 3da5ddde01b55d079cf9b641d67b8f4b8950dede Mon Sep 17 00:00:00 2001 From: rubenwardy Date: Sun, 18 Nov 2018 23:29:44 +0000 Subject: [PATCH] Remove Minetest Game meta --- LICENSE.txt | 519 ------------------------- README.md | 3 + README.txt | 28 -- game_api.txt | 852 ------------------------------------------ menu/header.png | Bin 1921 -> 0 bytes minetest.conf | 0 minetest.conf.example | 50 --- settingtypes.txt | 45 --- 8 files changed, 3 insertions(+), 1494 deletions(-) delete mode 100644 LICENSE.txt create mode 100644 README.md delete mode 100644 README.txt delete mode 100644 game_api.txt delete mode 100644 menu/header.png delete mode 100644 minetest.conf delete mode 100644 minetest.conf.example delete mode 100644 settingtypes.txt diff --git a/LICENSE.txt b/LICENSE.txt deleted file mode 100644 index 48f0b8d..0000000 --- a/LICENSE.txt +++ /dev/null @@ -1,519 +0,0 @@ -License of media (textures and sounds) --------------------------------------- -Copyright (C) 2010-2012 celeron55, Perttu Ahola -See README.txt in each mod directory for information about other authors. - -Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0) -http://creativecommons.org/licenses/by-sa/3.0/ - -License of menu/header.png -Copyright (C) 2015 paramat CC BY-SA 3.0 - - -License of source code ----------------------- -Copyright (C) 2010-2012 celeron55, Perttu Ahola -See README.txt in each mod directory for information about other authors. - - GNU LESSER GENERAL PUBLIC LICENSE - Version 2.1, February 1999 - - Copyright (C) 1991, 1999 Free Software Foundation, Inc. - 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - -[This is the first released version of the Lesser GPL. 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Here is a sample; alter the names: - - Yoyodyne, Inc., hereby disclaims all copyright interest in the - library `Frob' (a library for tweaking knobs) written by James Random Hacker. - - , 1 April 1990 - Ty Coon, President of Vice - -That's all there is to it! diff --git a/README.md b/README.md new file mode 100644 index 0000000..2e0f5b4 --- /dev/null +++ b/README.md @@ -0,0 +1,3 @@ +# Capitalism Game + +[Website](https://rubenwardy.com/capitalism_game) diff --git a/README.txt b/README.txt deleted file mode 100644 index 97ad70a..0000000 --- a/README.txt +++ /dev/null @@ -1,28 +0,0 @@ -Minetest Game [minetest_game] -============================= -The main subgame for the Minetest engine -======================================== - -To use this subgame with the Minetest engine, insert this repository as - /games/minetest_game - -The Minetest engine can be found in: - https://github.com/minetest/minetest/ - -Compatibility --------------- -The Minetest Game github master HEAD is generally compatible with the github -master HEAD of the Minetest engine. - -Additionally, when the Minetest engine is tagged to be a certain version (eg. -0.4.10), Minetest Game is tagged with the version too. - -When stable releases are made, Minetest Game is packaged and made available in - http://minetest.net/download -and in case the repository has grown too much, it may be reset. In that sense, -this is not a "real" git repository. (Package maintainers please note!) - -Licensing ---------- - -See LICENSE.txt diff --git a/game_api.txt b/game_api.txt deleted file mode 100644 index 0d518f1..0000000 --- a/game_api.txt +++ /dev/null @@ -1,852 +0,0 @@ -Minetest Game API -================= -GitHub Repo: https://github.com/minetest/minetest_game - -Introduction ------------- - -The Minetest Game subgame 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. -For information on the Minetest API, visit https://github.com/minetest/minetest/blob/master/doc/lua_api.txt -Please note: - - * [XYZ] refers to a section the Minetest API - * [#ABC] refers to a section in this document - * [pos] refers to a position table `{x = -5, y = 0, z = 200}` - -Bucket API ----------- - -The bucket API allows registering new types of buckets for non-default liquids. - - bucket.register_liquid( - "default:lava_source", -- name of the source node - "default:lava_flowing", -- name of the flowing node - "bucket:bucket_lava", -- name of the new bucket item (or nil if liquid is not takeable) - "bucket_lava.png", -- texture of the new bucket item (ignored if itemname == nil) - "Lava Bucket", -- text description of the bucket item - {lava_bucket = 1}, -- groups of the bucket item, OPTIONAL - false -- force-renew, OPTIONAL. Force the liquid source to renew if it has - -- a source neighbour, even if defined as 'liquid_renewable = false'. - -- Needed to avoid creating holes in sloping rivers. - ) - -The filled bucket item is returned to