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.luacheckrc Normal file
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unused_args = false
allow_defined_top = true
read_globals = {
"DIR_DELIM",
"minetest", "core",
"dump",
"vector",
"VoxelManip", "VoxelArea",
"PseudoRandom", "PcgRandom",
"ItemStack",
"Settings",
"unpack",
-- Silence errors about custom table methods.
table = { fields = { "copy", "indexof" } }
}
-- Overwrites minetest.handle_node_drops
files["mods/creative/init.lua"].globals = { "minetest" }
-- Don't report on legacy definitions of globals.
files["mods/default/legacy.lua"].global = false

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language: generic
addons:
apt:
packages:
- luarocks
before_install:
- luarocks install --local luacheck
script:
- $HOME/.luarocks/bin/luacheck ./mods
notifications:
email: false

8
Idea Normal file
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Un juego de supervivencia con una especie de historia
La jugabilidad estara mas enfocada en las mecanicas de supervivencia y combate
en vez de la creacion de estructuras y el crafteo,ademas el terreno tambien
tendra un tamano mas reducido,y habra que sobrevivir durante un tiempo
predeterminado para ganar.
Historia
Un grupo de personas se encuentran encerradas dentro de un terreno en el
cual deberan sobrevivir durante varios dias para obtener un premio

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LICENSE.txt Normal file
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License of media (textures and sounds)
--------------------------------------
Copyright (C) 2010-2012 celeron55, Perttu Ahola <celeron55@gmail.com>
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 <celeron55@gmail.com>
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
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That's all there is to it!

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# 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
https://minetest.net/downloads/
## Licensing
See `LICENSE.txt`

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V0.4
Now carpathian and flat are the only allowed mapgens
Added third monster,rock monster
Now the game will close if the player tries to close the initial menu.
Now the monsters only begin to appear when certain number of days have pass
1 - 1Day
2 - 4Days
3 - 7Days
V0.3
Now the game can be win/Ahora se puede ganar el juego
Change the text of the days pass for one of game win wo only shows wen the player win the game/Cambiado el texto de los dias pasados por uno de juego ganado que solo se muestra cuando el jugador gana el juego.
Now the tall plants can slow the player movement./Ahora las plantas altas pueden desacelerar los movimientos del jugador.
Added some test animations for the player./Annadidas algunas animaciones de prueba para el jugador
Added the naturalslopeslib for change the aspect of the terrain./Annadido naturalslopeslib para cambiar el aspecto del terreno
V0.2
Now "V6" is a disallowed mapgen./Ahora "V6" es un generador de mapas no permitido.
Code from survival and survivalconf mods combined whit default./Codigo de los mods survival y survivalconf combinado con default.
Added a days pass text to the hud/Adicionado un texto de los dias pasados al hud.
Change the player model for one of a wolfman/Se ha cambiado el modelo del jugador por uno de un hombre lobo.
Now the player can only have 2 objects in the main inventory/Ahora el jugador solo puede llevar 2 objetos en el inventario principal.
Change the initial menu/cambiado el menu inicial.
Now there is only a menu whit a litle explain of the game and the option for select the dificulty.
/Ahora solo hay un menu con una pequenna explicacion del juego y la opcion para seleccionar la dificultad.

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name = survivethedays
author = minetesprogramercor
description = A little game
allowed_mapgens= flat,carpathian
disallowed_mapgen_settings = mgcarpathian_spflags,mg_flags

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minetest - copia.conf Normal file
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# 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 items in a bone node but drop items if inside protected area.
# drop: Drop items on the ground.
# keep: Player keeps 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
# Inform player of condition and location of new bones.
#bones_position_message = false
# 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 lavacooling should be enabled.
#enable_lavacooling = 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 = <true in singleplayer, false in multiplayer>
# 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 to 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
# 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
mapsize = 500
daytotal = 5
difficulty = 2
texturequality = 1

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mapsize = 500
daytotal = 5
difficulty = 2
texturequality = 50
naturalslopeslib_smooth_rendering = true

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# 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 items in a bone node but drop items if inside protected area.
# drop: Drop items on the ground.
# keep: Player keeps 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
# Inform player of condition and location of new bones.
#bones_position_message = false
# 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 lavacooling should be enabled.
#enable_lavacooling = 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 = <true in singleplayer, false in multiplayer>
# 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 to 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
# 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

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minetest.register_on_newplayer(function(player)
local formspec = {
"size[6,3.476]",
"label[0.375,0.5;", "lol", "]",
--"field[0.375,1.25;5.25,0.8;number;Number;]",
--"button[1.5,2.3;3,0.8;guess;Guess]"
}
-- table.concat is faster than string concatenation - `..`
return table.concat(formspec, "")
end)

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mods/creative/README.txt Normal file
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Minetest Game mod: creative
===========================
See license.txt for license information.
Authors of source code
----------------------
Originally by Perttu Ahola (celeron55) <celeron55@gmail.com> (MIT)
Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com> (MIT)
Author of media (textures)
--------------------------
paramat (CC BY-SA 3.0):
* creative_prev_icon.png
* creative_next_icon.png
* creative_search_icon.png
* creative_clear_icon.png
* creative_trash_icon.png derived from a texture by kilbith (CC BY-SA 3.0)

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-- creative/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("creative")
creative = {}
creative.get_translator = S
local function update_sfinv(name)
minetest.after(0, function()
local player = minetest.get_player_by_name(name)
if player then
if sfinv.get_page(player):sub(1, 9) == "creative:" then
sfinv.set_page(player, sfinv.get_homepage_name(player))
else
sfinv.set_player_inventory_formspec(player)
end
end
end)
end
minetest.register_privilege("creative", {
description = S("Allow player to use creative inventory"),
give_to_singleplayer = false,
give_to_admin = false,
on_grant = update_sfinv,
on_revoke = update_sfinv,
})
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
function creative.is_enabled_for(name)
return creative_mode_cache or
minetest.check_player_privs(name, {creative = true})
end
dofile(minetest.get_modpath("creative") .. "/inventory.lua")
if creative_mode_cache then
-- Dig time is modified according to difference (leveldiff) between tool
-- 'maxlevel' and node 'level'. Digtime is divided by the larger of
-- leveldiff and 1.
-- To speed up digging in creative, hand 'maxlevel' and 'digtime' have been
-- increased such that nodes of differing levels have an insignificant
-- effect on digtime.
local digtime = 42
local caps = {times = {digtime, digtime, digtime}, uses = 0, maxlevel = 256}
-- Override the hand tool
minetest.override_item("", {
range = 10,
tool_capabilities = {
full_punch_interval = 0.5,
max_drop_level = 3,
groupcaps = {
crumbly = caps,
cracky = caps,
snappy = caps,
choppy = caps,
oddly_breakable_by_hand = caps,
-- dig_immediate group doesn't use value 1. Value 3 is instant dig
dig_immediate =
{times = {[2] = digtime, [3] = 0}, uses = 0, maxlevel = 256},
},
damage_groups = {fleshy = 10},
}
})
end
-- Unlimited node placement
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if placer and placer:is_player() then
return creative.is_enabled_for(placer:get_player_name())
end
end)
-- Don't pick up if the item is already in the inventory
local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() or
not creative.is_enabled_for(digger:get_player_name()) then
return old_handle_node_drops(pos, drops, digger)
end
local inv = digger:get_inventory()
if inv then
for _, item in ipairs(drops) do
if not inv:contains_item("main", item, true) then
inv:add_item("main", item)
end
end
end
end

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-- creative/inventory.lua
-- support for MT game translation.
local S = creative.get_translator
local player_inventory = {}
local inventory_cache = {}
local function init_creative_cache(items)
inventory_cache[items] = {}
local i_cache = inventory_cache[items]
for name, def in pairs(items) do
if def.groups.not_in_creative_inventory ~= 1 and
def.description and def.description ~= "" then
i_cache[name] = def
end
end
table.sort(i_cache)
return i_cache
end
function creative.init_creative_inventory(player)
local player_name = player:get_player_name()
player_inventory[player_name] = {
size = 0,
filter = "",
start_i = 0
}
minetest.create_detached_inventory("creative_" .. player_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) or
to_list == "main" then
return 0
end
return count
end,
allow_put = function(inv, listname, index, stack, player2)
return 0
end,
allow_take = function(inv, listname, index, stack, player2)
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) then
return 0
end
return -1
end,
on_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
end,
on_take = function(inv, listname, index, stack, player2)
if stack and stack:get_count() > 0 then
minetest.log("action", player_name .. " takes " .. stack:get_name().. " from creative inventory")
end
end,
}, player_name)
return player_inventory[player_name]
end
function creative.update_creative_inventory(player_name, tab_content)
local creative_list = {}
local inv = player_inventory[player_name] or
creative.init_creative_inventory(minetest.get_player_by_name(player_name))
local player_inv = minetest.get_inventory({type = "detached", name = "creative_" .. player_name})
local items = inventory_cache[tab_content] or init_creative_cache(tab_content)
for name, def in pairs(items) do
if def.name:find(inv.filter, 1, true) or
def.description:lower():find(inv.filter, 1, true) then
creative_list[#creative_list+1] = name
end
end
table.sort(creative_list)
player_inv:set_size("main", #creative_list)
player_inv:set_list("main", creative_list)
inv.size = #creative_list
end
-- Create the trash field
local trash = minetest.create_detached_inventory("creative_trash", {
-- Allow the stack to be placed and remove it in on_put()
-- This allows the creative inventory to restore the stack
allow_put = function(inv, listname, index, stack, player)
return stack:get_count()
end,
on_put = function(inv, listname)
inv:set_list(listname, {})
end,
})
trash:set_size("main", 1)
creative.formspec_add = ""
function creative.register_tab(name, title, items)
sfinv.register_page("creative:" .. name, {
title = title,
is_in_nav = function(self, player, context)
return creative.is_enabled_for(player:get_player_name())
end,
get = function(self, player, context)
local player_name = player:get_player_name()
creative.update_creative_inventory(player_name, items)
local inv = player_inventory[player_name]
local start_i = inv.start_i or 0
local pagenum = math.floor(start_i / (3*8) + 1)
local pagemax = math.ceil(inv.size / (3*8))
local esc = minetest.formspec_escape
return sfinv.make_formspec(player, context,
"label[6.2,3.35;" .. minetest.colorize("#FFFF00", tostring(pagenum)) .. " / " .. tostring(pagemax) .. "]" ..
[[
image[4.06,3.4;0.8,0.8;creative_trash_icon.png]
listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]
list[detached:creative_trash;main;4,3.3;1,1;]
listring[]
image_button[5.4,3.25;0.8,0.8;creative_prev_icon.png;creative_prev;]
image_button[7.2,3.25;0.8,0.8;creative_next_icon.png;creative_next;]
image_button[2.1,3.25;0.8,0.8;creative_search_icon.png;creative_search;]
image_button[2.75,3.25;0.8,0.8;creative_clear_icon.png;creative_clear;]
]] ..
"tooltip[creative_search;" .. esc(S("Search")) .. "]" ..
"tooltip[creative_clear;" .. esc(S("Reset")) .. "]" ..
"tooltip[creative_prev;" .. esc(S("Previous page")) .. "]" ..
"tooltip[creative_next;" .. esc(S("Next page")) .. "]" ..
"listring[current_player;main]" ..
"field_close_on_enter[creative_filter;false]" ..
"field[0.3,3.5;2.2,1;creative_filter;;" .. esc(inv.filter) .. "]" ..
"listring[detached:creative_" .. player_name .. ";main]" ..
"list[detached:creative_" .. player_name .. ";main;0,0;8,3;" .. tostring(start_i) .. "]" ..
creative.formspec_add, true)
end,
on_enter = function(self, player, context)
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
if inv then
inv.start_i = 0
end
end,
on_player_receive_fields = function(self, player, context, fields)
local player_name = player:get_player_name()
local inv = player_inventory[player_name]
assert(inv)
if fields.creative_clear then
inv.start_i = 0
inv.filter = ""
creative.update_creative_inventory(player_name, items)
sfinv.set_player_inventory_formspec(player, context)
elseif fields.creative_search or
fields.key_enter_field == "creative_filter" then
inv.start_i = 0
inv.filter = fields.creative_filter:lower()
creative.update_creative_inventory(player_name, items)
sfinv.set_player_inventory_formspec(player, context)
elseif not fields.quit then
local start_i = inv.start_i or 0
if fields.creative_prev then
start_i = start_i - 3*8
if start_i < 0 then
start_i = inv.size - (inv.size % (3*8))
if inv.size == start_i then
start_i = math.max(0, inv.size - (3*8))
end
end
elseif fields.creative_next then
start_i = start_i + 3*8
if start_i >= inv.size then
start_i = 0
end
end
inv.start_i = start_i
sfinv.set_player_inventory_formspec(player, context)
end
end
})
end
creative.register_tab("all", S("All"), minetest.registered_items)
creative.register_tab("nodes", S("Nodes"), minetest.registered_nodes)
creative.register_tab("tools", S("Tools"), minetest.registered_tools)
creative.register_tab("craftitems", S("Items"), minetest.registered_craftitems)
local old_homepage_name = sfinv.get_homepage_name
function sfinv.get_homepage_name(player)
if creative.is_enabled_for(player:get_player_name()) then
return "creative:all"
else
return old_homepage_name(player)
end
end

