resolve mergeconflicts

master
Milan Ihl 2020-08-17 22:07:15 +02:00
commit 029ab5aa0c
488 changed files with 9848 additions and 2154 deletions

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@ -3,7 +3,7 @@ allow_defined_top = true
read_globals = {
"DIR_DELIM",
"minetest", "core",
"minetest",
"dump",
"vector",
"VoxelManip", "VoxelArea",
@ -12,11 +12,16 @@ read_globals = {
"Settings",
"unpack",
-- Silence errors about custom table methods.
table = { fields = { "copy", "indexof" } }
table = { fields = { "copy", "indexof" } },
-- Silence warnings about accessing undefined fields of global 'math'
math = { fields = { "sign" } }
}
-- Overwrites minetest.handle_node_drops
files["mods/creative/init.lua"].globals = { "minetest" }
-- Overwrites minetest.calculate_knockback
files["mods/player_api/api.lua"].globals = { "minetest" }
-- Don't report on legacy definitions of globals.
files["mods/default/legacy.lua"].global = false

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@ -1,12 +1,11 @@
language: generic
sudo: false
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck --no-color ./mods
script:
- $HOME/.luarocks/bin/luacheck ./mods
notifications:
email: false

35
README.md Normal file
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@ -0,0 +1,35 @@
# Minetest Game
The default game bundled in the Minetest engine.
For further information, check
[this forum topic](https://forum.minetest.net/viewtopic.php?f=15&t=9724).
Also see the [Minetest Wiki](https://wiki.minetest.net/Subgames/Minetest_Game)
for more information.
## Installation
- Unzip the archive, rename the folder to minetest_game and
place it in .. minetest/games/
- GNU/Linux: If you use a system-wide installation place
it in ~/.minetest/games/.
The Minetest engine can be found at [GitHub](https://github.com/minetest/minetest).
For further information or help, see:
https://wiki.minetest.net/Installing_Mods
## 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 (e.g.
0.4.10), Minetest Game is tagged with the version too.
When stable releases are made, Minetest Game and the Minetest engine is packaged
and made available at [www.minetest.net](https://www.minetest.net/downloads/).
## Licensing
See `LICENSE.txt`

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@ -1,3 +1,3 @@
name = TechEth Game
author = minetest, illuna
description = Game of the Illuna TechEth flagship-server, based on the official minetest_game
description = Game of the Illuna TechEth flagship-server, based on the official minetest_game