the player that uses an empty bucket pointing to the given liquid source. -When punching with an empty bucket pointing to an entity or a non-liquid node, the on_punch of the entity or node will be triggered. - -Beds API --------- - - beds.register_bed( - "beds:bed", -- Bed name - def -- See [#Bed definition] - ) - - * `beds.read_spawns() ` Returns a table containing players respawn positions - * `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 - -### Bed definition - - { - description = "Simple Bed", - inventory_image = "beds_bed.png", - wield_image = "beds_bed.png", - tiles = { - bottom = {'Tile definition'}, -- the tiles of the bottom part of the bed. - top = {Tile definition} -- the tiles of the bottom part of the bed. - }, - nodebox = { - bottom = 'regular nodebox', -- bottom part of bed (see [Node boxes]) - top = 'regular nodebox', -- top part of bed (see [Node boxes]) - }, - selectionbox = 'regular nodebox', -- for both nodeboxes (see [Node boxes]) - recipe = { -- Craft recipe - {"group:wool", "group:wool", "group:wool"}, - {"group:wood", "group:wood", "group:wood"} - } - } - -Creative API ------------- - -Use `creative.register_tab(name, title, items)` to add a tab with filtered items. -For example, - - creative.register_tab("tools", "Tools", minetest.registered_tools) - -is used to show all tools. Name is used in the sfinv page name, title is the -human readable title. - -`is_enabled_for` is used to check whether a player is in creative mode: - - creative.is_enabled_for(name) - -Override this to allow per-player game modes. - -The contents of `creative.formspec_add` is appended to every creative inventory -page. Mods can use it to add additional formspec elements onto the default -creative inventory formspec to be drawn after each update. - -Doors API ---------- - -The doors mod allows modders to register custom doors and trapdoors. - -`doors.register_door(name, def)` - - * Registers new door - * `name` Name for door - * `def` See [#Door definition] - -`doors.register_trapdoor(name, def)` - - * Registers new trapdoor - * `name` Name for trapdoor - * `def` See [#Trapdoor definition] - -`doors.register_fencegate(name, def)` - - * Registers new fence gate - * `name` Name for fence gate - * `def` See [#Fence gate definition] - -`doors.get(pos)` - - * `pos` A position as a table, e.g `{x = 1, y = 1, z = 1}` - * Returns an ObjectRef to a door, or nil if the position does not contain a door - - ### Methods - - :open(player) -- Open the door object, returns if door was opened - :close(player) -- Close the door object, returns if door was closed - :toggle(player) -- Toggle the door state, returns if state was toggled - :state() -- returns the door state, true = open, false = closed - - the "player" parameter can be omitted in all methods. If passed then - the usual permission checks will be performed to make sure the player - has the permissions needed to open this door. If omitted then no - permission checks are performed. - -### Door definition - - description = "Door description", - inventory_image = "mod_door_inv.png", - groups = {choppy = 2}, - tiles = {"mod_door.png"}, -- UV map. - recipe = craftrecipe, - sounds = default.node_sound_wood_defaults(), -- optional - sound_open = sound play for open door, -- optional - sound_close = sound play for close door, -- optional - protected = false, -- If true, only placer can open the door (locked for others) - -### Trapdoor definition - - description = "Trapdoor description", - inventory_image = "mod_trapdoor_inv.png", - groups = {choppy = 2}, - tile_front = "doors_trapdoor.png", -- the texture for the front and back of the trapdoor - tile_side = "doors_trapdoor_side.png", -- the tiles of the four side parts of the trapdoor - sounds = default.node_sound_wood_defaults(), -- optional - sound_open = sound play for open door, -- optional - sound_close = sound play for close door, -- optional - protected = false, -- If true, only placer can open the door (locked for others) - -### Fence gate definition - - description = "Wooden Fence Gate", - texture = "default_wood.png", - material = "default:wood", - groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, - sounds = default.node_sound_wood_defaults(), -- optional - -Fence API ---------- - -Allows creation of new fences with "fencelike" drawtype. - -`default.register_fence(name, item definition)` - - Registers a new fence. Custom fields texture and material are required, as - are name and description. The rest is optional. You can pass most normal - nodedef fields here except drawtype. The fence group will always be added - for this node. - -### fence definition - - name = "default:fence_wood", - description = "Wooden Fence", - texture = "default_wood.png", - material = "default:wood", - groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2}, - sounds = default.node_sound_wood_defaults(), - -Walls API ---------- - -The walls API allows easy addition of stone auto-connecting wall nodes. - -walls.register(name, desc, texture, mat, sounds) -^ name = "walls:stone_wall". Node name. -^ desc = "A Stone wall" -^ texture = "default_stone.png" -^ mat = "default:stone". Used to auto-generate crafting recipe. -^ sounds = sounds: see [#Default sounds] - -Farming API ------------ - -The farming API allows you to easily register plants and hoes. - -`farming.register_hoe(name, hoe definition)` - * Register a new hoe, see [#hoe definition] - -`farming.register_plant(name, Plant definition)` - * Register a new growing plant, see [#Plant definition] - -`farming.registered_plants[name] = definition` - * Table of registered plants, indexed by plant name - -### Hoe Definition - - - { - description = "", -- Description for tooltip - inventory_image = "unknown_item.png", -- Image to be used as wield- and inventory image - max_uses = 30, -- Uses until destroyed - material = "", -- Material for recipes - recipe = { -- Craft recipe, if material isn't used - {"air", "air", "air"}, - {"", "group:stick"}, - {"", "group:stick"}, - } - } - -### Plant definition - - { - description = "", -- Description of seed item - inventory_image = "unknown_item.png", -- Image to be used as seed's wield- and inventory image - steps = 8, -- How many steps the plant has to grow, until it can be harvested - -- ^ Always provide a plant texture for each step, format: modname_plantname_i.png (i = stepnumber) - minlight = 13, -- Minimum light to grow - maxlight = default.LIGHT_MAX -- Maximum light to grow - } - -Fire API --------- - -New node def property: - -`on_burn(pos)` - - * Called when fire attempts to remove a burning node. - * `pos` Position of the burning node. - - `on_ignite(pos, igniter)` - - * Called when Flint and steel (or a mod defined ignitor) is used on a node. - Defining it may prevent the default action (spawning flames) from triggering. - * `pos` Position of the ignited node. - * `igniter` Player that used the tool, when available. - - -Give Initial Stuff API ----------------------- - -`give_initial_stuff.give(player)` - -^ Give initial stuff to "player" - -`give_initial_stuff.add(stack)` - -^ Add item to the initial stuff -^ Stack can be an ItemStack or a item name eg: "default:dirt 99" -^ Can be called after the game has loaded - -`give_initial_stuff.clear()` - -^ Removes all items from the initial stuff -^ Can be called after the game has loaded - -`give_initial_stuff.get_list()` - -^ returns list of item stacks - -`give_initial_stuff.set_list(list)` - -^ List of initial items with numeric indices. - -`give_initial_stuff.add_from_csv(str)` - -^ str is a comma separated list of initial stuff -^ Adds items to the list of items to be given - -Nyancat API ------------ - -`nyancat.place(pos, facedir, length)` - -^ Place a cat at `pos` facing `facedir` with tail length `length` - Only accepts facedir 0-3, if facedir > 3 then it will be interpreted as facedir = 0 - -`nyancat.generate(minp, maxp, seed)` - -^ Called by `minetest.register_on_generated`. To disable nyancat generation, - you can redefine nyancat.generate() to be an empty function - -TNT API ----------- - -`tnt.register_tnt(definition)` - -^ Register a new type of tnt. - - * `name` The name of the node. If no prefix is given `tnt` is used. - * `description` A description for your TNT. - * `radius` The radius within which the TNT can destroy nodes. The default is 3. - * `damage_radius` The radius within which the TNT can damage players and mobs. By default it is twice the `radius`. - * `disable_drops` Disable drops. By default it is set to false. - * `ignore_protection` Don't check `minetest.is_protected` before removing a node. - * `ignore_on_blast` Don't call `on_blast` even if a node has one. - * `tiles` Textures for node - * `side` Side tiles. By default the name of the tnt with a suffix of `_side.png`. - * `top` Top tile. By default the name of the tnt with a suffix of `_top.png`. - * `bottom` Bottom tile. By default the name of the tnt with a suffix of `_bottom.png`. - * `burning` Top tile when lit. By default the name of the tnt with a suffix of `_top_burning_animated.png". - -`tnt.boom(position, definition)` - -^ Create an explosion. - -* `position` The center of explosion. -* `definition` The TNT definion as passed to `tnt.register` - -`tnt.burn(position, [nodename])` - -^ Ignite TNT at