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 Perttu Ahola (celeron55) <celeron55@gmail.com>
Copyright (C) 2015-2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com>
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2016 Jean-Patrick G. (kilbith) <jeanpatrick.guerrero@gmail.com>
Copyright (C) 2018 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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# textdomain: creative
Allow player to use creative inventory=Spieler erlauben, das Kreativinventar zu benutzen
Search=Suchen
Reset=Zurücksetzen
Previous page=Vorherige Seite
Next page=Nächste Seite
All=Alles
Nodes=Blöcke
Tools=Werkzeuge
Items=Gegenstände

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# textdomain: creative
Allow player to use creative inventory=Permitir al jugador usar el inventario creativo
Search=Buscar
Reset=Resetear
Previous page=Pág. siguiente
Next page=Pág. anterior
All=Todos
Nodes=Nodos
Tools=Herramientas
Items=Objetos

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# textdomain: creative
Allow player to use creative inventory=Permettre aux joueurs d'utiliser l'inventaire du mode créatif
Search=Rechercher
Reset=Réinitialiser
Previous page=Page précédente
Next page=Page suivante
All=Tout
Nodes=Nœuds
Tools=Outils
Items=Article

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# textdomain: creative
Allow player to use creative inventory=Permette al giocatore di usare l'inventario creativo
Search=Cerca
Reset=Azzera
Previous page=Pagina precedente
Next page=Pagina successiva
All=Tutto
Nodes=Nodi
Tools=Strumenti
Items=Oggetti

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# textdomain: creative
Allow player to use creative inventory=
Search=
Reset=
Previous page=
Next page=
All=
Nodes=
Tools=
Items=

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name = creative
description = Minetest Game mod: creative
depends = default, sfinv

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Minetest Game mod: default
==========================
See license.txt for license information.
Authors of source code
----------------------
Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
The torch code was derived by sofar from the 'torches' mod by
BlockMen (LGPLv2.1+)
Authors of media (textures, sounds, models and schematics)
----------------------------------------------------------
Everything not listed in here:
celeron55, Perttu Ahola <celeron55@gmail.com> (CC BY-SA 3.0)
Textures
--------
Cisoun's texture pack (CC BY-SA 3.0):
default_jungletree.png
default_lava.png
default_leaves.png
default_sapling.png
default_bush_sapling.png
default_stone.png
default_tree.png
default_tree_top.png
default_water.png
RealBadAngel's animated water (CC BY-SA 3.0):
default_water_source_animated.png
default_water_flowing_animated.png
VanessaE (CC BY-SA 3.0):
default_torch_animated.png
default_torch_on_ceiling_animated.png
default_torch_on_floor_animated.png
default_torch_on_floor.png
default_desert_sand.png
default_desert_stone.png
default_sand.png
default_mese_crystal.png
default_mese_crystal_fragment.png
Calinou (CC BY-SA 3.0):
default_brick.png
default_papyrus.png
default_mineral_copper.png
PilzAdam (CC BY-SA 3.0):
default_jungleleaves.png
default_junglesapling.png
default_obsidian_glass.png
default_obsidian_shard.png
default_mineral_gold.png
jojoa1997 (CC BY-SA 3.0):
default_obsidian.png
InfinityProject (CC BY-SA 3.0):
default_mineral_diamond.png
Splizard (CC BY-SA 3.0):
default_pine_sapling.png
default_pine_needles.png
Zeg9 (CC BY-SA 3.0):
default_coal_block.png
paramat (CC BY-SA 3.0):
wieldhand.png -- Copied from character.png by Jordach (CC BY-SA 3.0)
default_pinetree.png
default_pinetree_top.png
default_pinewood.png
default_acacia_leaves.png
default_acacia_leaves_simple.png
default_acacia_sapling.png
default_acacia_bush_sapling.png
default_pine_bush_sapling.png
default_acacia_tree.png
default_acacia_tree_top.png
default_acacia_wood.png
default_acacia_bush_stem.png
default_bush_stem.png
default_pine_bush_stem.png
default_junglewood.png
default_jungletree_top.png
default_sandstone_brick.png
default_obsidian_brick.png
default_stone_brick.png
default_desert_stone_brick.png
default_sandstone_block.png
default_obsidian_block.png
default_stone_block.png
default_desert_stone_block.png
default_river_water.png
default_river_water_source_animated.png
default_river_water_flowing_animated.png
default_dry_grass.png
default_dry_grass_side.png
default_dry_grass_*.png
default_grass_side.png -- Derived from a texture by TumeniNodes (CC-BY-SA 3.0)
default_mese_block.png
default_silver_sand.png
default_mese_post_light_side.png
default_mese_post_light_side_dark.png
default_mese_post_light_top.png
default_silver_sandstone.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_silver_sandstone_brick.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_silver_sandstone_block.png -- Derived from a texture by GreenXenith (CC-BY-SA 3.0)
default_bookshelf_slot.png -- Derived from a texture by Gambit (CC-BY-SA 3.0)
default_marram_grass_*.png -- Derived from textures by TumeniNodes (CC-BY-SA 3.0)
default_emergent_jungle_sapling.png
default_permafrost.png -- Derived from a texture by Neuromancer (CC BY-SA 3.0)
default_stones.png -- Derived from a texture by sofar (CC0 1.0)
default_stones_side.png -- Derived from a texture by sofar (CC0 1.0)
default_moss.png
default_moss_side.png
default_fence_rail_acacia_wood
default_fence_rail_aspen_wood -- Derived from a texture by sofar (CC BY-SA 3.0)
default_fence_rail_junglewood
default_fence_rail_pine_wood
default_fence_rail_wood -- Derived from a texture by BlockMen (CC BY-SA 3.0)
TumeniNodes (CC BY-SA 3.0):
default_desert_cobble.png -- Derived from a texture by brunob.santos (CC BY-SA 3.0)
default_coniferous_litter.png
default_coniferous_litter_side.png
default_grass.png
default_dry_dirt.png
BlockMen (CC BY-SA 3.0):
default_aspen_leaves.png -- Derived from Sofar's texture
default_wood.png
default_clay_brick.png
default_iron_ingot.png
default_gold_ingot.png
default_tool_steelsword.png
default_diamond.png
default_tool_*.png
default_lava_source_animated.png
default_lava_flowing_animated.png
default_stick.png
default_chest_front.png
default_chest_lock.png
default_chest_side.png
default_chest_top.png
default_mineral_mese.png
default_meselamp.png
bubble.png
gui_*.png
sofar (CC BY-SA 3.0):
default_aspen_sapling
default_aspen_tree
default_aspen_tree_top, derived from default_pine_tree_top (by paramat)
default_aspen_wood, derived from default_pine_wood (by paramat)
default_chest_inside
sofar (CC0 1.0):
default_gravel.png -- Derived from Gambit's PixelBOX texture pack light gravel
Neuromancer (CC BY-SA 3.0):
default_cobble.png, based on texture by Brane praefect
default_mossycobble.png, based on texture by Brane praefect
default_furnace_*.png
Gambit (CC BY-SA 3.0):
default_bronze_ingot.png
default_copper_ingot.png
default_copper_lump.png
default_iron_lump.png
default_gold_lump.png
default_clay_lump.png
default_coal.png
default_grass_*.png
default_paper.png
default_diamond_block.png
default_ladder_steel.png
default_sign_wall_wood.png
default_flint.png
default_snow.png
default_snow_side.png
default_snowball.png
default_key.png
default_key_skeleton.png
default_book.png
asl97 (CC BY-SA 3.0):
default_ice.png
KevDoy (CC BY-SA 3.0):
heart.png
Pithydon (CC BY-SA 3.0)
default_coral_brown.png
default_coral_orange.png
default_coral_skeleton.png
Ferk (CC0 1.0):
default_item_smoke.png
npx (CC BY-SA 3.0):
default_rainforest_litter.png
default_rainforest_litter_side.png
kaeza (CC-BY-SA 3.0):
default_desert_sandstone.png
default_desert_sandstone_brick.png
default_desert_sandstone_block.png
kilbith (CC BY-SA 3.0):
default_steel_block.png
default_copper_block.png
default_bronze_block.png
default_gold_block.png
default_tin_block.png
default_mineral_tin.png
default_tin_ingot.png
default_tin_lump.png
tobyplowy (CC BY-SA 3.0):
default_kelp.png
CloudyProton (CC BY-SA 3.0):
default_book_written.png, based on default_book.png by Gambit
Mossmanikin (CC BY-SA 3.0):
default_fern_*.png
random-geek (CC BY-SA 3.0):
default_blueberries.png
default_blueberry_overlay.png
default_blueberry_bush_leaves.png, derived from default_bush_leaves (by paramat)
default_blueberry_bush_sapling.png
default_dirt.png -- Derived from a texture by Neuromancer (CC BY-SA 3.0)
Krock (CC0 1.0):
default_glass.png
default_glass_detail.png
Topywo (CC BY-SA 3.0)
default_coral_cyan.png
default_coral_green.png
default_coral_pink.png
Extex101 (CC BY-SA 3.0)
default_large_cactus_seedling.png
Sounds
------
Glass breaking sounds (CC BY 3.0):
1: http://www.freesound.org/people/cmusounddesign/sounds/71947/
2: http://www.freesound.org/people/Tomlija/sounds/97669/
3: http://www.freesound.org/people/lsprice/sounds/88808/
Mito551 (sounds) (CC BY-SA 3.0):
default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
default_dig_crumbly.2.ogg
default_dig_dig_immediate.ogg
default_dig_oddly_breakable_by_hand.ogg
default_dug_node.1.ogg
default_dug_node.2.ogg
default_grass_footstep.1.ogg
default_grass_footstep.2.ogg
default_grass_footstep.3.ogg
default_gravel_footstep.1.ogg
default_gravel_footstep.2.ogg
default_gravel_footstep.3.ogg
default_gravel_footstep.4.ogg
default_grass_footstep.1.ogg
default_place_node.1.ogg
default_place_node.2.ogg
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
default_sand_footstep.1.ogg
default_sand_footstep.2.ogg
default_wood_footstep.1.ogg
default_wood_footstep.2.ogg
default_dirt_footstep.1.ogg
default_dirt_footstep.2.ogg
default_glass_footstep.ogg
Metal sounds:
default_dig_metal.ogg - yadronoff - CC-BY-3.0
- https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
Tool breaking sounds added by sofar: CC-BY-3.0
default_tool_breaks.* - http://www.freesound.org/people/HerbertBoland/sounds/33206/
AGFX (CC BY 3.0):
https://www.freesound.org/people/AGFX/packs/1253/
default_water_footstep.1.ogg
default_water_footstep.2.ogg
default_water_footstep.3.ogg
(default_water_footstep.4.ogg is silent)
blukotek (CC0 1.0):
https://www.freesound.org/people/blukotek/sounds/251660/
default_dig_snappy.ogg
Chests sounds added by sofar, derived of several files mixed together:
default_chest_open.ogg
default_chest_close.ogg
- http://www.freesound.org/people/Sevin7/sounds/269722/ CC0
- http://www.freesound.org/people/Percy%20Duke/sounds/23448/ CC-BY-3.0
- http://www.freesound.org/people/kingsamas/sounds/135576/ CC-BY-3.0
- http://www.freesound.org/people/bulbastre/sounds/126887/ CC-BY-3.0
- http://www.freesound.org/people/Yoyodaman234/sounds/183541/ CC0
Ryding (CC0 1.0):
http://freesound.org/people/Ryding/sounds/94337/
default_snow_footstep.*.ogg
Ferk (CC0 1.0):
default_item_smoke.ogg, based on a sound by http://opengameart.org/users/bart
Models
------
sofar (CC BY-SA 3.0):
chest_open.obj
torch_ceiling.obj
torch_floor.obj
torch_wall.obj
Schematics
----------
paramat (CC BY-SA 3.0):
acacia_bush.mts
acacia_tree.mts
acacia_tree_from_sapling.mts
apple_tree.mts
apple_tree_from_sapling.mts
aspen_tree.mts
aspen_tree_from_sapling.mts
bush.mts
emergent_jungle_tree.mts
emergent_jungle_tree_from_sapling.mts
jungle_tree.mts
jungle_tree_from_sapling.mts
large_cactus.mts
papyrus.mts
pine_tree.mts
pine_tree_from_sapling.mts
snowy_pine_tree_from_sapling.mts
small_pine_tree.mts
small_pine_tree_from_sapling.mts
snowy_small_pine_tree_from_sapling.mts
Shara RedCat (CC BY-SA 3.0):
acacia_log.mts
apple_log.mts
aspen_log.mts
jungle_log.mts
pine_log.mts
TumeniNodes (CC BY-SA 3.0):
pine_bush.mts
random-geek (CC BY-SA 3.0):
blueberry_bush.mts