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@ -93,16 +93,21 @@ For example,
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.
Creative provides `creative.is_enabled_for(name)`, which is identical in
functionality to the engine's `minetest.creative_is_enabled(name)`.
Its use is deprecated and it should also not be overriden.
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.
Group overrides can be used for any registered item, node or tool. Use one of
the groups stated below to pick which category it will appear in.
node = 1 -- Appears in the Nodes category
tool = 1 -- Appears in the Tools category
craftitem = 1 -- Appears in the Items category
Chests API
----------
@ -129,12 +134,12 @@ The chests API allows the creation of chests, which have their own inventories f
* A table indexed by player name to keep track of who opened what chest.
* Key: The name of the player.
* Value: A table containing information about the chest the player is looking at.
e.g `{ pos = {1, 1, 1}, sound = null, swap = "chest" }`
e.g `{ pos = {1, 1, 1}, sound = null, swap = "default:chest" }`
`default.chest.register_chest(name, def)`
* Registers new chest
* `name` Name for chest
* `name` Name for chest e.g. "default:chest"
* `def` See [#Chest Definition]
### Chest Definition
@ -214,6 +219,8 @@ The doors mod allows modders to register custom doors and trapdoors.
inventory_image = "mod_door_inv.png",
groups = {choppy = 2},
tiles = {"mod_door.png"}, -- UV map.
-- The front and back of the door must be identical in appearence as they swap on
-- open/close.
recipe = craftrecipe,
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
@ -228,7 +235,12 @@ The doors mod allows modders to register custom doors and trapdoors.
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
tile_side = "doors_trapdoor_side.png",
-- The texture for the four sides of the trapdoor.
-- The texture should have the trapdoor side drawn twice, in the lowest and highest
-- 1/8ths of the texture, both upright. The area between is not used.
-- The lower 1/8th will be used for the closed trapdoor, the higher 1/8th will be used
-- for the open trapdoor.
sounds = default.node_sound_wood_defaults(), -- optional
sound_open = sound play for open door, -- optional
sound_close = sound play for close door, -- optional
@ -269,7 +281,7 @@ The mod that places chests with loot in dungeons provides an API to register add
name = "item:name",
chance = 0.5,
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
-- due to an extra step in the selection process, 0.5 does not(!) mean that
-- Due to an extra step in the selection process, 0.5 does not(!) mean that
-- on average every second chest will have this item
count = {1, 4},
-- ^ table with minimum and maximum amounts of this item
@ -279,7 +291,8 @@ The mod that places chests with loot in dungeons provides an API to register add
-- optional, defaults to no height restrictions
types = {"desert"},
-- ^ table with types of dungeons this item can be found in
-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
-- supported types: "normal" (the cobble/mossycobble one), "sandstone"
-- "desert" and "ice"
-- optional, defaults to no type restrictions
@ -351,6 +364,8 @@ The farming API allows you to easily register plants and hoes.
{
description = "", -- Description of seed item
harvest_description = "", -- Description of harvest item
-- (optional, derived automatically if not provided)
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)
@ -362,6 +377,8 @@ The farming API allows you to easily register plants and hoes.
Fire API
--------
Add group flammable when registering a node to make fire seek for it.
Add it to an item to make it burn up when dropped in lava or fire.
New node def property:
`on_burn(pos)`
@ -412,7 +429,7 @@ Give Initial Stuff API
Players API
-----------
The player API can register player models and update the player's appearence
The player API can register player models and update the player's appearance.
* `player_api.register_model(name, def)`
* Register a new model to be used by players
@ -445,6 +462,12 @@ The player API can register player models and update the player's appearence
* Any of the fields of the returned table may be nil.
* player: PlayerRef
* `player_api.player_attached`
* A table that maps a player name to a boolean.
* If the value for a given player is set to true, the default player
animations (walking, digging, ...) will no longer be updated.
Knockback from damage is also prevented for that player.
### Model Definition
{
@ -455,7 +478,7 @@ The player API can register player models and update the player's appearence
-- <anim_name> = {x = <start_frame>, y = <end_frame>},
foo = {x = 0, y = 19},
bar = {x = 20, y = 39},
-- ...
-- ...
},
collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}, -- In nodes from feet position
stepheight = 0.6, -- In nodes
@ -716,27 +739,29 @@ delivered with Minetest Game, to keep them compatible with other mods.
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
`stairs.register_stair_inner(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
* Registers an inner corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_inner_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
* `description`: Used for the description field in the stair's definition with "Inner" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex)`
`stairs.register_stair_outer(subname, recipeitem, groups, images, description, sounds, worldaligntex, full_description)`
* Registers an outer corner stair
* `subname`: Basically the material name (e.g. cobble) used for the stair name. Nodename pattern: "stairs:stair_outer_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
* `description`: Used for the description field in the stair's definition with "Outer" prepended
* `sounds`: See [#Default sounds]
* `worldaligntex`: A bool to set all textures world-aligned. Default false. See [Tile definition]
* `full_description`: Overrides the description, bypassing string concatenation. This is useful for translation. (optional)
`stairs.register_stair_and_slab(subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, worldaligntex)`
@ -759,7 +784,11 @@ Creates panes that automatically connect to each other
### Pane definition
{
textures = {"texture for sides", (unused), "texture for top and bottom"}, -- More tiles aren't supported
textures = {
"texture for front and back",
(unused),
"texture for the 4 edges"
}, -- 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
@ -1037,3 +1066,11 @@ 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.
`default.register_craft_metadata_copy(ingredient, result)`
----------------------------------------------------------
This function registers a shapeless recipe that takes `ingredient`
and `result` as input and outputs `result`.
The metadata of the input `result` is copied to the output `result`.

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@ -60,7 +60,18 @@ default:torch 99,default:cobble 99
# Default value is true.
#enable_bed_night_skip = true
# If enabled, fences and walls cannot be jumped over.
#enable_fence_tall = false
# Whether the engine's spawn search, which does not check for a suitable
# starting biome, is used.
# Default value is false.
#engine_spawn = false
# Whether river water source nodes create flowing sounds.
# Helps rivers create more sound, especially on level sections.
#river_source_sounds = false
# Enable cloud variation by the 'weather' mod.
# Non-functional in V6 or Singlenode mapgens.
#enable_weather = true

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@ -15,11 +15,11 @@ BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0)
beds_bed_under.png
This mod adds a bed to Minetest which allows to skip the night.
To sleep, rightclick the bed. If playing in singleplayer mode the night gets skipped
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
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
than 50% of the players are lying in bed and use this option.
than half of the players are lying in bed and use this option.
Another feature is a controlled respawning. If you have slept in bed (not just lying in
it) your respawn point is set to the beds location and you will respawn there after

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@ -17,6 +17,8 @@ local function destruct_bed(pos, n)
reverse = not reverse
minetest.remove_node(other)
minetest.check_for_falling(other)
beds.remove_spawns_at(pos)
beds.remove_spawns_at(other)
else
reverse = not reverse
end
@ -109,7 +111,7 @@ function beds.register_bed(name, def)
return itemstack
end,
on_rotate = function(pos, node, user, mode, new_param2)
on_rotate = function(pos, node, user, _, new_param2)
local dir = minetest.facedir_to_dir(node.param2)
local p = vector.add(pos, dir)
local node2 = minetest.get_node_or_nil(p)
@ -121,7 +123,7 @@ function beds.register_bed(name, def)
minetest.record_protection_violation(p, user:get_player_name())
return false
end
if mode ~= screwdriver.ROTATE_FACE then
if new_param2 % 32 > 3 then
return false
end
local newp = vector.add(pos, minetest.facedir_to_dir(new_param2))