position, nodename isn't required unless already known. - - -To make dropping items from node inventories easier, you can use the -following helper function from 'default': - -default.get_inventory_drops(pos, inventory, drops) - -^ Return drops from node inventory "inventory" in drops. - -* `pos` - the node position -* `inventory` - the name of the inventory (string) -* `drops` - an initialized list - -The function returns no values. The drops are returned in the `drops` -parameter, and drops is not reinitialized so you can call it several -times in a row to add more inventory items to it. - - -`on_blast` callbacks: - -Both nodedefs and entitydefs can provide an `on_blast()` callback - -`nodedef.on_blast(pos, intensity)` -^ Allow drop and node removal overriding -* `pos` - node position -* `intensity` - TNT explosion measure. larger or equal to 1.0 -^ Should return a list of drops (e.g. {"default:stone"}) -^ Should perform node removal itself. If callback exists in the nodedef -^ then the TNT code will not destroy this node. - -`entitydef.on_blast(luaobj, damage)` -^ Allow TNT effects on entities to be overridden -* `luaobj` - LuaEntityRef of the entity -* `damage` - suggested HP damage value -^ Should return a list of (bool do_damage, bool do_knockback, table drops) -* `do_damage` - if true then TNT mod wil damage the entity -* `do_knockback` - if true then TNT mod will knock the entity away -* `drops` - a list of drops, e.g. {"wool:red"} - - -Screwdriver API ---------------- - -The screwdriver API allows you to control a node's behaviour when a screwdriver is used on it. -To use it, add the `on_screwdriver` function to the node definition. - -`on_rotate(pos, node, user, mode, new_param2)` - - * `pos` Position of the node that the screwdriver is being used on - * `node` that node - * `user` The player who used the screwdriver - * `mode` screwdriver.ROTATE_FACE or screwdriver.ROTATE_AXIS - * `new_param2` the new value of param2 that would have been set if on_rotate wasn't there - * return value: false to disallow rotation, nil to keep default behaviour, true to allow - it but to indicate that changed have already been made (so the screwdriver will wear out) - * use `on_rotate = false` to always disallow rotation - * use `on_rotate = screwdriver.rotate_simple` to allow only face rotation - - -Sethome API ------------ - -The sethome API adds three global functions to allow mods to read a players home position, -set a players home position and teleport a player to home position. - -`sethome.get(name)` - - * `name` Player who's home position you wish to get - * return value: false if no player home coords exist, position table if true - -`sethome.set(name, pos)` - - * `name` Player who's home position you wish to set - * `pos` Position table containing coords of home position - * return value: false if unable to set and save new home position, otherwise true - -`sethome.go(name)` - - * `name` Player you wish to teleport to their home position - * return value: false if player cannot be sent home, otherwise true - - -Sfinv API ---------- - -### sfinv Methods - -**Pages** - -* sfinv.set_page(player, pagename) - changes the page -* sfinv.get_homepage_name(player) - get the page name of the first page to show to a player -* sfinv.register_page(name, def) - register a page, see section below -* sfinv.override_page(name, def) - overrides fields of an page registered with register_page. - * Note: Page must already be defined, (opt)depend on the mod defining it. -* sfinv.set_player_inventory_formspec(player) - (re)builds page formspec - and calls set_inventory_formspec(). -* sfinv.get_formspec(player, context) - builds current page's formspec - -**Contexts** - -* sfinv.get_or_create_context(player) - gets the player's context -* sfinv.set_context(player, context) - -**Theming** - -* sfinv.make_formspec(player, context, content, show_inv, size) - adds a theme to a formspec - * show_inv, defaults to false. Whether to show the player's main inventory - * size, defaults to `size[8,8.6]` if not specified -* sfinv.get_nav_fs(player, context, nav, current_idx) - creates tabheader or "" - -### sfinv Members - -* pages - table of pages[pagename] = def -* pages_unordered - array table of pages in order of addition (used to build navigation tabs). -* contexts - contexts[playername] = player_context -* enabled - set to false to disable. Good for inventory rehaul mods like unified inventory - -### Context - -A table with these keys: - -* page - current page name -* nav - a list of page names -* nav_titles - a list of page titles -* nav_idx - current nav index (in nav and nav_titles) -* any