599
mods/default/functions.lua Normal file
View File

@ -0,0 +1,599 @@
--
-- Sounds
--
function default.node_sound_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "", gain = 1.0}
table.dug = table.dug or
{name = "default_dug_node", gain = 0.25}
table.place = table.place or
{name = "default_place_node_hard", gain = 1.0}
return table
end
function default.node_sound_stone_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_hard_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_hard_footstep", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_dirt_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_dirt_footstep", gain = 0.4}
table.dug = table.dug or
{name = "default_dirt_footstep", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_sand_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_sand_footstep", gain = 0.12}
table.dug = table.dug or
{name = "default_sand_footstep", gain = 0.24}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_gravel_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_gravel_footstep", gain = 0.4}
table.dug = table.dug or
{name = "default_gravel_footstep", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_wood_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_wood_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_wood_footstep", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_leaves_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_grass_footstep", gain = 0.45}
table.dug = table.dug or
{name = "default_grass_footstep", gain = 0.7}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_glass_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_glass_footstep", gain = 0.3}
table.dig = table.dig or
{name = "default_glass_footstep", gain = 0.5}
table.dug = table.dug or
{name = "default_break_glass", gain = 1.0}
default.node_sound_defaults(table)
return table
end
function default.node_sound_metal_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_metal_footstep", gain = 0.4}
table.dig = table.dig or
{name = "default_dig_metal", gain = 0.5}
table.dug = table.dug or
{name = "default_dug_metal", gain = 0.5}
table.place = table.place or
{name = "default_place_node_metal", gain = 0.5}
default.node_sound_defaults(table)
return table
end
function default.node_sound_water_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_water_footstep", gain = 0.2}
default.node_sound_defaults(table)
return table
end
function default.node_sound_snow_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_snow_footstep", gain = 0.2}
table.dig = table.dig or
{name = "default_snow_footstep", gain = 0.3}
table.dug = table.dug or
{name = "default_snow_footstep", gain = 0.3}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
return table
end
--
-- Lavacooling
--
default.cool_lava = function(pos, node)
if node.name == "default:lava_source" then
minetest.set_node(pos, {name = "default:obsidian"})
else -- Lava flowing
minetest.set_node(pos, {name = "default:stone"})
end
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end
if minetest.settings:get_bool("enable_lavacooling") ~= false then
minetest.register_abm({
label = "Lava cooling",
nodenames = {"default:lava_source", "default:lava_flowing"},
neighbors = {"group:cools_lava", "group:water"},
interval = 2,
chance = 2,
catch_up = false,
action = function(...)
default.cool_lava(...)
end,
})
end
--
-- Optimized helper to put all items in an inventory into a drops list
--
function default.get_inventory_drops(pos, inventory, drops)
local inv = minetest.get_meta(pos):get_inventory()
local n = #drops
for i = 1, inv:get_size(inventory) do
local stack = inv:get_stack(inventory, i)
if stack:get_count() > 0 then
drops[n+1] = stack:to_table()
n = n + 1
end
end
end
--
-- Papyrus and cactus growing
--
-- Wrapping the functions in ABM action is necessary to make overriding them possible
function default.grow_cactus(pos, node)
if node.param2 >= 4 then
return
end
pos.y = pos.y - 1
if minetest.get_item_group(minetest.get_node(pos).name, "sand") == 0 then
return
end
pos.y = pos.y + 1
local height = 0
while node.name == "default:cactus" and height < 4 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:cactus"})
return true
end
function default.grow_papyrus(pos, node)
pos.y = pos.y - 1
local name = minetest.get_node(pos).name
if name ~= "default:dirt_with_grass" and name ~= "default:dirt" then
return
end
if not minetest.find_node_near(pos, 3, {"group:water"}) then
return
end
pos.y = pos.y + 1
local height = 0
while node.name == "default:papyrus" and height < 4 do
height = height + 1
pos.y = pos.y + 1
node = minetest.get_node(pos)
end
if height == 4 or node.name ~= "air" then
return
end
if minetest.get_node_light(pos) < 13 then
return
end
minetest.set_node(pos, {name = "default:papyrus"})
return true
end
minetest.register_abm({
label = "Grow cactus",
nodenames = {"default:cactus"},
neighbors = {"group:sand"},
interval = 12,
chance = 83,
action = function(...)
default.grow_cactus(...)
end
})
minetest.register_abm({
label = "Grow papyrus",
nodenames = {"default:papyrus"},
neighbors = {"default:dirt", "default:dirt_with_grass"},
interval = 14,
chance = 71,
action = function(...)
default.grow_papyrus(...)
end
})
--
-- Dig upwards
--
function default.dig_up(pos, node, digger)
if digger == nil then return end
local np = {x = pos.x, y = pos.y + 1, z = pos.z}
local nn = minetest.get_node(np)
if nn.name == node.name then
minetest.node_dig(np, nn, digger)
end
end
--
-- Fence registration helper
--
local fence_collision_extra = minetest.settings:get_bool("enable_fence_tall") and 3/8 or 0
function default.register_fence(name, def)
minetest.register_craft({
output = name .. " 4",
recipe = {
{ def.material, 'group:stick', def.material },
{ def.material, 'group:stick', def.material },
}
})
local fence_texture = "default_fence_overlay.png^" .. def.texture ..
"^default_fence_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden
local default_fields = {
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {-1/8, -1/2, -1/8, 1/8, 1/2, 1/8},
-- connect_top =
-- connect_bottom =
connect_front = {{-1/16, 3/16, -1/2, 1/16, 5/16, -1/8 },
{-1/16, -5/16, -1/2, 1/16, -3/16, -1/8 }},
connect_left = {{-1/2, 3/16, -1/16, -1/8, 5/16, 1/16},
{-1/2, -5/16, -1/16, -1/8, -3/16, 1/16}},
connect_back = {{-1/16, 3/16, 1/8, 1/16, 5/16, 1/2 },
{-1/16, -5/16, 1/8, 1/16, -3/16, 1/2 }},
connect_right = {{ 1/8, 3/16, -1/16, 1/2, 5/16, 1/16},
{ 1/8, -5/16, -1/16, 1/2, -3/16, 1/16}}
},
collision_box = {
type = "connected",
fixed = {-1/8, -1/2, -1/8, 1/8, 1/2 + fence_collision_extra, 1/8},
-- connect_top =
-- connect_bottom =
connect_front = {-1/8, -1/2, -1/2, 1/8, 1/2 + fence_collision_extra, -1/8},
connect_left = {-1/2, -1/2, -1/8, -1/8, 1/2 + fence_collision_extra, 1/8},
connect_back = {-1/8, -1/2, 1/8, 1/8, 1/2 + fence_collision_extra, 1/2},
connect_right = { 1/8, -1/2, -1/8, 1/2, 1/2 + fence_collision_extra, 1/8}
},
connects_to = {"group:fence", "group:wood", "group:tree", "group:wall"},
inventory_image = fence_texture,
wield_image = fence_texture,
tiles = {def.texture},
sunlight_propagates = true,
is_ground_content = false,
groups = {},
}
for k, v in pairs(default_fields) do
if def[k] == nil then
def[k] = v
end
end
-- Always add to the fence group, even if no group provided
def.groups.fence = 1
def.texture = nil
def.material = nil
minetest.register_node(name, def)
end
--
-- Fence rail registration helper
--
function default.register_fence_rail(name, def)
minetest.register_craft({
output = name .. " 16",
recipe = {
{ def.material, def.material },
{ "", ""},
{ def.material, def.material },
}
})
local fence_rail_texture = "default_fence_rail_overlay.png^" .. def.texture ..
"^default_fence_rail_overlay.png^[makealpha:255,126,126"
-- Allow almost everything to be overridden
local default_fields = {
paramtype = "light",
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {{-1/16, 3/16, -1/16, 1/16, 5/16, 1/16},
{-1/16, -3/16, -1/16, 1/16, -5/16, 1/16}},
-- connect_top =
-- connect_bottom =
connect_front = {{-1/16, 3/16, -1/2, 1/16, 5/16, -1/16},
{-1/16, -5/16, -1/2, 1/16, -3/16, -1/16}},
connect_left = {{-1/2, 3/16, -1/16, -1/16, 5/16, 1/16},
{-1/2, -5/16, -1/16, -1/16, -3/16, 1/16}},
connect_back = {{-1/16, 3/16, 1/16, 1/16, 5/16, 1/2 },
{-1/16, -5/16, 1/16, 1/16, -3/16, 1/2 }},
connect_right = {{ 1/16, 3/16, -1/16, 1/2, 5/16, 1/16},
{ 1/16, -5/16, -1/16, 1/2, -3/16, 1/16}}
},
collision_box = {
type = "connected",
fixed = {-1/8, -1/2, -1/8, 1/8, 1/2 + fence_collision_extra, 1/8},
-- connect_top =
-- connect_bottom =
connect_front = {-1/8, -1/2, -1/2, 1/8, 1/2 + fence_collision_extra, -1/8},
connect_left = {-1/2, -1/2, -1/8, -1/8, 1/2 + fence_collision_extra, 1/8},
connect_back = {-1/8, -1/2, 1/8, 1/8, 1/2 + fence_collision_extra, 1/2},
connect_right = { 1/8, -1/2, -1/8, 1/2, 1/2 + fence_collision_extra, 1/8}
},
connects_to = {"group:fence", "group:wall"},
inventory_image = fence_rail_texture,
wield_image = fence_rail_texture,
tiles = {def.texture},
sunlight_propagates = true,
is_ground_content = false,
groups = {},
}
for k, v in pairs(default_fields) do
if def[k] == nil then
def[k] = v
end
end
-- Always add to the fence group, even if no group provided
def.groups.fence = 1
def.texture = nil
def.material = nil
minetest.register_node(name, def)
end
--
-- Leafdecay
--
-- Prevent decay of placed leaves
default.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
if placer and placer:is_player() then
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
end
end
-- Leafdecay
local function leafdecay_after_destruct(pos, oldnode, def)
for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius),
vector.add(pos, def.radius), def.leaves)) do
local node = minetest.get_node(v)
local timer = minetest.get_node_timer(v)
if node.param2 ~= 1 and not timer:is_started() then
timer:start(math.random(20, 120) / 10)
end
end
end
local function leafdecay_on_timer(pos, def)
if minetest.find_node_near(pos, def.radius, def.trunks) then
return false
end
local node = minetest.get_node(pos)
local drops = minetest.get_node_drops(node.name)
for _, item in ipairs(drops) do
local is_leaf
for _, v in pairs(def.leaves) do
if v == item then
is_leaf = true
end
end
if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or
not is_leaf then
minetest.add_item({
x = pos.x - 0.5 + math.random(),
y = pos.y - 0.5 + math.random(),
z = pos.z - 0.5 + math.random(),
}, item)
end
end
minetest.remove_node(pos)
minetest.check_for_falling(pos)
end
function default.register_leafdecay(def)
assert(def.leaves)
assert(def.trunks)
assert(def.radius)
for _, v in pairs(def.trunks) do
minetest.override_item(v, {
after_destruct = function(pos, oldnode)
leafdecay_after_destruct(pos, oldnode, def)
end,
})
end
for _, v in pairs(def.leaves) do
minetest.override_item(v, {
on_timer = function(pos)
leafdecay_on_timer(pos, def)
end,
})
end
end
--
-- Convert dirt to something that fits the environment
--
minetest.register_abm({
label = "Grass spread",
nodenames = {"default:dirt"},
neighbors = {
"air",
"group:grass",
"default:snow",
},
interval = 6,
chance = 50,
catch_up = false,
action = function(pos, node)
-- Check for darkness: night, shadow or under a light-blocking node
-- Returns if ignore above
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
if (minetest.get_node_light(above) or 0) < 13 then
return
end
-- Look for spreading dirt-type neighbours
local p2 = minetest.find_node_near(pos, 1, "group:spreading_dirt_type")
if p2 then
local n3 = minetest.get_node(p2)
minetest.set_node(pos, {name = n3.name})
return
end
-- Else, any seeding nodes on top?
local name = minetest.get_node(above).name
-- Snow check is cheapest, so comes first
if name == "default:snow" then
minetest.set_node(pos, {name = "default:dirt_with_snow"})
elseif minetest.get_item_group(name, "grass") ~= 0 then
minetest.set_node(pos, {name = "default:dirt_with_grass"})
end
end
})
--
-- Grass and dry grass removed in darkness
--
minetest.register_abm({
label = "Grass covered",
nodenames = {"group:spreading_dirt_type", "default:dry_dirt_with_dry_grass"},
interval = 8,
chance = 50,
catch_up = false,
action = function(pos, node)
local above = {x = pos.x, y = pos.y + 1, z = pos.z}
local name = minetest.get_node(above).name
local nodedef = minetest.registered_nodes[name]
if name ~= "ignore" and nodedef and not ((nodedef.sunlight_propagates or
nodedef.paramtype == "light") and
nodedef.liquidtype == "none") then
if node.name == "default:dry_dirt_with_dry_grass" then
minetest.set_node(pos, {name = "default:dry_dirt"})
else
minetest.set_node(pos, {name = "default:dirt"})
end
end
end
})
--
-- Moss growth on cobble near water
--
--
-- NOTICE: This method is not an official part of the API yet.
-- This method may change in future.
--
function default.can_interact_with_node(player, pos)
if player and player:is_player() then
if minetest.check_player_privs(player, "protection_bypass") then
return true
end
else
return false
end
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if not owner or owner == "" or owner == player:get_player_name() then
return true
end
-- Is player wielding the right key?
local item = player:get_wielded_item()
if item:get_name() == "default:key" then
local key_meta = item:get_meta()
if key_meta:get_string("secret") == "" then
local key_oldmeta = item:get_metadata()
if key_oldmeta == "" or not minetest.parse_json(key_oldmeta) then
return false
end
key_meta:set_string("secret", minetest.parse_json(key_oldmeta).secret)
item:set_metadata("")
end
return meta:get_string("key_lock_secret") == key_meta:get_string("secret")
end
return false
end