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@ -1,7 +1,12 @@
-- beds/beds.lua
-- support for MT game translation.
local S = beds.get_translator
-- Fancy shaped bed
beds.register_bed("beds:fancy_bed", {
description = "Fancy Bed",
description = S("Fancy Bed"),
inventory_image = "beds_bed_fancy.png",
wield_image = "beds_bed_fancy.png",
tiles = {
@ -44,7 +49,7 @@ beds.register_bed("beds:fancy_bed", {
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
recipe = {
{"", "", "group:stick"},
{"wool:red", "wool:red", "wool:white"},
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"},
},
})
@ -52,7 +57,7 @@ beds.register_bed("beds:fancy_bed", {
-- Simple shaped bed
beds.register_bed("beds:bed", {
description = "Simple Bed",
description = S("Simple Bed"),
inventory_image = "beds_bed.png",
wield_image = "beds_bed.png",
tiles = {
@ -74,12 +79,12 @@ beds.register_bed("beds:bed", {
}
},
nodebox = {
bottom = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.06, 0.5},
bottom = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
top = {-0.5, -0.5, -0.5, 0.5, 0.0625, 0.5},
},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.06, 1.5},
selectionbox = {-0.5, -0.5, -0.5, 0.5, 0.0625, 1.5},
recipe = {
{"wool:red", "wool:red", "wool:white"},
{"wool:white", "wool:white", "wool:white"},
{"group:wood", "group:wood", "group:wood"}
},
})

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@ -1,2 +0,0 @@
default
wool

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@ -1,11 +1,13 @@
local pi = math.pi
local player_in_bed = 0
local is_sp = minetest.is_singleplayer()
local enable_respawn = minetest.settings:get_bool("enable_bed_respawn")
if enable_respawn == nil then
enable_respawn = true
end
-- support for MT game translation.
local S = beds.get_translator
-- Helper functions
local function get_look_yaw(pos)
@ -59,11 +61,8 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up
if state ~= nil and not state then
local p = beds.pos[name] or nil
if beds.player[name] ~= nil then
beds.player[name] = nil
beds.bed_position[name] = nil
player_in_bed = player_in_bed - 1
end
beds.player[name] = nil
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
@ -75,46 +74,62 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
default.player_attached[name] = false
player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
default.player_set_animation(player, "stand" , 30)
player_api.set_animation(player, "stand" , 30)
-- lay down
else
beds.player[name] = 1
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
player_in_bed = player_in_bed + 1
beds.player[name] = 1
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
local yaw, param2 = get_look_yaw(bed_pos)
player:set_look_horizontal(yaw)
local dir = minetest.facedir_to_dir(param2)
local p = {x = bed_pos.x + dir.x / 2, y = bed_pos.y, z = bed_pos.z + dir.z / 2}
-- p.y is just above the nodebox height of the 'Simple Bed' (the highest bed),
-- to avoid sinking down through the bed.
local p = {
x = bed_pos.x + dir.x / 2,
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override(0, 0, 0)
player:set_pos(p)
default.player_attached[name] = true
player_api.player_attached[name] = true
hud_flags.wielditem = false
default.player_set_animation(player, "lay" , 0)
player_api.set_animation(player, "lay" , 0)
end
player:hud_set_flags(hud_flags)
end
local function get_player_in_bed_count()
local c = 0
for _, _ in pairs(beds.player) do
c = c + 1
end
return c
end
local function update_formspecs(finished)
local ges = #minetest.get_connected_players()
local form_n
local player_in_bed = get_player_in_bed_count()
local is_majority = (ges / 2) < player_in_bed
local form_n
local esc = minetest.formspec_escape
if finished then
form_n = beds.formspec .. "label[2.7,9; Good morning.]"
form_n = beds.formspec .. "label[2.7,9;" .. esc(S("Good morning.")) .. "]"
else
form_n = beds.formspec .. "label[2.2,9;" .. tostring(player_in_bed) ..
" of " .. tostring(ges) .. " players are in bed]"
form_n = beds.formspec .. "label[2.2,9;" ..
esc(S("@1 of @2 players are in bed", player_in_bed, ges)) .. "]"
if is_majority and is_night_skip_enabled() then
form_n = form_n .. "button_exit[2,6;4,0.75;force;Force night skip]"
form_n = form_n .. "button_exit[2,6;4,0.75;force;" ..
esc(S("Force night skip")) .. "]"
end
end
@ -146,7 +161,7 @@ function beds.on_rightclick(pos, player)
if beds.player[name] then
lay_down(player, nil, nil, false)
end
minetest.chat_send_player(name, "You can only sleep at night.")
minetest.chat_send_player(name, S("You can only sleep at night."))
return
end
@ -223,7 +238,7 @@ minetest.register_on_player_receive_fields(function(player, formname, fields)
-- Because "Force night skip" button is a button_exit, it will set fields.quit
-- and lay_down call will change value of player_in_bed, so it must be taken
-- earlier.
local last_player_in_bed = player_in_bed
local last_player_in_bed = get_player_in_bed_count()
if fields.quit or fields.leave then
lay_down(player, nil, nil, false)