thing you want to store - * sfinv will clear the stored data on log out / log in - -### sfinv.register_page - -sfinv.register_page(name, def) - -def is a table containing: - -* `title` - human readable page name (required) -* `get(self, player, context)` - returns a formspec string. See formspec variables. (required) -* `is_in_nav(self, player, context)` - return true to show in the navigation (the tab header, by default) -* `on_player_receive_fields(self, player, context, fields)` - on formspec submit. -* `on_enter(self, player, context)` - called when the player changes pages, usually using the tabs. -* `on_leave(self, player, context)` - when leaving this page to go to another, called before other's on_enter - -### get formspec - -Use sfinv.make_formspec to apply a layout: - - return sfinv.make_formspec(player, context, [[ - list[current_player;craft;1.75,0.5;3,3;] - list[current_player;craftpreview;5.75,1.5;1,1;] - image[4.75,1.5;1,1;gui_furnace_arrow_bg.png^[transformR270] - listring[current_player;main] - listring[current_player;craft] - image[0,4.25;1,1;gui_hb_bg.png] - image[1,4.25;1,1;gui_hb_bg.png] - image[2,4.25;1,1;gui_hb_bg.png] - image[3,4.25;1,1;gui_hb_bg.png] - image[4,4.25;1,1;gui_hb_bg.png] - image[5,4.25;1,1;gui_hb_bg.png] - image[6,4.25;1,1;gui_hb_bg.png] - image[7,4.25;1,1;gui_hb_bg.png] - ]], true) - -See above (methods section) for more options. - -### Customising themes - -Simply override this function to change the navigation: - - function sfinv.get_nav_fs(player, context, nav, current_idx) - return "navformspec" - end - -And override this function to change the layout: - - function sfinv.make_formspec(player, context, content, show_inv, size) - local tmp = { - size or "size[8,8.6]", - theme_main, - sfinv.get_nav_fs(player, context, context.nav_titles, context.nav_idx), - content - } - if show_inv then - tmp[4] = theme_inv - end - return table.concat(tmp, "") - end - -Stairs API ----------- - -The stairs API lets you register stairs and slabs and ensures that they are registered the same way as those -delivered with Minetest Game, to keep them compatible with other mods. - -`stairs.register_stair(subname, recipeitem, groups, images, description, sounds)` - - * Registers a stair. - * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname" - * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble", may be `nil` - * `groups`: see [Known damage and digging time defining groups] - * `images`: see [Tile definition] - * `description`: used for the description field in the stair's definition - * `sounds`: see [#Default sounds] - -`stairs.register_slab(subname, recipeitem, groups, images, description, sounds)` - - * Registers a slabs - * `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_subname" - * `recipeitem`: Item used in the craft recipe, e.g. "default:cobble" - * `groups`: see [Known damage and digging time defining groups] - * `images`: see [Tile definition] - * `description`: used for the description field in the stair's definition - * `sounds`: see [#Default sounds] - -`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds)` - - * A wrapper for stairs.register_stair and stairs.register_slab - * Uses almost the same arguments as stairs.register_stair - * `desc_stair`: Description for stair node - * `desc_slab`: Description for slab node - -Xpanes API ----------- - -Creates panes that automatically connect to each other - -`xpanes.register_pane(subname, def)` - - * `subname`: used for nodename. Result: "xpanes:subname" and "xpanes:subname_{2..15}" - * `def`: See [#Pane definition] - -### Pane definition - - { - textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported - groups = {group = rating}, -- Uses the known node groups, see [Known damage and digging time defining groups] - sounds = SoundSpec, -- See [#Default sounds] - recipe = {{"","","","","","","","",""}}, -- Recipe field only - } - -Raillike definitions --------------------- - -The following nodes use the group `connect_to_raillike` and will only connect to -raillike nodes within this group and the same group value. -Use `minetest.raillike_group()` to get the group value. - -| Node type | Raillike group name -|-----------------------|--------------------- -| default:rail | "rail" -| tnt:gunpowder | "gunpowder" -| tnt:gunpowder_burning | "gunpowder" - -Example: -If you want to add a new rail type and want it to connect with default:rail, -add `connect_to_raillike=minetest.raillike_group("rail")` into the `groups` table -of your node. - - -Default sounds --------------- - -Sounds inside the default table can be used within the sounds field of node