Partly reindent replacements.lua
parent
ba50783ae0
commit
aa66df968a
30
ROADMAP
30
ROADMAP
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@ -3,7 +3,7 @@
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* v1.0.0
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** v0.1.0
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*** v0.0.1
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**** This king of dashboard is smart
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**** This kind of dashboard is smart
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https://grafana.qbuissondebon.info/dashboard/db/minetestforfun-external-monitoring
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- Could we have one ?
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**** See if we can implement unit tests for mods
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@ -42,7 +42,7 @@ wool_brown.png wool_grey.png wool_violet.png
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wool_cyan.png wool_magenta.png wool_white.png
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wool_dark_green.png
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**** Improve minetestwrapper
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**** Improve minetestmapper
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*Should show factions*
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- [ ] Clone this project and create a gitlab project as minetestmapper-factions
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- [ ] Add a legend with all known factions
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@ -85,7 +85,8 @@ Building the C++ version manually in ~/Jeux/minetestmapper. It works
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It's really fast. May be used on a website, to show the actual map.
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- [ ] Maybe we could have ranking etc...
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**** Some warnings
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WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at .../.minetest/games/minetest-solebull/mods/hbarmor/init.lua:97)
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- [ ] WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at .../.minetest/games/minetest-solebull/mods/hbarmor/init.lua:97)
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Still present with new client ?
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**** Multiplayer test
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CLOCK: [2018-09-16 dim. 18:28]--[2018-09-16 dim. 18:59] => 0:31
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CLOCK: [2018-09-09 dim. 17:42]--[2018-09-09 dim. 21:11] => 3:29
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@ -103,28 +104,28 @@ WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use meth
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- [X] Can another player can modify land in another one's parcel : NO
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- [X] Does my mapper understand and show the factions ? NO
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- [X] Explain in README : Shift+ click to send directly to the inventory
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- [X] We can't find a NPC in villages :(
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it's done by villagers mod but buggy https://github.com/ErrorNull0/villagers
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- [X] Is thje lag due to : autosave deactivated
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[playereffects] Autosaving mod data to playereffects.mt ...
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[playereffects] Wrote playereffects data into /home/rainbru/.minetest/worlds/Survie pour PNJ/playereffects.mt.
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- [ ] Next stream test
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- [ ] pvp_areas to protext spawn point against pvp
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- [ ] pvp_areas to protect spawn point against pvp
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- [ ] See that error
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[advanced_npc] ERROR: Unable to find building entrance!
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- [ ] See if we can change actual minecart
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With Froward/Backward touchs
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- [ ] We can't find a NPC in villages :(
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it's done by villagers mod but buggy https://github.com/ErrorNull0/villagers
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- [ ] May find an 'update aquatic' mod :)
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- [ ] Is thje lag due to
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[playereffects] Autosaving mod data to playereffects.mt ...
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[playereffects] Wrote playereffects data into /home/rainbru/.minetest/worlds/Survie pour PNJ/playereffects.mt.
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- [ ] May find an 'update aquatic' mod :)
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- [ ] Understand what are the bags tab in the inventory
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- [ ] Could we handle auto-run
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- [ ] Could code that : "When exitting craft table, inside stuff go directly to
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the player's inventory"
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- [ ] Find some female skins
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- See this error WARNING[Server]: Assignment to undeclared global "p2" inside a function at ...rainbru/.minetest/games/minetest-pvp/mods/ruins/init.lua:99.
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- [ ] See this error WARNING[Server]: Assignment to undeclared global "p2" inside a function at ...rainbru/.minetest/games/minetest-pvp/mods/ruins/init.lua:99.