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@ -1,13 +1,20 @@
-- beds/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("beds")
local esc = minetest.formspec_escape
beds = {}
beds.player = {}
beds.bed_position = {}
beds.pos = {}
beds.spawn = {}
beds.get_translator = S
beds.formspec = "size[8,11;true]" ..
"no_prepend[]" ..
"bgcolor[#080808BB;true]" ..
"button_exit[2,10;4,0.75;leave;Leave Bed]"
"button_exit[2,10;4,0.75;leave;" .. esc(S("Leave Bed")) .. "]"
local modpath = minetest.get_modpath("beds")

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@ -0,0 +1,8 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
Leave Bed=Bett verlassen
Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen.

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@ -0,0 +1,8 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
Leave Bed=Abandonar cama
Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están en cama
Force night skip=Forzar evitar noche
You can only sleep at night.=Sólo puedes dormir por la noche.

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@ -0,0 +1,8 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
Leave Bed=Se lever du lit
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit.

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@ -0,0 +1,8 @@
# textdomain: beds
Leave Bed=Tinggalkan Dipan
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Fancy Bed=Dipan Mewah
Simple Bed=Dipan Sederhana

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@ -0,0 +1,4 @@
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
Leave Bed=Alzati dal letto

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@ -0,0 +1,8 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
Leave Bed=Bangun
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.

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@ -0,0 +1,8 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
Leave Bed=Встать с кровати
Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью.

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@ -0,0 +1,8 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel Säng
Leave Bed=Lämna Säng
Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten.

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@ -0,0 +1,8 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
Leave Bed=离开床
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。

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@ -0,0 +1,9 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
Leave Bed=離開床
Good morning.=早安!
@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
You can only sleep at night.=你只能在晚上睡覺。

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@ -0,0 +1,8 @@
# textdomain: beds
Leave Bed=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Fancy Bed=
Simple Bed=

3
mods/beds/mod.conf Normal file
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@ -0,0 +1,3 @@
name = beds
description = Minetest Game mod: beds
depends = default, wool

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@ -61,3 +61,12 @@ function beds.set_spawns()
end
beds.save_spawns()
end
function beds.remove_spawns_at(pos)
for name, p in pairs(beds.spawn) do
if vector.equals(vector.round(p), pos) then
beds.spawn[name] = nil
end
end
beds.save_spawns()
end

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@ -1,2 +0,0 @@
default
creative?

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@ -1,7 +1,12 @@
-- binoculars/init.lua
-- Mod global namespace
binoculars = {}
-- Load support for MT game translation.
local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
@ -54,7 +59,7 @@ minetest.after(4.7, cyclic_update)
-- Binoculars item
minetest.register_craftitem("binoculars:binoculars", {
description = "Binoculars\nUse with 'Zoom' key",
description = S("Binoculars") .. "\n" .. S("Use with 'Zoom' key"),
inventory_image = "binoculars_binoculars.png",
stack_max = 1,

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Fernglas
Use with 'Zoom' key=Mit „Zoom“-Taste benutzen

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Prismáticos
Use with 'Zoom' key=Usar con la tecla 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Jumelles
Use with 'Zoom' key=Utiliser avec le bouton « Zoom »

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binokular
Use with 'Zoom' key=Pakai dengan tombol 'Zum'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binocolo
Use with 'Zoom' key=Usalo col tasto 'Ingrandimento'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binokular
Use with 'Zoom' key=Guna dengan kekunci 'Zum'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Бинокль
Use with 'Zoom' key=Используется с привилегией 'Zoom'

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Kikare
Use with 'Zoom' key=Används med 'Zoom' knappen

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=望远镜
Use with 'Zoom' key=与“缩放”键一起使用

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=望遠鏡
Use with 'Zoom' key=與“縮放”鍵一起使用

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=
Use with 'Zoom' key=

4
mods/binoculars/mod.conf Normal file
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@ -0,0 +1,4 @@
name = binoculars
description = Minetest Game mod: binoculars
depends = default
optional_depends = creative

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@ -1,2 +0,0 @@
default
player_api