69
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minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
e = meta:get_int("end")
if e == 1 then
minetest.kick_player(name,"The player has win the game in easy difficulty")
elseif e == 2 then
minetest.kick_player(name,"The player has win the game in mediun difficulty")
elseif e == 3 then
minetest.kick_player(name,"The player has win the game in hard difficulty")
elseif e == 4 then
minetest.kick_player(name,"The player has win the game in nightmare difficulty")
elseif e == 6 then
minetest.kick_player(name,"The player has lose the game")
elseif e == 5 then
minetest.kick_player(name,"The player dont select difficulty")
end
player:hud_set_hotbar_itemcount(2)--`: sets number of items in builtin hotbar
end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
meta:set_int("end",6)
minetest.kick_player(name,"The player has die")
end)
minetest.register_globalstep(function(dtime)
for _ , player in pairs(minetest.get_connected_players()) do
local player_name = player:get_player_name()
local meta = player:get_meta()
local m1 = meta:get_int("days")
local m3 = 1
local m2 = minetest.get_day_count()
--minetest.chat_send_player(player_name, player_name.. meta:get_int("days"))
--minetest.chat_send_player(player_name, "eeeeeeeeeeee".. meta:get_int("end"))
--minetest.chat_send_player(player_name, "dddddddddddddd".. meta:get_int("difficulty"))
--minetest.chat_send_player(player_name, "2".. minetest.get_day_count())
if m1 == m2 then
minetest.chat_send_player(player_name, "33333333")
local days_text = "Time completed: " .. m1--minetest.get_day_count()
player:hud_add({
hud_elem_type = "text",
position = {x = 0, y = 0},
offset = {x = 0, y = 0},
text = days_text,
alignment = {x = 5, y = 6}, -- center aligned
scale = {x = 100, y = 100}, -- covered later
size = {x=5},
})
minetest.after(2,function(player)
d = meta:get_int("difficulty")
dificultad = "mediun"
meta:set_int("end",2)
frase = "Now to rest."
if d == 3 then
meta:set_int("end",3)
dificultad = "hard"
elseif d == 4 then
dificultad = "nightmare"
meta:set_int("end",4)
frase = "You know the meaning of life,universe and everithing else ? ."
end
minetest.kick_player(player_name, 'The player has win the game in ' .. dificultad .. ' difficulty,he has survive '..m1.." days.".. frase)
end)
end
end
end
)

260
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-- Minetest 0.4 mod: default
-- See README.txt for licensing and other information.
-- The API documentation in here was moved into game_api.txt
-- Load support for MT game translation.
local S = minetest.get_translator("default")
-- Definitions made by this mod that other mods can use too
default = {}
default.LIGHT_MAX = 14
default.get_translator = S
-- GUI related stuff
minetest.register_on_joinplayer(function(player)
player:set_formspec_prepend([[
bgcolor[#080808BB;true]
background[5,5;1,1;gui_formbg.png;true]
background9[5,5;1,1;gui_formbg.png;true;10]
listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF] ]])
end)
function default.get_hotbar_bg(x,y)
local out = ""
for i=0,3,1 do
out = out .."image["..x+i..","..y..";0,1;gui_hb_bg.png]"
end
return out
end
default.gui_survival_form = "size[8,8.5]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
"listring[current_player;main]"..
default.get_hotbar_bg(0,4.25)
minetest.register_on_newplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
meta:set_int("difficulty", 1)
meta:set_int("days", 2)
meta:set_int("end", 7)
end)
-- Load files
local default_path = minetest.get_modpath("default")
dofile(default_path.."/functions.lua")
dofile(default_path.."/nodes.lua")
dofile(default_path.."/torch.lua")
dofile(default_path.."/tools.lua")
dofile(default_path.."/mapgen.lua")
dofile(default_path.."/jungle.lua")
dofile(default_path.."/hud.lua")
dofile(default_path.."/menus.lua")
local q = minetest.settings:get("texturequality") or 1
minetest.register_node('default:dirtwithgrass1', {
--tiles ={'dirtQ'..q..'.png^grassQ'..q..'.png', 'dirtQ'..q..'.png'},
tiles ={{name='dirtQ'..q..'.png^grassQ'..q..'.png', backface_culling=true, align_style="world", scale=10},{name='dirtQ'..q..'.png', backface_culling=true, align_style="world", scale=10}},
description= 'dirt',
drawtype= 'normal',
is_ground_content=true,
climbable=false,
buildable_to=false,
diggable=true,
drop= '',
--drowning=1,
floodable=false,
range=10.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
})
naturalslopeslib.register_slope('default:dirtwithgrass1', {
description = 'dirt',
},
5,
{mapgen = 0, place = 0, time = 0}
)
minetest.register_node('default:dirt', {
tiles ={{name='dirtQ'..q..'.png', backface_culling=true, align_style="world", scale=10}},
description= 'dirt',
drawtype= 'allfaces_optional',
is_ground_content=false,
climbable=false,
buildable_to=false,
diggable=true,
drop= '',
--drowning=1,
floodable=false,
range=10.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
waving=0,
})
naturalslopeslib.register_slope('default:dirt', {
description = 'dirt',
},
5,
{mapgen = 0, place = 0, time = 0}
)
minetest.register_node('default:tree', {
tiles ={{name='woodQ'..q..'.png', backface_culling=true, align_style="world", scale=10}},
description= 'tree',
drawtype= 'mesh',
mesh= 'tree.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
waving=0,
collisionbox = {-0.25, 10.0, -0.25, 0.25, -0.5, 0.25},
selection_box = {
type = "fixed",
fixed = {
{-0.25, 10.0, -0.25, 0.25, -0.5, 0.25},
-- Node box format: see [Node boxes]
},
},
})
minetest.register_node('default:treebase', {
tiles ={{name='woodQ'..q..'.png', backface_culling=true, align_style="world", scale=10}},
description= 'treebase',
drawtype= 'mesh',
mesh= 'treebase.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
waving=0,
})
minetest.register_node('default:tree_leaves', {
tiles ={'leavesfullQ'..q..'.png'},
description= 'tree',
drawtype= 'mesh',
mesh= 'leaves.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
minetest.register_node('default:deco1', {
tiles ={'leave1Q'..q..'.png'},
description= 'leave1',
drawtype= 'mesh',
mesh= 'deco1.obj',
is_ground_content=true,
climbable=false,
move_resistance = 0,
ldable_to=true,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=10.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
minetest.register_node('default:deco2', {
tiles ={'leave2Q'..q..'.png'},
description= 'leave2',
drawtype= 'mesh',
mesh= 'deco2.obj',
is_ground_content=true,
climbable=false,
move_resistance = 2,
range=10.0,
buildable_to=true,
diggable=true,
drop= '',
drowning=1,
floodable=false,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
minetest.register_node('default:deco3', {
tiles ={'leave3Q'..q..'.png'},
description= 'leave3',
drawtype= 'mesh',
mesh= 'deco3.obj',
is_ground_content=true,
climbable=false,
move_resistance = 1,
ldable_to=true,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=10.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
minetest.register_node('default:deco4', {
tiles ={'leave4Q'..q..'.png'},
description= 'leave4',
drawtype= 'mesh',
mesh= 'deco4.obj',
is_ground_content=true,
climbable=false,
move_resistance = 0,
range=10.0,
buildable_to=true,
diggable=true,
drop= '',
drowning=1,
floodable=false,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})

98
mods/default/jungle.lua Normal file
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--
-- Aliases for map generators
--
-- All mapgens
minetest.register_alias("mapgen_stone", "default:stone")
minetest.register_alias("mapgen_water_source", "default:water_source")
minetest.register_alias("mapgen_river_water_source", "default:river_water_source")
--No borrar lo de los aliases
-- All mapgens except mgv6
minetest.register_biome({
name = "jungle",
node_top = 'default:dirtwithgrass1',
depth_top = 1,
node_filler = 'default:dirt',
depth_filler = 3,
node_riverbed = 'default:dirt',
depth_riverbed = 2,
node_dungeon = "default:cobble",
node_dungeon_alt = "default:mossycobble",
node_dungeon_stair = "stairs:stair_cobble",
y_max = 31000,
y_min = 1,
heat_point = 60,
humidity_point = 68,
})
--
-- Register decorations
--
-- All mapgens except mgv6
local function register_jungle_deco(length)
minetest.register_decoration({
name = "default:deco" .. length,
deco_type = "simple",
place_on = {"default:dirtwithgrass1"},
sidelen = 16,
fill_ratio = 0.05,
--noise_params = {
-- offset = 1,
-- scale = 1,
-- spread = {x = 200, y = 200, z = 200},
-- seed = 329,
-- octaves = 3,
-- persist = 0.6
--},
biomes = {"jungle"},
y_max = 31000,
y_min = 1,
decoration = "default:deco" .. length,
})
end
minetest.register_decoration({
name = "default:tree",
deco_type = "schematic",
place_on = {"default:dirtwithgrass1"},
sidelen = 16,
noise_params = {
offset = 0.024,
scale = 0.015,
spread = {x = 250, y = 250, z = 250},
seed = 2,
octaves = 3,
persist = 0.66
},
offset = 1,
biomes = {"jungle"},
y_max = 31000,
y_min = 1,
rotation = "random",
flags = "place_center_x",
--decoration = 'default:tree',
--schematic = minetest.get_modpath("default") .. "/schematics/tree.mts",
schematic = {
size = {x = 1, y = 3, z = 1},
data = {
{name = "default:treebase", param1 = 255, param2 = 0},
{name = "default:tree", param1 = 255, param2 = 0},
{name = "default:tree_leaves", param1 = 255, param2 = 0},
...
},
yslice_prob = {
{ypos = 2, prob = 128},
{ypos = 5, prob = 64},
...
},
},
})
register_jungle_deco(4)
register_jungle_deco(3)
register_jungle_deco(2)
register_jungle_deco(1)
--