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**** TODO [feature_AwardsFactionsLink] Could link awards with factions power
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*We could link each achievement to the player's faction's power*
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*Power can be seen as reputation*
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@ -142,6 +143,7 @@ WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use meth
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**** pvp shoudld be a privillege
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- So we can revoke it to some players
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**** TODO Continue to test factions and NPC mod
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CLOCK: [2018-12-24 lun. 00:51]--[2018-12-24 lun. 00:52] => 0:01
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CLOCK: [2018-12-23 dim. 18:16]--[2018-12-23 dim. 18:40] => 0:24
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CLOCK: [2018-12-23 dim. 13:29]--[2018-12-23 dim. 14:37] => 1:08
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CLOCK: [2018-12-21 ven. 00:50]--[2018-12-21 ven. 01:15] => 0:25
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@ -176,15 +178,15 @@ WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use meth
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Deactivated autosave every 10 seconds in playereffects/settings.lua
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- [ ] Even with protection, we can take what's in villagers' chests
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Try to add them as protected chest
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Try to edit mts files in mods/mg_villages/schems/
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These are schematics files sued with worldedit
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- [ ] Too much stuff in NPC villages
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How to change that
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Try to edit mts files in mods/mg_villages/schems/
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These are schematics files sued with worldedit : not really usable
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- [ ] Faction chest must be for faction only (no parcel needed)
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- [ ] Try to find a protector mod, test it
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- [ ] Make the protector/faction_protector available to all members of
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the faction
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- [ ] The faction spawn seems to be broken
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- [ ] We should be able to create a hoe fom the right
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Actually only stone:stone
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@ -181,103 +181,103 @@ end
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-- replace the tree trunk as well so that it fits to the wood type
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mg_villages.replace_tree_trunk = function( replacements, wood_type )
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if( wood_type == 'default:junglewood' ) then
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table.insert( replacements, {'default:tree', 'default:jungletree'});
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elseif( wood_type == 'default:pine_wood' ) then
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table.insert( replacements, {'default:tree', 'default:pine_tree'});
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elseif( wood_type == 'default:acacia_wood' ) then
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table.insert( replacements, {'default:tree', 'default:acacia_tree'});
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elseif( wood_type == 'default:aspen_wood' ) then
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table.insert( replacements, {'default:tree', 'default:aspen_tree'});
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elseif( wood_type == 'mg:savannawood' ) then
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table.insert( replacements, {'default:tree', 'mg:savannatree'});
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elseif( wood_type == 'mg:pinewood' ) then
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table.insert( replacements, {'default:tree', 'mg:pinetree'});
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elseif( mg_villages.moretrees_treelist ) then
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for _,v in ipairs( mg_villages.moretrees_treelist ) do
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if( wood_type == "moretrees:"..v[1].."_planks" ) then
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table.insert( replacements, {'default:tree', "moretrees:"..v[1].."_trunk"});
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table.insert( replacements, {'default:leaves', "moretrees:"..v[1].."_leaves"});
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end
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end
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elseif( wood_type == 'deco:birch_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:birch_log"});
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elseif( wood_type == 'deco:cherry_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:cherry_log"});
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elseif( wood_type == 'deco:evergreen_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:evergreen_log"});
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elseif( wood_type == 'deco:oak_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:oak_log"});
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elseif( wood_type == 'ethereal:frost_wood' ) then
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table.insert( replacements, {'default:tree', "ethereal:frost_tree"});
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elseif( wood_type == "ethereal:mushroom_pore" ) then
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table.insert( replacements, {'default:tree', "ethereal:mushroom_trunk"});
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elseif( mg_villages.ethereal_trees ) then
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for _,v in ipairs( mg_villages.ethereal_trees ) do
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if( wood_type == "ethereal:"..v.."_wood" ) then
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table.insert( replacements, {'default:tree', "ethereal:"..v.."_trunk"});
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end
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end
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elseif( mg_villages.forest_trees ) then
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for _,v in ipairs( mg_villages.forest_trees ) do
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if( wood_type == "forest:"..v.."_wood" ) then
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table.insert( replacements, {'default:tree', "forest:"..v.."_tree"});