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@ -1,3 +1,8 @@
-- boats/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("boats")
--
-- Helper functions
--
@ -8,15 +13,6 @@ local function is_water(pos)
end
local function get_sign(i)
if i == 0 then
return 0
else
return i / math.abs(i)
end
end
local function get_velocity(v, yaw, y)
local x = -math.sin(yaw) * v
local z = math.cos(yaw) * v
@ -141,7 +137,7 @@ end
function boat.on_step(self, dtime)
self.v = get_v(self.object:get_velocity()) * get_sign(self.v)
self.v = get_v(self.object:get_velocity()) * math.sign(self.v)
if self.driver then
local driver_objref = minetest.get_player_by_name(self.driver)
if driver_objref then
@ -149,16 +145,16 @@ function boat.on_step(self, dtime)
if ctrl.up and ctrl.down then
if not self.auto then
self.auto = true
minetest.chat_send_player(self.driver, "[boats] Cruise on")
minetest.chat_send_player(self.driver, S("Boat cruise mode on"))
end
elseif ctrl.down then
self.v = self.v - dtime * 1.8
self.v = self.v - dtime * 2.0
if self.auto then
self.auto = false
minetest.chat_send_player(self.driver, "[boats] Cruise off")
minetest.chat_send_player(self.driver, S("Boat cruise mode off"))
end
elseif ctrl.up or self.auto then
self.v = self.v + dtime * 1.8
self.v = self.v + dtime * 2.0
end
if ctrl.left then
if self.v < -0.001 then
@ -180,15 +176,14 @@ function boat.on_step(self, dtime)
self.object:set_pos(self.object:get_pos())
return
end
local s = get_sign(self.v)
self.v = self.v - dtime * 0.6 * s
if s ~= get_sign(self.v) then
self.object:set_velocity({x = 0, y = 0, z = 0})
-- We need to preserve velocity sign to properly apply drag force
-- while moving backward
local drag = dtime * math.sign(self.v) * (0.01 + 0.0796 * self.v * self.v)
-- If drag is larger than velocity, then stop horizontal movement
if math.abs(self.v) <= math.abs(drag) then
self.v = 0
return
end
if math.abs(self.v) > 5 then
self.v = 5 * get_sign(self.v)
else
self.v = self.v - drag
end
local p = self.object:get_pos()
@ -242,7 +237,7 @@ minetest.register_entity("boats:boat", boat)
minetest.register_craftitem("boats:boat", {
description = "Boat",
description = S("Boat"),
inventory_image = "boats_inventory.png",
wield_image = "boats_wield.png",
wield_scale = {x = 2, y = 2, z = 1},

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Schneller Bootsmodus an
Boat cruise mode off=Schneller Bootsmodus aus
Boat=Boot

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modo crucero en bote activado
Boat cruise mode off=Modo crucero en bote desactivado
Boat=Bote

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Bateau mode rapide activé
Boat cruise mode off=Bateau mode rapide désactivé
Boat=Bateau

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Mode perahu jelajah nyala
Boat cruise mode off=Mode perahu jelajah mati
Boat=Perahu

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modalità movimento automatico barca attivata
Boat cruise mode off=Modalità movimento automatico barca disattivata
Boat=Barca

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Mod bot layar makan angin dibolehkan
Boat cruise mode off=Mod bot layar makan angin dilumpuhkan
Boat=Bot

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Режим путешествия на лодке включен
Boat cruise mode off=Режим путешествия на лодке выключен
Boat=Лодка

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Båtkryssningsläge på
Boat cruise mode off=Båtkryssningsläge av
Boat=Båt

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=巡航模式开启
Boat cruise mode off=巡航模式关闭
Boat=船

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=巡航模式開啟
Boat cruise mode off=巡航模式關閉
Boat=船

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

3
mods/boats/mod.conf Normal file
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@ -0,0 +1,3 @@
name = boats
description = Minetest Game mod: boats
depends = default, player_api