156
mods/default/license.txt Normal file
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License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2011-2018 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures, models and sounds)
-----------------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2010-2018:
celeron55, Perttu Ahola <celeron55@gmail.com>
Cisoun
G4JC
VanessaE
RealBadAngel
Calinou
MirceaKitsune
Jordach
PilzAdam
jojoa1997
InfinityProject
Splizard
Zeg9
paramat
BlockMen
sofar
Neuromancer
Gambit
asl97
KevDoy
Mito551
GreenXenith
kaeza
kilbith
tobyplowy
CloudyProton
TumeniNodes
Mossmanikin
random-geek
Extex101
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
-----------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2009 cmusounddesign
Copyright (C) 2010 Tomlija
Copyright (C) 2010 lsprice
Copyright (C) 2014 sonictechtonic
Copyright (C) 2015 yadronoff
Copyright (C) 2007 HerbertBoland
Copyright (C) 2006 AGFX
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by/3.0/
-----------------------
CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
Iwan Gabovitch
Ottomaani138
Ogrebane
blukotek
Sevin7
Yoyodaman234
Ryding
No Copyright
The person who associated a work with this deed has dedicated the work to the
public domain by waiving all of his or her rights to the work worldwide under
copyright law, including all related and neighboring rights, to the extent
allowed by law.
You can copy, modify, distribute and perform the work, even for commercial
purposes, all without asking permission. See Other Information below.
Other Information:
In no way are the patent or trademark rights of any person affected by CC0, nor
are the rights that other persons may have in the work or in how the work is
used, such as publicity or privacy rights.
Unless expressly stated otherwise, the person who associated a work with this
deed makes no warranties about the work, and disclaims liability for all uses
of the work, to the fullest extent permitted by applicable law.
When using or citing the work, you should not imply endorsement by the author
or the affirmer.
For more details:
https://creativecommons.org/publicdomain/zero/1.0/

View File

@ -0,0 +1,211 @@
# textdomain: default
Locked Chest=Abgeschlossene Truhe
Locked Chest (owned by @1)=Abgeschlossene Truhe (Eigentum von @1)
You do not own this chest.=Ihnen gehört diese Truhe nicht.
a locked chest=eine abgeschlossene Truhe
Chest=Truhe
Stick=Stock
Paper=Papier
"@1" by @2=„@1“ von @2
Book=Buch
Book with Text=Buch mit Text
Skeleton Key=Skelettschlüssel
Key to @1's @2=Schlüssel für @2 von @1
Coal Lump=Kohleklumpen
Iron Lump=Eisenklumpen
Copper Lump=Kupferklumpen
Tin Lump=Zinnklumpen
Mese Crystal=Mesekristall
Gold Lump=Goldklumpen
Diamond=Diamant
Clay Lump=Tonklumpen
Steel Ingot=Stahlbarren
Copper Ingot=Kupferbarren
Tin Ingot=Zinnbarren
Bronze Ingot=Bronzebarren
Gold Ingot=Goldbarren
Mese Crystal Fragment=Mesekristallfragment
Clay Brick=Tonziegel
Obsidian Shard=Obsidianscherbe
Flint=Feuerstein
Blueberries=Blaubeeren
Furnace is empty=Ofen ist leer
100% (output full)=100% (Ausgabe voll)
@1%=@1%
Empty=Leer
Not cookable=Nicht kochbar
Furnace active=Ofen aktiv
Furnace inactive=Ofen inaktiv
(Item: @1; Fuel: @2)=(Gegenstand: @1; Brennstoff: @2)
Furnace=Ofen
Stone=Stein
Cobblestone=Kopfsteinpflaster
Stone Brick=Steinziegel
Stone Block=Steinblock
Mossy Cobblestone=Mosiges Kopfsteinpflaster
Desert Stone=Wüstenstein
Desert Cobblestone=Wüstenkopfsteinpflaster
Desert Stone Brick=Wüstensteinziegel
Desert Stone Block=Wüstensteinblock
Sandstone=Sandstein
Sandstone Brick=Sandsteinziegel
Sandstone Block=Sandsteinblock
Desert Sandstone=Wüstensandstein
Desert Sandstone Brick=Wüstensandsteinziegel
Desert Sandstone Block=Wüstensandsteinblock
Silver Sandstone=Silbersandstein
Silver Sandstone Brick=Silbersandsteinziegel
Silver Sandstone Block=Silbersandsteinblock
Obsidian=Obsidian
Obsidian Brick=Obsidianziegel
Obsidian Block=Obsidianblock
Dirt=Erde
Dirt with Grass=Erde mit Gras
Dirt with Grass and Footsteps=Erde mit Gras und Fußstapfen
Dirt with Dry Grass=Erde mit trockenem Gras
Dirt with Snow=Erde mit Schnee
Dirt with Rainforest Litter=Erde mit Regenwaldboden
Dirt with Coniferous Litter=Erde mit Nadelwaldboden
Dry Dirt=Trockene Erde
Dry Dirt with Dry Grass=Trockene Erde mit trockenem Gras
Permafrost=Permafrost
Permafrost with Stones=Permafrost mit Steinen
Permafrost with Moss=Permafrost mit Moos
Sand=Sand
Desert Sand=Wüstensand
Silver Sand=Silbersand
Gravel=Kies
Clay=Ton
Snow=Schnee
Snow Block=Schneeblock
Ice=Eis
Cave Ice=Höhleneis
Apple Tree=Apfelbaum
Apple Wood Planks=Apfelbaumplanken
Apple Tree Sapling=Apfelbaumsetzling
Apple Tree Leaves=Apfelbaumblätter
Apple=Apfel
Apple Marker=Apfelmarkierung
Jungle Tree=Dschungelbaum
Jungle Wood Planks=Dschungelholzplanken
Jungle Tree Leaves=Dschungelbaumblätter
Jungle Tree Sapling=Dschungelbaumsetzling
Emergent Jungle Tree Sapling=Hervorstehender Dschungelbaumsetzling
Pine Tree=Kiefernbaum
Pine Wood Planks=Kiefernholzplanken
Pine Needles=Kiefernnadeln
Pine Tree Sapling=Kiefernbaumsetzling
Acacia Tree=Akazienbaum
Acacia Wood Planks=Akazienholzplanken
Acacia Tree Leaves=Akazienbaumblätter
Acacia Tree Sapling=Akazienbaumsetzling
Aspen Tree=Espenbaum
Aspen Wood Planks=Espenholzplanken
Aspen Tree Leaves=Espenbaumblätter
Aspen Tree Sapling=Esepenbaumsetzling
Coal Ore=Kohleerz
Coal Block=Kohleblock
Iron Ore=Eisenerz
Steel Block=Stahlblock
Copper Ore=Kupfererz
Copper Block=Kupferblock
Tin Ore=Zinnerz
Tin Block=Zinnblock
Bronze Block=Bronzeblock
Mese Ore=Meseerz
Mese Block=Meseblock
Gold Ore=Golderz
Gold Block=Goldblock
Diamond Ore=Diamanterz
Diamond Block=Diamantblock
Cactus=Kaktus
Large Cactus Seedling=Großer Kaktussämling
Papyrus=Papyrus
Dry Shrub=Trockener Busch
Jungle Grass=Dschungelgras
Grass=Gras
Dry Grass=Trockenes Gras
Fern=Farn
Marram Grass=Dünengras
Bush Stem=Buschstamm
Bush Leaves=Buschblätter
Bush Sapling=Buschsetzling
Blueberry Bush Leaves with Berries=Blaubeerbuschblätter mit Beeren
Blueberry Bush Leaves=Blaubeerbuschblätter
Blueberry Bush Sapling=Blaubeerbuschsetzling
Acacia Bush Stem=Akazienbuschstamm
Acacia Bush Leaves=Akazienbuschblätter
Acacia Bush Sapling=Akazienbuschsetzling
Pine Bush Stem=Kiefernbuschstamm
Pine Bush Needles=Kiefernbuschnadeln
Pine Bush Sapling=Kiefernbuschsetzling
Kelp=Seetang
Green Coral=Grüne Koralle
Pink Coral=Rosa Koralle
Cyan Coral=Türkise Koralle
Brown Coral=Braune Koralle
Orange Coral=Orange Koralle
Coral Skeleton=Korallenskelett
Water Source=Wasserquelle
Flowing Water=Fließendes Wasser
River Water Source=Flusswasserquelle
Flowing River Water=Fließendes Flusswasser
Lava Source=Lavaquelle
Flowing Lava=Fließende Lava
Empty Bookshelf=Leeres Bücherregal
Bookshelf (@1 written, @2 empty books)=Bücherregal (@1 beschriebene, @2 leere Bücher)
Bookshelf=Bücherregal
Text too long=Text zu lang
Wooden Sign=Holzschild
Steel Sign=Stahlschild
Wooden Ladder=Holzleiter
Steel Ladder=Stahlleiter
Apple Wood Fence=Apfelholzzaun
Acacia Wood Fence=Akazienholzzaun
Jungle Wood Fence=Dschungelholzzaun
Pine Wood Fence=Kiefernholzzaun
Aspen Wood Fence=Espenholzzaun
Apple Wood Fence Rail=Apfelholzzaungeländer
Acacia Wood Fence Rail=Akazienholzzaungeländer
Jungle Wood Fence Rail=Dschungelholzzaungeländer
Pine Wood Fence Rail=Kiefernholzzaungeländer
Aspen Wood Fence Rail=Espenholzzaungeländer
Glass=Glas
Obsidian Glass=Obsidianglas
Brick Block=Ziegelblock
Mese Lamp=Meselampe
Mese Post Light=Mesestandlampe
Cloud=Wolke
Wooden Pickaxe=Holzspitzhacke
Stone Pickaxe=Steinspitzhacke
Bronze Pickaxe=Bronzespitzhacke
Steel Pickaxe=Stahlspitzhacke
Mese Pickaxe=Mesespitzhacke
Diamond Pickaxe=Diamantspitzhacke
Wooden Shovel=Holzschaufel
Stone Shovel=Steinschaufel
Bronze Shovel=Bronzeschaufel
Steel Shovel=Stahlschaufel
Mese Shovel=Meseschaufel
Diamond Shovel=Diamantschaufel
Wooden Axe=Holzaxt
Stone Axe=Steinaxt
Bronze Axe=Bronzeaxt
Steel Axe=Stahlaxt
Mese Axe=Meseaxt
Diamond Axe=Diamantaxt
Wooden Sword=Holzschwert
Stone Sword=Steinschwert
Bronze Sword=Bronzeschwert
Steel Sword=Stahlschwert
Mese Sword=Meseschwert
Diamond Sword=Diamantschwert
Key=Schlüssel
Torch=Fackel
@1 will intersect protection on growth.=@1 wird bei Wachstum mit geschützter Zone überlappen.
Title:=Titel:
Contents:=Inhalt:
Save=Speichern
by @1=von @1
Page @1 of @2=Seite @1 von @2
"@1"=„@1“