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end
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end
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elseif( mg_villages.tinytrees_trees ) then
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for _,v in ipairs( mg_villages.tinytrees_trees ) do
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if( wood_type == "trees:wood_"..v ) then
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table.insert( replacements, {'default:tree', "trees:tree_"..v});
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end
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end
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elseif( mg_villages.realtest_trees ) then
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for _,v in ipairs( mg_villages.realtest_trees ) do
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if( wood_type == 'trees:'..v..'_planks' ) then
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table.insert( replacements, {'default:tree', "trees:"..v..'_log'});
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-- realtest does not have most of the nodes from default, so we need to replace them as well
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table.insert( replacements, {'default:wood', 'trees:'..v..'_planks'});
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table.insert( replacements, {'default:leaves', 'trees:'..v..'_leaves'});
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table.insert( replacements, {'default:ladder', 'trees:'..v..'_ladder'});
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table.insert( replacements, {'default:chest', 'trees:'..v..'_chest'});
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table.insert( replacements, {'default:chest_locked', 'trees:'..v..'_chest_locked'});
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table.insert( replacements, {'default:fence_wood', 'fences:'..v..'_fence'});
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table.insert( replacements, {'default:bookshelf', 'decorations:bookshelf_'..v});
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table.insert( replacements, {'doors:door_wood_t_1', 'doors:door_'..v..'_t_1'});
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table.insert( replacements, {'doors:door_wood_b_1', 'doors:door_'..v..'_b_1'});
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table.insert( replacements, {'doors:door_wood_t_2', 'doors:door_'..v..'_t_2'});
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table.insert( replacements, {'doors:door_wood_b_2', 'doors:door_'..v..'_b_2'});
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-- not really wood-realted, but needs to be replaced as well
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table.insert( replacements, {'default:furnace', 'oven:oven'});
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-- farming is also handled diffrently
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table.insert( replacements, {'farming:soil_wet', 'farming:soil'});
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table.insert( replacements, {'farming:cotton_1', 'farming:flax_1'});
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table.insert( replacements, {'farming:cotton_2', 'farming:flax_1'});
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table.insert( replacements, {'farming:cotton_3', 'farming:flax_2'});
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table.insert( replacements, {'farming:cotton_4', 'farming:flax_2'});
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table.insert( replacements, {'farming:cotton_5', 'farming:flax_3'});
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table.insert( replacements, {'farming:cotton_6', 'farming:flax_3'});
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table.insert( replacements, {'farming:cotton_7', 'farming:flax_4'});
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table.insert( replacements, {'farming:cotton_8', 'farming:flax_4'});
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-- stairs and slabs made out of default wood
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table.insert( replacements, {'stairs:stair_wood', 'trees:'..v..'_planks_stair'});
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table.insert( replacements, {'stairs:slab_wood', 'trees:'..v..'_planks_slab'});
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table.insert( replacements, {'stairs:stair_woodupside_down','trees:'..v..'_planks_stair_upside_down' } );
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table.insert( replacements, {'stairs:slab_woodupside_down', 'trees:'..v..'_planks_slab_upside_down' } );
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end
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end
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if(wood_type == 'default:junglewood' ) then
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table.insert( replacements, {'default:tree', 'default:jungletree'});
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elseif( wood_type == 'default:pine_wood' ) then
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table.insert( replacements, {'default:tree', 'default:pine_tree'});
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elseif( wood_type == 'default:acacia_wood' ) then
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table.insert( replacements, {'default:tree', 'default:acacia_tree'});
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elseif( wood_type == 'default:aspen_wood' ) then
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table.insert( replacements, {'default:tree', 'default:aspen_tree'});
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elseif( wood_type == 'mg:savannawood' ) then
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table.insert( replacements, {'default:tree', 'mg:savannatree'});
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elseif( wood_type == 'mg:pinewood' ) then
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table.insert( replacements, {'default:tree', 'mg:pinetree'});
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elseif( mg_villages.moretrees_treelist ) then
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for _,v in ipairs( mg_villages.moretrees_treelist ) do
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if( wood_type == "moretrees:"..v[1].."_planks" ) then
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table.insert( replacements, {'default:tree', "moretrees:"..v[1].."_trunk"});
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table.insert( replacements, {'default:leaves', "moretrees:"..v[1].."_leaves"});
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end
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end
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elseif( wood_type == 'deco:birch_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:birch_log"});
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elseif( wood_type == 'deco:cherry_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:cherry_log"});