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@ -1 +0,0 @@
default

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@ -1,6 +1,11 @@
-- bones/init.lua
-- Minetest 0.4 mod: bones
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S = minetest.get_translator("bones")
bones = {}
local function is_owner(pos, name)
@ -24,7 +29,7 @@ local share_bones_time = tonumber(minetest.settings:get("share_bones_time")) or
local share_bones_time_early = tonumber(minetest.settings:get("share_bones_time_early")) or share_bones_time / 4
minetest.register_node("bones:bones", {
description = "Bones",
description = S("Bones"),
tiles = {
"bones_top.png^[transform2",
"bones_bottom.png",
@ -116,7 +121,7 @@ minetest.register_node("bones:bones", {
local meta = minetest.get_meta(pos)
local time = meta:get_int("time") + elapsed
if time >= share_bones_time then
meta:set_string("infotext", meta:get_string("owner") .. "'s old bones")
meta:set_string("infotext", S("@1's old bones", meta:get_string("owner")))
meta:set_string("owner", "")
else
meta:set_int("time", time)
@ -194,7 +199,7 @@ minetest.register_on_dieplayer(function(player)
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
return
end
@ -204,7 +209,7 @@ minetest.register_on_dieplayer(function(player)
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string .. ".")
minetest.chat_send_player(player_name, S("@1 died at @2.", player_name, pos_string))
end
return
end
@ -230,8 +235,7 @@ minetest.register_on_dieplayer(function(player)
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Inventory dropped")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
", and dropped their inventory.")
minetest.chat_send_player(player_name, S("@1 died at @2, and dropped their inventory.", player_name, pos_string))
end
return
end
@ -244,8 +248,7 @@ minetest.register_on_dieplayer(function(player)
minetest.log("action", player_name .. " dies at " .. pos_string ..
". Bones placed")
if bones_position_message then
minetest.chat_send_player(player_name, player_name .. " died at " .. pos_string ..
", and bones were placed.")
minetest.chat_send_player(player_name, S("@1 died at @2, and bones were placed.", player_name, pos_string))
end
local meta = minetest.get_meta(pos)
@ -268,7 +271,7 @@ minetest.register_on_dieplayer(function(player)
meta:set_string("owner", player_name)
if share_bones_time ~= 0 then
meta:set_string("infotext", player_name .. "'s fresh bones")
meta:set_string("infotext", S("@1's fresh bones", player_name))
if share_bones_time_early == 0 or not minetest.is_protected(pos, player_name) then
meta:set_int("time", 0)
@ -278,6 +281,6 @@ minetest.register_on_dieplayer(function(player)
minetest.get_node_timer(pos):start(10)
else
meta:set_string("infotext", player_name.."'s bones")
meta:set_string("infotext", S("@1's bones", player_name))
end
end)

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Knochen
@1's old bones=Alte Knochen von @1
@1 died at @2.=@1 starb bei @2.
@1 died at @2, and dropped their inventory.=@1 starb bei @2 und ließ das Inventar fallen.
@1 died at @2, and bones were placed.=@1 starb bei @2 und Knochen wurden platziert.
@1's fresh bones=Frische Knochen von @1
@1's bones=Knochen von @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Huesos
@1's old bones=Huesos antiguos de @1
@1 died at @2.=@1 murió en @2.
@1 died at @2, and dropped their inventory.=@1 murió en @2, y su inventario se desprendió.
@1 died at @2, and bones were placed.=@1 murió en @2, y sus huesos fueron depositados.
@1's fresh bones=Huesos recientes de @1
@1's bones=Huesos de @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Os
@1's old bones=Vieux os de @1
@1 died at @2.=@1 est mort à @2.
@1 died at @2, and dropped their inventory.=@1 est mort à @2 et a laissé tomber son inventaire.
@1 died at @2, and bones were placed.=@1 est mort à @2 et ses os ont été placés.
@1's fresh bones=Os frais de @1
@1's bones=Os de @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2 dan meninggalkan barangnya.
@1 died at @2, and bones were placed.=@1 mati di @2 dan tulangnya diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ossa
@1's old bones=Ossa vecchie di @1
@1 died at @2.=@1 è morto alla posizione @2.
@1 died at @2, and dropped their inventory.=@1 è morto alla posizione @2, e ha lasciato a terra il contenuto del suo inventario.
@1 died at @2, and bones were placed.=@1 è morto alla posizione @2, e vi sono state posizionate delle ossa.
@1's fresh bones=Ossa fresche di @1
@1's bones=Ossa di @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Tulang
@1's old bones=Tulang lama @1
@1 died at @2.=@1 mati di @2.
@1 died at @2, and dropped their inventory.=@1 mati di @2, dan menjatuhkan inventorinya.
@1 died at @2, and bones were placed.=@1 mati di @2, dan tulang diletakkan.
@1's fresh bones=Tulang segar @1
@1's bones=Tulang @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Кости
@1's old bones=Старые кости @1
@1 died at @2.=@1 умер в @2.
@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.=@1 умер в @2, помещены кости.
@1's fresh bones=новые кости @1
@1's bones=кости @1

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ben
@1's old bones=@1s Gamla ben
@1 died at @2.=@1 dog på @a.
@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's fresh bones=@1s färska ben
@1's bones=@1s ben

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=骨骸
@1's old bones=@1的旧骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丢掉了物品栏。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置。
@1's fresh bones=@1的新鲜骨骸
@1's bones=@1的骨骸

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=骨骸
@1's old bones=@1的舊骨骸
@1 died at @2.=@1在@2死亡。
@1 died at @2, and dropped their inventory.=@1在@2死亡丟掉了物品欄。
@1 died at @2, and bones were placed.=@1在@2死亡骨骸被放置。
@1's fresh bones=@1的新鮮骨骸
@1's bones=@1的骨骸

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=
@1's old bones=
@1 died at @2.=
@1 died at @2, and dropped their inventory.=
@1 died at @2, and bones were placed.=
@1's fresh bones=
@1's bones=

3
mods/bones/mod.conf Normal file
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@ -0,0 +1,3 @@
name = bones
description = Minetest Game mod: bones
depends = default