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# textdomain: default
Locked Chest=Cofre cerrado
Locked Chest (owned by @1)=Cofre cerrado (propiedad de @1)
You do not own this chest.=Este cofre no te pertenece.
a locked chest=un cofre cerrado
Chest=Cofre
Stick=Palo
Paper=Papel
"@1" by @2="@1" por @2
Book=Libro
Book with Text=Libro escrito
Skeleton Key=Llave esqueleto
Key to @1's @2=Llave para @2 de @1
Coal Lump=Fragmento de carbón
Iron Lump=Pepita de hierro
Copper Lump=Pepita de cobre
Tin Lump=Pepita de estaño
Mese Crystal=Cristal de mese
Gold Lump=Pepita de oro
Diamond=Diamante
Clay Lump=Fragmento de arcilla
Steel Ingot=Lingote de acero
Copper Ingot=Lingote de cobre
Tin Ingot=Lingote de estaño
Bronze Ingot=Lingote de bronce
Gold Ingot=Lingote de oro
Mese Crystal Fragment=Fragmento de cristal de mese
Clay Brick=Ladrillo de arcilla
Obsidian Shard=Esquirla de obsidiana
Flint=Pedernal
Blueberries=Arándanos
Furnace is empty=El horno está vacío
100% (output full)=100% (salida completa)
@1%=@1%
Empty=Vacío
Not cookable=No se puede cocinar
Furnace active=Horno activado
Furnace inactive=Horno desactivado
(Item: @1; Fuel: @2)=(Objeto: @1; Combustible: @2)
Furnace=Horno
Stone=Piedra
Cobblestone=Adoquín
Stone Brick=Ladrillo de piedra
Stone Block=Bloque de piedra
Mossy Cobblestone=Adoquín musgoso
Desert Stone=Piedra desértica
Desert Cobblestone=Adoquín desértico
Desert Stone Brick=Ladrillo de piedra desértica
Desert Stone Block=Bloque de piedra desértica
Sandstone=Piedra arenisca
Sandstone Brick=Ladrillo de arenisca
Sandstone Block=Bloque de arenisca
Desert Sandstone=Piedra arenisca desértica
Desert Sandstone Brick=Ladrillo de arenisca desértica
Desert Sandstone Block=Bloque de arenisca deśertica
Silver Sandstone=Piedra arenisca plateada
Silver Sandstone Brick=Ladrillo de arenisca plateada
Silver Sandstone Block=Bloque de arenisca plateada
Obsidian=Obsidiana
Obsidian Brick=Ladrillo de obsidiana
Obsidian Block=Bloque de obsidiana
Dirt=Tierra
Dirt with Grass=Tierra con pasto
Dirt with Grass and Footsteps=Tierra con pasto y pisadas
Dirt with Dry Grass=Tierra con pasto seco
Dirt with Snow=Tierra con nieve
Dirt with Rainforest Litter=Tierra con hojarasca de selva tropical
Dirt with Coniferous Litter=Tierra con hojarasca de coníferas
Dry Dirt=Tierra Seca
Dry Dirt with Dry Grass=Tierra seca con pasto seco
Permafrost=Permafrost
Permafrost with Stones=Permafrost pedregoso
Permafrost with Moss=Permafrost musgoso
Sand=Arena
Desert Sand=Arena desértica
Silver Sand=Arena plateada
Gravel=Gravilla
Clay=Arcilla
Snow=Nieve
Snow Block=Bloque de nieve
Ice=Hielo
Cave Ice=Hielo de cueva
Apple Tree=Madera de manzano
Apple Wood Planks=Tablas de manzano
Apple Tree Sapling=Retoño de manzano
Apple Tree Leaves=Hojas de manzano
Apple=Manzana
Apple Marker=Marcador de manzano
Jungle Tree=Madera de árbol tropical
Jungle Wood Planks=Tablas de madera tropical
Jungle Tree Leaves=Hojas de árbol tropical
Jungle Tree Sapling=Retoño de árbol tropical
Emergent Jungle Tree Sapling=Retoño de árbol tropical
Pine Tree=Madera de pino
Pine Wood Planks=Tablas de pino
Pine Needles=Agujas de pino
Pine Tree Sapling=Retoño de pino
Acacia Tree=Madera de acacia
Acacia Wood Planks=Tablas de acacia
Acacia Tree Leaves=Hojas de acacia
Acacia Tree Sapling=Retoño de acacia
Aspen Tree=Madera de álamo
Aspen Wood Planks=Tablas de álamo
Aspen Tree Leaves=Hojas de álamo
Aspen Tree Sapling=Retoño de álamo
Coal Ore=Mineral de carbón
Coal Block=Bloque de carbón
Iron Ore=Mineral de hierro
Steel Block=Bloque de acero
Copper Ore=Mineral de cobre
Copper Block=Bloque de cobre
Tin Ore=Mineral de estaño
Tin Block=Bloque de estaño
Bronze Block=Bloque de bronce
Mese Ore=Mineral de mese
Mese Block=Bloque de mese
Gold Ore=Mineral de oro
Gold Block=Bloque de oro
Diamond Ore=Mineral de diamante
Diamond Block=Bloque de diamante
Cactus=Cáctus
Large Cactus Seedling=Vástago grande de cactus
Papyrus=Papiro
Dry Shrub=Arbusto seco
Jungle Grass=Pasto de jungla
Grass=Pasto
Dry Grass=Pasto seco
Fern=Helecho
Marram Grass=Carrizo
Bush Stem=Tallo de arbusto
Bush Leaves=Hojas de arbusto
Bush Sapling=Retoño de arbusto
Blueberry Bush Leaves with Berries=Hojas de arbusto de arándano con bayas
Blueberry Bush Leaves=Hojas de arbusto de arándano
Blueberry Bush Sapling=Retoño de arbusto de arándano
Acacia Bush Stem=Tallo de arbusto de acacia
Acacia Bush Leaves=Hojas de arbusto de acacia
Acacia Bush Sapling=Retoño de arbusto de acacia
Pine Bush Stem=Tallo de arbusto de pino
Pine Bush Needles=Agujas de arbusto de pino
Pine Bush Sapling=Retoño de arbusto de pino
Kelp=Alga marina
Green Coral=Coral verde
Pink Coral=Coral rosa
Cyan Coral=Coral cián
Brown Coral=Coral café
Orange Coral=Coral naranja
Coral Skeleton=Esqueleto de coral
Water Source=Fuente de agua
Flowing Water=Fluído de agua
River Water Source=Fuente de agua de río
Flowing River Water=Fluído de agua de río
Lava Source=Fuente de lava
Flowing Lava=Fluído de lava
Empty Bookshelf=Librería vacía
Bookshelf (@1 written, @2 empty books)=Librería(@1 escritos, @2 libros en blanco)
Bookshelf=Librería
Text too long=Texto demasiado largo
Wooden Sign=Cartel de madera
Steel Sign=Cartel de acero
Wooden Ladder=Escalera de madera
Steel Ladder=Escalera de acero
Apple Wood Fence=Cerca de manzano
Acacia Wood Fence=Cerca de acacia
Jungle Wood Fence=Cerca de madera tropical
Pine Wood Fence=Cerca de pino
Aspen Wood Fence=Cerca de álamo
Apple Wood Fence Rail=Listones de manzano para cerca
Acacia Wood Fence Rail=Listones de acacia para cerca
Jungle Wood Fence Rail=Listones de madera tropical para cerca
Pine Wood Fence Rail=Listones de pino para cerca
Aspen Wood Fence Rail=Listones de álamo para cerca
Glass=Vidrio
Obsidian Glass=Vidrio de obsidiana
Brick Block=Bloque de ladrillo
Mese Lamp=Lámpara de mese
Mese Post Light=Poste de luz de mese
Cloud=Nube
Wooden Pickaxe=Pico de madera
Stone Pickaxe=Pico de piedra
Bronze Pickaxe=Pico de bronce
Steel Pickaxe=Pico de acero
Mese Pickaxe=Pico de mese
Diamond Pickaxe=Pico de diamante
Wooden Shovel=Pala de madera
Stone Shovel=Pala de piedra
Bronze Shovel=Pala de bronce
Steel Shovel=Pala de acero
Mese Shovel=Pala de mese
Diamond Shovel=Pala de diamante
Wooden Axe=Hacha de madera
Stone Axe=Hacha de piedra
Bronze Axe=Hacha de bronce
Steel Axe=Hacha de acero
Mese Axe=Hacha de mese
Diamond Axe=Hacha de diamante
Wooden Sword=Espada de madera
Stone Sword=Espada de piedra
Bronze Sword=Espada de bronce
Steel Sword=Espada de acero
Mese Sword=Espada de mese
Diamond Sword=Espada de diamante
Key=Llave
Torch=Antorcha
@1 will intersect protection on growth.=@1 intersectará con protección cuando crezca.
Title:=Título:
Contents:=Contenidos:
Save=Guardar
by @1=por @1
Page @1 of @2=Página @1 de @2
"@1"="@1"