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elseif( wood_type == 'deco:evergreen_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:evergreen_log"});
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elseif( wood_type == 'deco:oak_plank' ) then
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table.insert( replacements, {'default:tree', "mapgen:oak_log"});
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elseif( wood_type == 'ethereal:frost_wood' ) then
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table.insert( replacements, {'default:tree', "ethereal:frost_tree"});
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elseif( wood_type == "ethereal:mushroom_pore" ) then
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table.insert( replacements, {'default:tree', "ethereal:mushroom_trunk"});
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elseif( mg_villages.ethereal_trees ) then
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for _,v in ipairs( mg_villages.ethereal_trees ) do
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if( wood_type == "ethereal:"..v.."_wood" ) then
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table.insert( replacements, {'default:tree', "ethereal:"..v.."_trunk"});
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end
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end
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elseif( mg_villages.forest_trees ) then
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for _,v in ipairs( mg_villages.forest_trees ) do
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if( wood_type == "forest:"..v.."_wood" ) then
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table.insert( replacements, {'default:tree', "forest:"..v.."_tree"});
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end
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end
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elseif( mg_villages.tinytrees_trees ) then
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for _,v in ipairs( mg_villages.tinytrees_trees ) do
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if( wood_type == "trees:wood_"..v ) then
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table.insert( replacements, {'default:tree', "trees:tree_"..v});
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end
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end
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elseif( mg_villages.realtest_trees ) then
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for _,v in ipairs( mg_villages.realtest_trees ) do
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if( wood_type == 'trees:'..v..'_planks' ) then
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table.insert( replacements, {'default:tree', "trees:"..v..'_log'});
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-- realtest does not have most of the nodes from default, so we need to replace them as well
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table.insert( replacements, {'default:wood', 'trees:'..v..'_planks'});
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table.insert( replacements, {'default:leaves', 'trees:'..v..'_leaves'});
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table.insert( replacements, {'default:ladder', 'trees:'..v..'_ladder'});
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table.insert( replacements, {'default:chest', 'trees:'..v..'_chest'});
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table.insert( replacements, {'default:chest_locked', 'trees:'..v..'_chest_locked'});
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table.insert( replacements, {'default:fence_wood', 'fences:'..v..'_fence'});
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table.insert( replacements, {'default:bookshelf', 'decorations:bookshelf_'..v});
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table.insert( replacements, {'doors:door_wood_t_1', 'doors:door_'..v..'_t_1'});
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table.insert( replacements, {'doors:door_wood_b_1', 'doors:door_'..v..'_b_1'});
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table.insert( replacements, {'doors:door_wood_t_2', 'doors:door_'..v..'_t_2'});
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table.insert( replacements, {'doors:door_wood_b_2', 'doors:door_'..v..'_b_2'});
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-- not really wood-realted, but needs to be replaced as well
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table.insert( replacements, {'default:furnace', 'oven:oven'});
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-- farming is also handled diffrently
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table.insert( replacements, {'farming:soil_wet', 'farming:soil'});
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table.insert( replacements, {'farming:cotton_1', 'farming:flax_1'});
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table.insert( replacements, {'farming:cotton_2', 'farming:flax_1'});
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table.insert( replacements, {'farming:cotton_3', 'farming:flax_2'});
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table.insert( replacements, {'farming:cotton_4', 'farming:flax_2'});
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table.insert( replacements, {'farming:cotton_5', 'farming:flax_3'});
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table.insert( replacements, {'farming:cotton_6', 'farming:flax_3'});
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table.insert( replacements, {'farming:cotton_7', 'farming:flax_4'});
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table.insert( replacements, {'farming:cotton_8', 'farming:flax_4'});
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-- stairs and slabs made out of default wood
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table.insert( replacements, {'stairs:stair_wood', 'trees:'..v..'_planks_stair'});
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table.insert( replacements, {'stairs:slab_wood', 'trees:'..v..'_planks_slab'});
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table.insert( replacements, {'stairs:stair_woodupside_down','trees:'..v..'_planks_stair_upside_down' } );
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table.insert( replacements, {'stairs:slab_woodupside_down', 'trees:'..v..'_planks_slab_upside_down' } );
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end
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end
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else
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return nil;
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return nil;
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end
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return wood_type;
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-- TODO if minetest.get_modpath("moreblocks") and moretrees.enable_stairsplus the
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-- TODO if minetest.get_modpath("moreblocks") and moretrees.enable_stairsplus the
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end
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Reference in New Issue