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@ -1,2 +0,0 @@
default

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@ -1,15 +1,19 @@
-- Minetest 0.4 mod: bucket
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S = minetest.get_translator("bucket")
minetest.register_alias("bucket", "bucket:bucket_empty")
minetest.register_alias("bucket_water", "bucket:bucket_water")
minetest.register_alias("bucket_lava", "bucket:bucket_lava")
minetest.register_craft({
output = 'bucket:bucket_empty 1',
output = "bucket:bucket_empty 1",
recipe = {
{'default:steel_ingot', '', 'default:steel_ingot'},
{'', 'default:steel_ingot', ''},
{"default:steel_ingot", "", "default:steel_ingot"},
{"", "default:steel_ingot", ""},
}
})
@ -111,9 +115,9 @@ function bucket.register_liquid(source, flowing, itemname, inventory_image, name
end
minetest.register_craftitem("bucket:bucket_empty", {
description = "Empty Bucket",
description = S("Empty Bucket"),
inventory_image = "bucket.png",
stack_max = 99,
groups = {tool = 1},
liquids_pointable = true,
on_use = function(itemstack, user, pointed_thing)
if pointed_thing.type == "object" then
@ -185,8 +189,8 @@ bucket.register_liquid(
"default:water_flowing",
"bucket:bucket_water",
"bucket_water.png",
"Water Bucket",
{water_bucket = 1}
S("Water Bucket"),
{tool = 1, water_bucket = 1}
)
-- River water source is 'liquid_renewable = false' to avoid horizontal spread
@ -200,8 +204,8 @@ bucket.register_liquid(
"default:river_water_flowing",
"bucket:bucket_river_water",
"bucket_river_water.png",
"River Water Bucket",
{water_bucket = 1},
S("River Water Bucket"),
{tool = 1, water_bucket = 1},
true
)
@ -210,7 +214,8 @@ bucket.register_liquid(
"default:lava_flowing",
"bucket:bucket_lava",
"bucket_lava.png",
"Lava Bucket"
S("Lava Bucket"),
{tool = 1}
)
minetest.register_craft({
@ -220,3 +225,16 @@ minetest.register_craft({
replacements = {{"bucket:bucket_lava", "bucket:bucket_empty"}},
})
-- Register buckets as dungeon loot
if minetest.global_exists("dungeon_loot") then
dungeon_loot.register({
{name = "bucket:bucket_empty", chance = 0.55},
-- water in deserts/ice or above ground, lava otherwise
{name = "bucket:bucket_water", chance = 0.45,
types = {"sandstone", "desert", "ice"}},
{name = "bucket:bucket_water", chance = 0.45, y = {0, 32768},
types = {"normal"}},
{name = "bucket:bucket_lava", chance = 0.45, y = {-32768, -1},
types = {"normal"}},
})
end

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Leerer Eimer
Water Bucket=Wassereimer
River Water Bucket=Flusswassereimer
Lava Bucket=Lavaeimer

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Cubo vacío
Water Bucket=Cubo con agua
River Water Bucket=Cubo con agua de río
Lava Bucket=Cubo con lava

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Seau vide
Water Bucket=Seau d'eau
River Water Bucket=Seau d'eau de rivière
Lava Bucket=Seau de lave

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Ember Kosong
Water Bucket=Ember Air
River Water Bucket=Ember Air Sungai
Lava Bucket=Ember Lava

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Secchio vuoto
Water Bucket=Secchio d'acqua
River Water Bucket=Secchio d'acqua di fiume
Lava Bucket=Secchio di lava

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Baldi Kosong
Water Bucket=Baldi Air
River Water Bucket=Baldi Air Sungai
Lava Bucket=Baldi Lava

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Пустое Ведро
Water Bucket=Ведро с Водой
River Water Bucket=Ведро с Речной Водой
Lava Bucket=Ведро с Лавой

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=Tom hink
Water Bucket=Vatten hink
River Water Bucket=Flodvatten hink
Lava Bucket=Lava hink

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=空桶
Water Bucket=水桶
River Water Bucket=河水桶
Lava Bucket=岩浆桶

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=空桶
Water Bucket=水桶
River Water Bucket=河水桶
Lava Bucket=岩漿桶

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@ -0,0 +1,5 @@
# textdomain: bucket
Empty Bucket=
Water Bucket=
River Water Bucket=
Lava Bucket=

4
mods/bucket/mod.conf Normal file
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@ -0,0 +1,4 @@
name = bucket
description = Minetest Game mod: bucket
depends = default
optional_depends = dungeon_loot

0
mods/bucket/textures/bucket.png Executable file → Normal file
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Before

Width:  |  Height:  |  Size: 205 B

After

Width:  |  Height:  |  Size: 205 B

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@ -1,2 +0,0 @@
default
flowers