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# textdomain: default
Locked Chest=Coffre verrouillé
Locked Chest (owned by @1)=Coffre verrouillé (possédé par @1)
You do not own this chest.=Ce coffre ne vous appartient pas.
a locked chest=un coffre verrouillé
Chest=Coffre
Stick=Baton
Paper=Papier
"@1" by @2=« @1 » de @2
Book=Livre
Book with Text=Livre avec du texte
Skeleton Key=Squelette
Key to @1's @2=Clé pour @2 de @1
Coal Lump=Morceau de charbon
Iron Lump=Morceau de fer
Copper Lump=Morceau de cuivre
Tin Lump=Morceau d'étain
Mese Crystal=Cristal de Mese
Gold Lump=Morceau d'or
Diamond=Diamant
Clay Lump=Morceau d'argile
Steel Ingot=Lingot d'acier
Copper Ingot=Lingot de cuivre
Tin Ingot=Lingot d'étain
Bronze Ingot=Lingot de bronze
Gold Ingot=Lingot d'or
Mese Crystal Fragment=Fragment de cristal de Mese
Clay Brick=Brique d'argile
Obsidian Shard=Tesson d'obsidienne
Flint=Silex
Blueberries=Myrtille
Furnace is empty=Le four est vide
100% (output full)=100% (Sortie pleine)
@1%=@1%
Empty=Vide
Not cookable=Ne se cuit pas
Furnace active=Four actif
Furnace inactive=Four inactif
(Item: @1; Fuel: @2)=(Article: @1; Carburant: @2)
Furnace=Four
Stone=Pierre
Cobblestone=Pavé
Stone Brick=Brique de pierre
Stone Block=Bloc de pierre
Mossy Cobblestone=Pavé moussu
Desert Stone=Pierre du désert
Desert Cobblestone=Pavé de pierre du désert
Desert Stone Brick=Brique de pierre du désert
Desert Stone Block=Bloc de pierre du désert
Sandstone=Grès
Sandstone Brick=Brique de grès
Sandstone Block=Bloc de grès
Desert Sandstone=Grès du désert
Desert Sandstone Brick=Brique de grès du désert
Desert Sandstone Block=Bloc de grès du désert
Silver Sandstone=Grès argenté
Silver Sandstone Brick=Brique de grès argenté
Silver Sandstone Block=Bloc de grès argenté
Obsidian=Obsidienne
Obsidian Brick=Brique d'obsidienne
Obsidian Block=Block d'obsidienne
Dirt=Terre
Dirt with Grass=Terre avec de l'herbe
Dirt with Grass and Footsteps=Terre avec de l'herbe et des traces de pas
Dirt with Dry Grass=Terre avec de l'herbe sèche
Dirt with Snow=Terre avec de la neige
Dirt with Rainforest Litter=Terre avec sol de forêt humide
Dirt with Coniferous Litter=Terre avec sol de forêt de conifère
Dry Dirt=Terre sèche
Dry Dirt with Dry Grass=Terre sèche avec de l'herbe sèche
Permafrost=Pergélisol
Permafrost with Stones=Pergélisol avec de la pierre
Permafrost with Moss=Pergélisol avec de la mousse
Sand=Sable
Desert Sand=Sable du désert
Silver Sand=Sable argenté
Gravel=Gravier
Clay=Argile
Snow=Neige
Snow Block=Bloc de neige
Ice=Glace
Cave Ice=Glace de grotte
Apple Tree=Pommier
Apple Wood Planks=Planche de pommier
Apple Tree Sapling=Pousse de pommier
Apple Tree Leaves=Feuilles de pommier
Apple=Pomme
Apple Marker=Marqueur de pomme
Jungle Tree=Arbre de la jungle
Jungle Wood Planks=Planche d'arbre de la jungle
Jungle Tree Leaves=Feuilles d'arbre de la jungle
Jungle Tree Sapling=Pousse d'arbre de la jungle
Emergent Jungle Tree Sapling=Pousse d'arbre de la jungle émergent
Pine Tree=Pin
Pine Wood Planks=Planche de pin
Pine Needles=Aiguilles de pin
Pine Tree Sapling=Pousse de pin
Acacia Tree=Acacia
Acacia Wood Planks=Planche d'acacia
Acacia Tree Leaves=Feuilles d'acacia
Acacia Tree Sapling=Pousse d'acacia
Aspen Tree=Tremble
Aspen Wood Planks=Planche de tremble
Aspen Tree Leaves=Feuilles de tremble
Aspen Tree Sapling=Pousse de tremble
Coal Ore=Minerai de charbon
Coal Block=Bloc de charbon
Iron Ore=Bloc de fer
Steel Block=Bloc d'acier
Copper Ore=Minerai de cuivre
Copper Block=Bloc de cuivre
Tin Ore=Minerai d'étain
Tin Block=Bloc d'étain
Bronze Block=Bloc de bronze
Mese Ore=Minerai de Mese
Mese Block=Bloc de Mese
Gold Ore=Minerai d'or
Gold Block=Bloc d'or
Diamond Ore=Minerai de diamant
Diamond Block=Bloc de diamant
Cactus=Cactus
Large Cactus Seedling=Grand plan de cactus
Papyrus=Papyrus
Dry Shrub=Arbuste sec
Jungle Grass=Herbe de la jungle
Grass=Herbe
Dry Grass=Herbe sèche
Fern=Fougère
Marram Grass=Ammophile
Bush Stem=Tige de buisson
Bush Leaves=Feuilles de buisson
Bush Sapling=Pousse de buisson
Blueberry Bush Leaves with Berries=Buisson de myrtille avec des myrtilles
Blueberry Bush Leaves=Feuilles de buisson à myrtilles
Blueberry Bush Sapling=Pousse de buisson à myrtilles
Acacia Bush Stem=Tige de buisson d'acacia
Acacia Bush Leaves=Feuilles de buisson d'acacia
Acacia Bush Sapling=Pousses de buisson d'acacia
Pine Bush Stem=Tige de buisson de pin
Pine Bush Needles=Aiguilles de buisson de pin
Pine Bush Sapling=Pousse de buisson de pin
Kelp=Varech
Green Coral=Corail vert
Pink Coral=Corail rose
Cyan Coral=Corail cyan
Brown Coral=Corail marron
Orange Coral=Corail orange
Coral Skeleton=Squelette de corail
Water Source=Source d'eau
Flowing Water=Ecoulement d'eau
River Water Source=Source d'eau de rivière
Flowing River Water=Ecoulement d'eau de rivière
Lava Source=Source de lave
Flowing Lava=Ecoulement de lave
Empty Bookshelf=Bibliothèque vide
Bookshelf (@1 written, @2 empty books)=Bibliothèque (@1 écrits, @2 livres vides)
Bookshelf=Bibliothèque
Text too long=Texte trop longue
Wooden Sign=Panneau en bois
Steel Sign=Panneau en acier
Wooden Ladder=Echelle en bois
Steel Ladder=Echelle en acier
Apple Wood Fence=Barrière de bois de pommier
Acacia Wood Fence=Barrière de bois d'acacia
Jungle Wood Fence=Barrière de bois de la jungle
Pine Wood Fence=Barrière de bois de pin
Aspen Wood Fence=Barrière de bois de tremble
Apple Wood Fence Rail=Clôture de bois de pommier
Acacia Wood Fence Rail=Clôture de bois d'acacia
Jungle Wood Fence Rail=Clôture de bois de la jungle
Pine Wood Fence Rail=Clôture de bois de pin
Aspen Wood Fence Rail=Clôture de bois de tremble
Glass=Verre
Obsidian Glass=Verre d'obsidienne
Brick Block=Bloc de brique
Mese Lamp=Lampe de Mese
Mese Post Light=Réverbère de Mese
Cloud=Nuage
Wooden Pickaxe=Pioche en bois
Stone Pickaxe=Pioche en pierre
Bronze Pickaxe=Pioche en bronze
Steel Pickaxe=Pioche en acier
Mese Pickaxe=Pioche de Mese
Diamond Pickaxe=Pioche en diamant
Wooden Shovel=Pelle en bois
Stone Shovel=Pelle en pierre
Bronze Shovel=Pelle en bronze
Steel Shovel=Pelle en acier
Mese Shovel=Pelle en Mese
Diamond Shovel=Pelle en diamant
Wooden Axe=Hache en bois
Stone Axe=Hache en pierre
Bronze Axe=Hache en bronze
Steel Axe=Hache en acier
Mese Axe=Hache en Mese
Diamond Axe=Hache en diamant
Wooden Sword=Epée en bois
Stone Sword=Epée en pierre
Bronze Sword=Epée en bronze
Steel Sword=Epée en acier
Mese Sword=Epée en Mese
Diamond Sword=Epée en diamant
Key=Clé
Torch=Torche
@1 will intersect protection on growth.=@1 chevauchera la zone protégée avec la croissance.
Title:=Titre :
Contents:=Contenu :
Save=Sauvegarder
by @1=de @1
Page @1 of @2=Page @1 sur @2
"@1"=« @1 »

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# textdomain: default
Locked Chest=Baule chiuso a chiave
Locked Chest (owned by @1)=Baule chiuso a chiave (di proprietà di @1)
You do not own this chest.=Questo baule non ti appartiene.
a locked chest=un baule chiuso a chiave
Chest=Baule
Stick=Bastone
Paper=Carta
"@1" by @2="@1" di @2
Book=Libro
Book with Text=Libro con testo
Skeleton Key=Chiave dello Scheletro
Key to @1's @2=Chiave per @2 di @1
Coal Lump=Grumo di carbone
Iron Lump=Grumo di ferro
Copper Lump=Grumo di rame
Tin Lump=Grumo di stagno
Mese Crystal=Cristallo di mese
Gold Lump=Grumo d'oro
Diamond=Diamante
Clay Lump=Grumo d'argilla
Steel Ingot=Lingotto d'acciaio
Copper Ingot=Lingotto di rame
Tin Ingot=Lingotto di stagno
Bronze Ingot=Lingotto di bronzo
Gold Ingot=Lingotto d'oro
Mese Crystal Fragment=Frammento di cristallo di mese
Clay Brick=Mattone d'argilla
Obsidian Shard=Scheggia d'ossidiana
Flint=Selce
Blueberries=Mirtilli
Furnace is empty=La fornace è vuota
100% (output full)=100% (uscita piena)
@1%=@1%
Empty=Vuota
Not cookable=Non cucinabile
Furnace active=Fornace attiva
Furnace inactive=Fornace inattiva
(Item: @1; Fuel: @2)=(Oggetto: @1; Combustibile: @2)
Furnace=Fornace
Stone=Pietra
Cobblestone=Ciottoli
Stone Brick=Mattone di pietra
Stone Block=Blocco di pietra
Mossy Cobblestone=Ciottoli muschiosi
Desert Stone=Pietra del deserto
Desert Cobblestone=Ciottoli del deserto
Desert Stone Brick=Mattone di pietra del deserto
Desert Stone Block=Blocco di pietra del deserto
Sandstone=Arenaria
Sandstone Brick=Mattone d'arenaria
Sandstone Block=Blocco d'arenaria
Desert Sandstone=Arenaria del deserto
Desert Sandstone Brick=Mattone d'arenaria del deserto
Desert Sandstone Block=Blocco d'arenaria del deserto
Silver Sandstone=Arenaria argentata
Silver Sandstone Brick=Mattone d'arenaria argentata
Silver Sandstone Block=Blocco d'arenaria argentata
Obsidian=Ossidiana
Obsidian Brick=Mattone d'ossidiana
Obsidian Block=Blocco d'ossidiana
Dirt=Terra
Dirt with Grass=Terra con erba
Dirt with Grass and Footsteps=Terra con erba e impronte
Dirt with Dry Grass=Terra con erba secca
Dirt with Snow=Terra con neve
Dirt with Rainforest Litter=Terra con detriti della foresta pluviale
Dirt with Coniferous Litter=Terra con detriti di conifera
Dry Dirt=Terra asciutta
Dry Dirt with Dry Grass=Terra asciutta con erba secca
Permafrost=Permafrost
Permafrost with Stones=Permafrost con pietra
Permafrost with Moss=Permafrost con muschio
Sand=Sabbia
Desert Sand=Sabbia del deserto
Silver Sand=Sabbia argentata
Gravel=Ghiaia
Clay=Argilla
Snow=Neve
Snow Block=Blocco di neve
Ice=Ghiaccio
Cave Ice=Ghiaccio di caverna
Apple Tree=Melo
Apple Wood Planks=Assi di melo
Apple Tree Sapling=Alberello di melo
Apple Tree Leaves=Foglie di melo
Apple=Mela
Apple Marker=Marcatore mela
Jungle Tree=Albero della giungla
Jungle Wood Planks=Assi di legno della giungla
Jungle Tree Leaves=Foglie di albero della giungla
Jungle Tree Sapling=Alberello della giungla
Emergent Jungle Tree Sapling=Alberello della giungla emergente
Pine Tree=Pino
Pine Wood Planks=Assi di legno di pino
Pine Needles=Aghi di pino
Pine Tree Sapling=Alberello di pino
Acacia Tree=Acacia
Acacia Wood Planks=Assi di legno d'acacia
Acacia Tree Leaves=Foglie d'acacia
Acacia Tree Sapling=Alberello d'acacia
Aspen Tree=Pioppo
Aspen Wood Planks=Assi di legno di pioppo
Aspen Tree Leaves=Foglie di pioppo
Aspen Tree Sapling=Alberello di pioppo
Coal Ore=Minerale di carbone
Coal Block=Blocco di carbone
Iron Ore=Minerale di ferro
Steel Block=Blocco d'acciaio
Copper Ore=Minerale di rame
Copper Block=Blocco di rame
Tin Ore=Minerale di stagno
Tin Block=Blocco di stagno
Bronze Block=Blocco di bronzo
Mese Ore=Minerale di mese
Mese Block=Blocco di mese
Gold Ore=Minerale d'oro
Gold Block=Blocco d'oro
Diamond Ore=Minerale di diamante
Diamond Block=Blocco di diamante
Cactus=Cactus
Large Cactus Seedling=Piantina di cactus grande
Papyrus=Papiro
Dry Shrub=Arbusto secco
Jungle Grass=Erba della giungla
Grass=Erba
Dry Grass=Erba secca
Fern=Felce
Marram Grass=Ammofila arenaria
Bush Stem=Fusto di cespuglio
Bush Leaves=Foglie di cespuglio
Bush Sapling=Alberello di cespuglio
Blueberry Bush Leaves with Berries=Foglie di cespuglio di mirtilli con bacche
Blueberry Bush Leaves=Foglie di cespuglio di mirtilli
Blueberry Bush Sapling=Alberello di cespuglio di mirtilli
Acacia Bush Stem=Fusto di cespuglio d'acacia
Acacia Bush Leaves=Foglie di cespuglio d'acacia
Acacia Bush Sapling=Alberello di cespuglio d'acacia
Pine Bush Stem=Fusto di cespuglio di pino
Pine Bush Needles=Aghi di cespuglio di pino
Pine Bush Sapling=Alberello di cespuglio di pino
Kelp=Alga
Green Coral=Corallo verde
Pink Coral=Corallo rosa
Cyan Coral=Corallo ciano
Brown Coral=Corallo marrone
Orange Coral=Corallo arancione
Coral Skeleton=Scheletro di corallo
Water Source=Fonte d'acqua
Flowing Water=Acqua corrente
River Water Source=Fonte d'acqua di fiume
Flowing River Water=Acqua corrente di fiume
Lava Source=Fonte di lava
Flowing Lava=Lava corrente
Empty Bookshelf=Libreria vuota
Bookshelf (@1 written, @2 empty books)=Libreria (@1 scritti, @2 vuoti)
Bookshelf=Libreria
Text too long=Testo troppo lungo
Wooden Sign=Cartello di legno
Steel Sign=Cartello d'acciaio
Wooden Ladder=Scala a pioli di legno
Steel Ladder=Scala a pioli d'acciaio
Apple Wood Fence=Recinzione di legno di melo
Acacia Wood Fence=Recinzione di legno d'acacia
Jungle Wood Fence=Recinzione di legno della giungla
Pine Wood Fence=Recinzione di legno di pino
Aspen Wood Fence=Recinzione di legno di pioppo
Apple Wood Fence Rail=Ringhiera della recinzione di legno di melo
Acacia Wood Fence Rail=Ringhiera della recinzione di legno d'acacia
Jungle Wood Fence Rail=Ringhiera della recinzione di legno della giungla
Pine Wood Fence Rail=Ringhiera della recinzione di legno di pino
Aspen Wood Fence Rail=Ringhiera della recinzione di legno di pioppo
Glass=Vetro
Obsidian Glass=Vetro d'ossidiana
Brick Block=Blocco di mattone
Mese Lamp=Lampada di mese
Mese Post Light=Lampioncino di mese
Cloud=Nuvola
Wooden Pickaxe=Piccone di legno
Stone Pickaxe=Piccone di pietra
Bronze Pickaxe=Piccone di bronzo
Steel Pickaxe=Piccone d'acciaio
Mese Pickaxe=Piccone di mese
Diamond Pickaxe=Piccone di diamante
Wooden Shovel=Pala di legno
Stone Shovel=Pala di pietra
Bronze Shovel=Pala di bronzo
Steel Shovel=Pala d'acciaio
Mese Shovel=Pala di mese
Diamond Shovel=Pala di diamante
Wooden Axe=Ascia di legno
Stone Axe=Ascia di pietra
Bronze Axe=Ascia di bronzo
Steel Axe=Ascia d'acciaio
Mese Axe=Ascia di mese
Diamond Axe=Ascia di diamante
Wooden Sword=Spada di legno
Stone Sword=Spada di pietra
Bronze Sword=Spada di bronzo
Steel Sword=Spada d'acciaio
Mese Sword=Spada di mese
Diamond Sword=Spada di diamante
Key=Chiave
Torch=Torcia
@1 will intersect protection on growth.=@1 crescendo attraverserà la protezione.