definitions. - - * `default.node_sound_defaults()` - * `default.node_sound_stone_defaults()` - * `default.node_sound_dirt_defaults()` - * `default.node_sound_sand_defaults()` - * `default.node_sound_wood_defaults()` - * `default.node_sound_leaves_defaults()` - * `default.node_sound_glass_defaults()` - * `default.node_sound_metal_defaults()` - -Default constants ------------------ - -`default.LIGHT_MAX` The maximum light level (see [Node definition] light_source) - -Player API ----------- - -The player API can register player models and update the player's appearence - -`default.player_register_model(name, def)` - - * Register a new model to be used by players. - * name: model filename such as "character.x", "foo.b3d", etc. - * def: See [#Model definition] - -`default.registered_player_models[name]` - - * Get a model's definition - * see [#Model definition] - -`default.player_set_model(player, model_name)` - - * Change a player's model - * `player`: PlayerRef - * `model_name`: model registered with player_register_model() - -`default.player_set_animation(player, anim_name [, speed])` - - * Applies an animation to a player - * anim_name: name of the animation. - * speed: frames per second. If nil, default from the model is used - -`default.player_set_textures(player, textures)` - - * Sets player textures - * `player`: PlayerRef - * `textures`: array of textures, If `textures` is nil, the default textures from the model def are used - -default.player_get_animation(player) - - * Returns a table containing fields `model`, `textures` and `animation`. - * Any of the fields of the returned table may be nil. - * player: PlayerRef - -### Model Definition - - { - animation_speed = 30, -- Default animation speed, in FPS. - textures = {"character.png", }, -- Default array of textures. - visual_size = {x = 1, y = 1}, -- Used to scale the model. - animations = { - -- = {x = , y = }, - foo = {x = 0, y = 19}, - bar = {x = 20, y = 39}, - -- ... - }, - } - -Leafdecay ---------- - -To enable leaf decay for a node, add it to the `leafdecay` group. - -The rating of the group determines how far from a node in the group `tree` -the node can be without decaying. - -If `param2` of the node is ~= 0, the node will always be preserved. Thus, if -the player places a node of that kind, you will want to set `param2 = 1` or so. - -The function `default.after_place_leaves` can be set as `after_place_node of a node` -to set param2 to 1 if the player places the node (should not be used for nodes -that use param2 otherwise (e.g. facedir)). - -If the node is in the `leafdecay_drop` group then it will always be dropped as an -item. - -Dyes ----- - -To make recipes that will work with any dye ever made by anybody, define -them based on groups. You can select any group of groups, based on your need for -amount of colors. - -### Color groups - -Base color groups: - - * `basecolor_white` - * `basecolor_grey` - * `basecolor_black` - * `basecolor_red` - * `basecolor_yellow` - * `basecolor_green` - * `basecolor_cyan` - * `basecolor_blue` - * `basecolor_magenta` - -Extended color groups ( * means also base color ) - - * `excolor_white` * - * `excolor_lightgrey` - * `excolor_grey` * - * `excolor_darkgrey` - * `excolor_black` * - * `excolor_red` * - * `excolor_orange` - * `excolor_yellow` * - * `excolor_lime` - * `excolor_green` * - * `excolor_aqua` - * `excolor_cyan` * - * `excolor_sky_blue` - * `excolor_blue` * - * `excolor_violet` - * `excolor_magenta` * - * `excolor_red_violet` - -The whole unifieddyes palette as groups: - - * `unicolor_` - -For the following, no white/grey/black is allowed: - - * `unicolor_medium_` - * `unicolor_dark_` - * `unicolor_light_` - * `unicolor__s50` - * `unicolor_medium__s50` - * `unicolor_dark__s50` - -Example of one shapeless recipe using a color group: - - minetest.register_craft({ - type = "shapeless", - output = ':item_yellow', - recipe = {':item_no_color', 'group:basecolor_yellow'}, - }) - -### Color lists - - * `dye.basecolors` are an array containing the names of available base colors - - * `dye.excolors` are an array containing the names of the available extended colors - -Trees ------ - - * `default.grow_tree(pos, is_apple_tree)` - * Grows a mgv6 tree or apple tree at pos - - * `default.grow_jungle_tree(pos)` - * Grows a mgv6 jungletree at pos - - * `default.grow_pine_tree(pos)` - * Grows a mgv6 pinetree at pos - - * `default.grow_new_apple_tree(pos)` - * Grows a new design apple tree at pos - - * `default.grow_new_jungle_tree(pos)` - * Grows a new design jungle tree at pos - - * `default.grow_new_pine_tree(pos)` - * Grows a new design pine tree at pos - - * `default.grow_new_acacia_tree(pos)` - * Grows