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@ -1,8 +1,13 @@
-- butterflies/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("butterflies")
-- register butterflies
local butter_list = {
{"white", "White"},
{"red", "Red"},
{"violet", "Violet"}
{"white", S("White Butterfly")},
{"red", S("Red Butterfly")},
{"violet", S("Violet Butterfly")}
}
for i in ipairs (butter_list) do
@ -10,7 +15,7 @@ for i in ipairs (butter_list) do
local desc = butter_list[i][2]
minetest.register_node("butterflies:butterfly_"..name, {
description = desc.." Butterfly",
description = desc,
drawtype = "plantlike",
tiles = {{
name = "butterflies_butterfly_"..name.."_animated.png",
@ -56,10 +61,9 @@ for i in ipairs (butter_list) do
})
minetest.register_node("butterflies:hidden_butterfly_"..name, {
description = "Hidden "..desc.." Butterfly",
drawtype = "airlike",
inventory_image = "insects_butterfly_"..name..".png",
wield_image = "insects_butterfly_"..name..".png",
inventory_image = "butterflies_butterfly_"..name..".png",
wield_image = "butterflies_butterfly_"..name..".png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
@ -98,7 +102,7 @@ minetest.register_decoration({
place_offset_y = 2,
sidelen = 80,
fill_ratio = 0.005,
biomes = {"grassland", "deciduous_forest", "floatland_grassland"},
biomes = {"grassland", "deciduous_forest"},
y_max = 31000,
y_min = 1,
decoration = {

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Weißer Schmetterling
Red Butterfly=Roter Schmetterling
Violet Butterfly=Violetter Schmetterling

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Mariposa blanca
Red Butterfly=Mariposa roja
Violet Butterfly=Mariposa violeta

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Papillon blanc
Red Butterfly=Papillon rouge
Violet Butterfly=Papillon violet

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Kupu-Kupu Putih
Red Butterfly=Kupu-Kupu Merah
Violet Butterfly=Kupu-Kupu Ungu

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Farfalla bianca
Red Butterfly=Farfalla rossa
Violet Butterfly=Farfalla viola

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Rama-Rama Putih
Red Butterfly=Rama-Rama Merah
Violet Butterfly=Rama-Rama Ungu

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Белая Бабочка
Red Butterfly=Красная Бабочка
Violet Butterfly=Фиолетовая Бабочка

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=Vit fjäril
Red Butterfly=Röd fjäril
Violet Butterfly=Violett fjäril

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=白蝴蝶
Red Butterfly=红蝴蝶
Violet Butterfly=紫蝴蝶

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=白蝴蝶
Red Butterfly=紅蝴蝶
Violet Butterfly=紫蝴蝶

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

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@ -0,0 +1,3 @@
name = butterflies
description = Minetest Game mod: Butterflies
depends = default, flowers

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@ -1,3 +1,8 @@
-- carts/cart_entity.lua
-- support for MT game translation.
local S = carts.get_translator
local cart_entity = {
initial_properties = {
physical = false, -- otherwise going uphill breaks
@ -62,6 +67,7 @@ end
function cart_entity:on_detach_child(child)
if child and child:get_player_name() == self.driver then
self.driver = nil
carts:manage_attachment(child, nil)
end
end
@ -322,11 +328,10 @@ local function rail_on_step(self, dtime)
if self.punched then
-- Collect dropped items
for _, obj_ in pairs(minetest.get_objects_inside_radius(pos, 1)) do
if not obj_:is_player() and
obj_:get_luaentity() and
not obj_:get_luaentity().physical_state and
obj_:get_luaentity().name == "__builtin:item" then
local ent = obj_:get_luaentity()
-- Careful here: physical_state and disable_physics are item-internal APIs
if ent and ent.name == "__builtin:item" and ent.physical_state then
ent:disable_physics()
obj_:set_attach(self.object, "", {x=0, y=0, z=0}, {x=0, y=0, z=0})
self.attached_items[#self.attached_items + 1] = obj_
end
@ -383,9 +388,9 @@ end
minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", {
description = "Cart (Sneak+Click to pick up)",
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_side.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png",
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
wield_image = "carts_cart_front.png",
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
@ -409,7 +414,7 @@ minetest.register_craftitem("carts:cart", {
end
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above})
{pos = pointed_thing.above}, true)
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then

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@ -1,2 +0,0 @@
default
player_api

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@ -1,7 +1,12 @@
-- carts/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("carts")
carts = {}
carts.modpath = minetest.get_modpath("carts")
carts.railparams = {}
carts.get_translator = S
-- Maximal speed of the cart in m/s (min = -1)
carts.speed_max = 7
@ -14,3 +19,10 @@ carts.path_distance_max = 3
dofile(carts.modpath.."/functions.lua")
dofile(carts.modpath.."/rails.lua")
dofile(carts.modpath.."/cart_entity.lua")
-- Register rails as dungeon loot
if minetest.global_exists("dungeon_loot") then
dungeon_loot.register({
name = "carts:rail", chance = 0.35, count = {1, 6}
})
end

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Lore
(Sneak+Click to pick up)=(Schleichen u. Klicken zum Aufheben)
Rail=Schiene
Powered Rail=Antriebsschiene
Brake Rail=Bremsschiene

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