a new design acacia tree at pos - - * `default.grow_new_aspen_tree(pos)` - * Grows a new design aspen tree at pos - - * `default.grow_new_snowy_pine_tree(pos)` - * Grows a new design snowy pine tree at pos - -Carts ------ - - carts.register_rail( - "mycarts:myrail", -- Rail name - nodedef, -- standard nodedef - railparams -- rail parameter struct (optional) - ) - - railparams = { - on_step(obj, dtime), -- Event handler called when - -- cart is on rail - acceleration, -- integer acceleration factor (negative - -- values to brake) - } - - The event handler is called after all default calculations - are made, so the custom on_step handler can override things - like speed, acceleration, player attachment. The handler will - likely be called many times per second, so the function needs - to make sure that the event is handled properly. - -Key API -------- - -The key API allows mods to add key functionality to nodes that have -ownership or specific permissions. Using the API will make it so -that a node owner can use skeleton keys on their nodes to create keys -for that node in that location, and give that key to other players, -allowing them some sort of access that they otherwise would not have -due to node protection. - -To make your new nodes work with the key API, you need to register -two callback functions in each nodedef: - - -`on_key_use(pos, player)` - * Is called when a player right-clicks (uses) a normal key on your - * node. - * `pos` - position of the node - * `player` - PlayerRef - * return value: none, ignored - -The `on_key_use` callback should validate that the player is wielding -a key item with the right key meta secret. If needed the code should -deny access to the node functionality. - -If formspecs are used, the formspec callbacks should duplicate these -checks in the metadata callback functions. - - -`on_skeleton_key_use(pos, player, newsecret)` - - * Is called when a player right-clicks (uses) a skeleton key on your - * node. - * `pos` - position of the node - * `player` - PlayerRef - * `newsecret` - a secret value(string) - * return values: - * `secret` - `nil` or the secret value that unlocks the door - * `name` - a string description of the node ("a locked chest") - * `owner` - name of the node owner - -The `on_skeleton_key_use` function should validate that the player has -the right permissions to make a new key for the item. The newsecret -value is useful if the node has no secret value. The function should -store this secret value somewhere so that in the future it may compare -key secrets and match them to allow access. If a node already has a -secret value, the function should return that secret value instead -of the newsecret value. The secret value stored for the node should -not be overwritten, as this would invalidate existing keys. - -Aside from the secret value, the function should retun a descriptive -name for the node and the owner name. The return values are all -encoded in the key that will be given to the player in replacement -for the wielded skeleton key. - -if `nil` is returned, it is assumed that the wielder did not have -permissions to create a key for this node, and no key is created. diff --git a/menu/header.png b/menu/header.png deleted file mode 100644 index 2ecda837058d5f18fa114a59419d7536fcd15705..0000000000000000000000000000000000000000 GIT binary patch literal 0 HcmV?d00001 literal 1921 zcmV-{2Y&d8P)e zSad^gZEa<4bO1wgWnpw>WFU8GbZ8()Nlj2!fese{00!wvL_t(&-tAgTZxdG({>B>o zo=H+@h|@|WD5OOy>K28^u2rR0>ZU4)hgw)rsUQ|C+DHvW5iIxzm1q}8B`Lc~ELxg~ zKpqf+YbC`&kf%jLV#ju9JTtb(Hpz5h&veGVlNo1BOjXVb#`B%?oqNu?_uMm~?%lp6 zP0q|fEs<~-?dLC0>SuRv^-7b|)5`xTn+=hr2oCPsk7B&Ex(WbTibip8f9da)(l1Lk zn}ywO*F1ZT&*R%WwCh|fr1)3czs<}KdTwC>qho)8=Xo#;gN!J`?r`Ap#ZE~k@!;;D zbglar005Urpr*DK01zC1gr=ruBA!bmFflcSrsift{Qxk(7{=(sU|ISBfUT*~IQAN^ z#T$uU{HyI>CGyXVeL5bCAruP1>2g6xCIJ9$rxRQvfy);=r2}nkkd5;^56WgkI1&K> zB)A0h@Uj@`R~NxX^mB=X;^b?5Dc(q4RsSlLe@6Cc0C2io@OnIuBq@J{tgRuLN+B>h zhQR0;yk0K=Ael;O7H{>%3#^CFX0tHTf9XPp)X{l~62)}c`qjtTM)>_-@J8~g`e!x& z%-E;5I2-_=RF7OiKA#UgslTrLMA{WGDbxO}No z($i1E{}~9NX~zzv(`itYev8ZT0*3v5%*@Vep1-$ycZq-fgF|T8USEQ@YQNh2jbyX@ zYu(jiI=}!)}Myu!^UJ$@>9Hg~154QkIHbY9 zQCElIkq4B+ZkLSo3qlH(Y)J*H#f<)k!Jw}GV*IC{e2h~kPe_!_hDmG}NmtgJf) zQQLpEu%Nq0R_wnD{EeiTpL#+ReEhf~{;{kVp-{+Fe9O&0E9*-;olf`~8o=|sQb8=s zDlfg&*r@!Q7X;-Up67wW@lwOGnjVa0S-4#Jnwy(V#dkCFgBC?m zIacJVT3%jOKsK8Vc85dhztqQ%(~+-KF`dTR>Z%4GUykR0v#7rk{PZRtYW&K|3h~|l zI)5V}@snd0kHs+l=+R5{uiAJTg^G|b8I;YYxpfy`JW`^FlqeF%Y-)U5CSg@S0UsD0 zL&NrZWU^T}iau~;3X>-Qh{fZ?pnJVuY~8w*Xum`(+P~A^kIAWNW#>^}%GCJQT`iy} z+q&z!A^t`}icg`Z9`^eYjm6gI_Y&f}nfXCWYimmNWD0!}Q^O*c%_+uNmc`AUUVQZ7 z2VhxN`RE|`oyB;k%cU4Ht6!F4{Um%{T`lh2AE7oH^Gq(MSzMN7;dHvl`C-xi)t|de zaXNeEv^0Ewgt)#|_#5Uw!9O{6UES9yBYq_OSTKk;w{26B&*^kw=gww$+-_6&a`Mk= zeCTX8i<;V6rKbb{e;|PO_v}$VAOCve2EJ?m7PtCtE4xED5j_>u7O=g)C(_`YV{ z4}JcbM9Lql`DZmgw8QBH$8n%23Jk+2z0nU>ex$xUeoPt|x{JBFdCfRePE?28j?mLN z^bZbc@C?IXW;O(WAb?XRPpqq-qA2AOqdDda`bqr4i(!Np!^*`+-W7`F$;5>2#g7*R z1@CKU(A{mV+JD>ESh7CqjY7tcj648oeXa609AldFPmiBo{;W4{HG?;se^%o|J6$eN z6a^ufRK`hSMl2lP*C=)G)adgmw`uiP#A3XfsFD7oM-EH!3DDZoQnvnNDy3Y0NO--A zpS&P4UT?RxYQNh2&3px}w10AZi+gXg`BTaKGvZH+q6mgzz%b0eqa@YELS4a&;V^_` zQgbmO;pM8+`(3TStNS|j?|%QnFdGUv2(ora+bU z&uacuD*w#zr+a#OF;Vz4Q~Ah^6lSPu>Fw*olP43J_ns{-f`peP5{<%)e)%LQSHJun zqImaH<4JO7U;vX-(;B?q#K@}sYV$Xem*Jn){Hav_nc@Er|C%)_5I5-d00000NkvXX Hu0mjfj{w9^ diff --git a/minetest.conf b/minetest.conf deleted file mode 100644 index e69de29..0000000 diff --git a/minetest.conf.example b/minetest.conf.example deleted file mode 100644 index 3f20eb7..0000000 --- a/minetest.conf.example +++ /dev/null @@ -1,50 +0,0 @@ -# This file contains settings of Minetest Game that can be changed in minetest.conf -# By default, all the settings are commented and not functional. -# Uncomment settings by removing the preceding #. - -# Whether creative mode (fast digging of all blocks, unlimited resources) should be enabled -#creative_mode = false - -# Sets the behaviour of the inventory items when a player dies. -# "bones": Store all items inside a bone node but drop items if inside protected area -# "drop": Drop all items on the ground -# "keep": Player keeps all items -#bones_mode = "bones" - -# The time in seconds after which the bones of a dead player can be looted by everyone -# 0 to disable -#share_bones_time = 1200 - -# How much earlier the bones of a dead player can be looted by -# everyone if the player dies in a protected area they don't own. -# 0 to disable. By default it is "share_bones_time" divide by four. -#share_bones_time_early = 300 - -# Whether fire should be enabled. If disabled, 'basic flame' nodes will disappear. -# 'permanent flame' nodes will remain with either setting. -#enable_fire = true - -# Enable flame sound. -#flame_sound = true - -# Whether the stuff in initial_stuff should be given to new players -#give_initial_stuff = false -#initial_stuff = default:pick_steel,default:axe_steel,default:shovel_steel,default:torch 99,default:cobble 99 - -# Whether the TNT mod should be enabled -#enable_tnt = - -# The radius of a TNT explosion -#tnt_radius = 3 - -# Enable the stairs mod ABM that replaces the old 'upside down' -# stair and slab nodes in old maps with the new param2 versions. -#enable_stairs_replace_abm = false - -# Whether you allow respawning in beds -# Default value is true -#enable_bed_respawn = true - -# Whether players can skip night by sleeping -# Default value is true -#enable_bed_night_skip = true diff --git a/settingtypes.txt b/settingtypes.txt deleted file mode 100644 index eeea0bf..0000000 --- a/settingtypes.txt +++ /dev/null @@ -1,45 +0,0 @@ -# This file contains settings of minetest_game that can be changed in -# minetest.conf - -# In creative mode players are able to dig all kind of blocks nearly -# instantly, and have access to unlimited resources. -# Some of the functionality is only available if this setting is present -# at startup. -creative_mode (Creative mode) bool false - -# Flammable nodes will be ignited by nearby igniters. Spreading fire may -# cause severe destruction. -# Spreading fire nodes will disappear when fire is disabled, but -# 'permanent_flame' nodes are unaffected. -enable_fire (Fire) bool true - -# Enable flame sound. -flame_sound (Flame sound) bool true - -# If enabled, steel tools, torches and cobblestone will be given to new -# players. -give_initial_stuff (Give initial items) bool false - -# If enabled, players respawn at the bed they last lay on instead of normal -# spawn. -# This setting is only read at startup. -enable_bed_respawn (Respawn at bed) bool true - -# If enabled, the night can be skipped if more than half of the players are -# in beds. -enable_bed_night_skip (Skip night when sleeping) bool true - -# When TNT explodes, it destroys nearby nodes and damages nearby players. -# This setting is disabled by default on servers. -enable_tnt (TNT) bool true - -# The radius in which nodes will be destroyed by a TNT explosion. -tnt_radius (TNT radius) int 3 0 - -# The time in seconds after which the bones of a dead player can be looted -# by everyone. -# Setting this to 0 will disable sharing of bones completely. -share_bones_time (Bone share time) int 1200 0 - -# Replaces old stairs with new ones. Only required for older worlds. -enable_stairs_replace_abm (Replace old stairs) bool false