View File

@ -0,0 +1,211 @@
# textdomain: default
Locked Chest=
Locked Chest (owned by @1)=
You do not own this chest.=
a locked chest=
Chest=
Stick=
Paper=
"@1" by @2=
Book=
Book with Text=
Skeleton Key=
Key to @1's @2=
Coal Lump=
Iron Lump=
Copper Lump=
Tin Lump=
Mese Crystal=
Gold Lump=
Diamond=
Clay Lump=
Steel Ingot=
Copper Ingot=
Tin Ingot=
Bronze Ingot=
Gold Ingot=
Mese Crystal Fragment=
Clay Brick=
Obsidian Shard=
Flint=
Blueberries=
Furnace is empty=
100% (output full)=
@1%=
Empty=
Not cookable=
Furnace active=
Furnace inactive=
(Item: @1; Fuel: @2)=
Furnace=
Stone=
Cobblestone=
Stone Brick=
Stone Block=
Mossy Cobblestone=
Desert Stone=
Desert Cobblestone=
Desert Stone Brick=
Desert Stone Block=
Sandstone=
Sandstone Brick=
Sandstone Block=
Desert Sandstone=
Desert Sandstone Brick=
Desert Sandstone Block=
Silver Sandstone=
Silver Sandstone Brick=
Silver Sandstone Block=
Obsidian=
Obsidian Brick=
Obsidian Block=
Dirt=
Dirt with Grass=
Dirt with Grass and Footsteps=
Dirt with Dry Grass=
Dirt with Snow=
Dirt with Rainforest Litter=
Dirt with Coniferous Litter=
Dry Dirt=
Dry Dirt with Dry Grass=
Permafrost=
Permafrost with Stones=
Permafrost with Moss=
Sand=
Desert Sand=
Silver Sand=
Gravel=
Clay=
Snow=
Snow Block=
Ice=
Cave Ice=
Apple Tree=
Apple Wood Planks=
Apple Tree Sapling=
Apple Tree Leaves=
Apple=
Apple Marker=
Jungle Tree=
Jungle Wood Planks=
Jungle Tree Leaves=
Jungle Tree Sapling=
Emergent Jungle Tree Sapling=
Pine Tree=
Pine Wood Planks=
Pine Needles=
Pine Tree Sapling=
Acacia Tree=
Acacia Wood Planks=
Acacia Tree Leaves=
Acacia Tree Sapling=
Aspen Tree=
Aspen Wood Planks=
Aspen Tree Leaves=
Aspen Tree Sapling=
Coal Ore=
Coal Block=
Iron Ore=
Steel Block=
Copper Ore=
Copper Block=
Tin Ore=
Tin Block=
Bronze Block=
Mese Ore=
Mese Block=
Gold Ore=
Gold Block=
Diamond Ore=
Diamond Block=
Cactus=
Large Cactus Seedling=
Papyrus=
Dry Shrub=
Jungle Grass=
Grass=
Dry Grass=
Fern=
Marram Grass=
Bush Stem=
Bush Leaves=
Bush Sapling=
Blueberry Bush Leaves with Berries=
Blueberry Bush Leaves=
Blueberry Bush Sapling=
Acacia Bush Stem=
Acacia Bush Leaves=
Acacia Bush Sapling=
Pine Bush Stem=
Pine Bush Needles=
Pine Bush Sapling=
Kelp=
Green Coral=
Pink Coral=
Cyan Coral=
Brown Coral=
Orange Coral=
Coral Skeleton=
Water Source=
Flowing Water=
River Water Source=
Flowing River Water=
Lava Source=
Flowing Lava=
Empty Bookshelf=
Bookshelf (@1 written, @2 empty books)=
Bookshelf=
Text too long=
Wooden Sign=
Steel Sign=
Wooden Ladder=
Steel Ladder=
Apple Wood Fence=
Acacia Wood Fence=
Jungle Wood Fence=
Pine Wood Fence=
Aspen Wood Fence=
Apple Wood Fence Rail=
Acacia Wood Fence Rail=
Jungle Wood Fence Rail=
Pine Wood Fence Rail=
Aspen Wood Fence Rail=
Glass=
Obsidian Glass=
Brick Block=
Mese Lamp=
Mese Post Light=
Cloud=
Wooden Pickaxe=
Stone Pickaxe=
Bronze Pickaxe=
Steel Pickaxe=
Mese Pickaxe=
Diamond Pickaxe=
Wooden Shovel=
Stone Shovel=
Bronze Shovel=
Steel Shovel=
Mese Shovel=
Diamond Shovel=
Wooden Axe=
Stone Axe=
Bronze Axe=
Steel Axe=
Mese Axe=
Diamond Axe=
Wooden Sword=
Stone Sword=
Bronze Sword=
Steel Sword=
Mese Sword=
Diamond Sword=
Key=
Torch=
@1 will intersect protection on growth.=
Title:=
Contents:=
Save=
by @1=
Page @1 of @2=
"@1"=

52
mods/default/mapgen.lua Normal file
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@ -0,0 +1,52 @@
--
-- Aliases for map generators
--
-- All mapgens
minetest.register_alias("mapgen_stone", "default:stone")
minetest.register_alias("mapgen_water_source", "default:water_source")
minetest.register_alias("mapgen_river_water_source", "default:river_water_source")
-- Additional aliases needed for mapgen v6
minetest.register_alias("mapgen_lava_source", "default:lava_source")
minetest.register_alias("mapgen_dirt", "default:dirt")
minetest.register_alias("mapgen_dirt_with_grass", "default:dirt_with_grass")
minetest.register_alias("mapgen_sand", "default:sand")
minetest.register_alias("mapgen_gravel", "default:gravel")
minetest.register_alias("mapgen_desert_stone", "default:desert_stone")
minetest.register_alias("mapgen_desert_sand", "default:desert_sand")
minetest.register_alias("mapgen_dirt_with_snow", "default:dirt_with_snow")
minetest.register_alias("mapgen_snowblock", "default:snowblock")
minetest.register_alias("mapgen_snow", "default:snow")
minetest.register_alias("mapgen_ice", "default:ice")
minetest.register_alias("mapgen_tree", "default:tree")
minetest.register_alias("mapgen_leaves", "default:leaves")
minetest.register_alias("mapgen_apple", "default:apple")
minetest.register_alias("mapgen_jungletree", "default:jungletree")
minetest.register_alias("mapgen_jungleleaves", "default:jungleleaves")
minetest.register_alias("mapgen_junglegrass", "default:junglegrass")
minetest.register_alias("mapgen_pine_tree", "default:pine_tree")
minetest.register_alias("mapgen_pine_needles", "default:pine_needles")
minetest.register_alias("mapgen_cobble", "default:cobble")
minetest.register_alias("mapgen_stair_cobble", "stairs:stair_cobble")
minetest.register_alias("mapgen_mossycobble", "default:mossycobble")
minetest.register_alias("mapgen_stair_desert_stone", "stairs:stair_desert_stone")
-- All mapgens except mgv6
function default.register_biomes(upper_limit)
minetest.register_biome({
name = "deciduous_forest_under",
node_cave_liquid = {"default:water_source", "default:lava_source"},
node_dungeon = "default:cobble",
node_dungeon_alt = "default:mossycobble",
node_dungeon_stair = "stairs:stair_cobble",
y_max = -256,
y_min = -31000,
heat_point = 60,
humidity_point = 68,
})
end

101
mods/default/menus.lua Normal file
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@ -0,0 +1,101 @@
minetest.register_on_newplayer(function(player)
local name = player:get_player_name()
minetest.show_formspec(name,"Presentation",
"size[10,10]"..
"textarea[0.5,1;9.5,4;;;First i dont speak English,Hello,thanks for test Survivethedays(0.3),this is a little game still in WIP version(Work in progress),in this game you must survive during a determinated time,simple,theres some monsters in the " ..
"world who will trie to kill the player,for the creation of this game i used Blender and Makehuman.Important change the time speed to 1440 in the game settings ]"..
"label[1,5;Select the difficulty of the game]"..
"label[3.5,6;The game will be easy.]"..
"label[3.5,7;For casual players]"..
"label[3.5,8;For tose wo want a challenge]"..
"label[3.5,9;For tose .. i better don t say this]"..
"button_exit[0.5,6;3,1;Easy;Easy]"..
"button_exit[0.5,7;3,1;Mediun;Mediun]"..
"button_exit[0.5,8;3,1;Hard;Hard]"..
"button_exit[0.5,9;3,1;Nigthmare;Nightmare]")
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
local meta = player:get_meta()
if formname ~= "Presentation" then
return
end
if fields.Easy then
minetest.kick_player(name, 'The player has win the game in easy difficulty,that was easy right?')
elseif fields.Mediun then
meta:set_int("difficulty",2)
meta:set_int("days",14)
elseif fields.Hard then
meta:set_int("difficulty",3)
meta:set_int("days",28)
elseif fields.Nigthmare then
meta:set_int("difficulty",4)
meta:set_int("days",42)
elseif fields.quit then
meta:set_int("end",5)
minetest.request_shutdown()
end
-- minetest.after(1,function(player)
-- minetest.show_formspec(name,"Personaje",
-- "size[20,10]"..
-- "model[0,0;10,10;'test';character2.obj;character2.png]")
--end)
end)
sfinv.register_page("default:changelog", {
title = "Changelog",
get = function(self, player, context)
return sfinv.make_formspec(player, context, [[
size[10,10]
textarea[0.1,0.1;8.5,4;;;
V0.3
Now the game can be win/Ahora se puede ganar el juego
Change the text of the days pass for one of game win wo only shows wen the player win the game/Cambiado el texto de los dias pasados por uno de juego ganado que solo se muestra cuando el jugador gana el juego.
Now the tall plants can slow the player movement./Ahora las plantas altas pueden desacelerar los movimientos del jugador.
Added some test animations for the player./Annadidas algunas animaciones de prueba para el jugador
Added the naturalslopeslib for change the aspect of the terrain./Annadido naturalslopeslib para cambiar el aspecto del terreno
V0.2
Now 'V6' is a disallowed mapgen./Ahora 'V6' es un generador de mapas no permitido.
Code from survival and survivalconf mods combined whit default./Codigo de los mods survival y survivalconf combinado con default.
Added a days pass text to the hud/Adicionado un texto de los dias pasados al hud.
Change the player model for one of a wolfman/Se ha cambiado el modelo del jugador por uno de un hombre lobo.
Now the player can only have 2 objects in the main inventory/Ahora el jugador solo puede llevar 2 objetos en el inventario principal.
Change the initial menu/cambiado el menu inicial.
Now there is only a menu whit a litle explain of the game and the option for select the dificulty
/Ahora solo hay un menu con una pequenna explicacion del juego y la opcion para seleccionar la dificultad.]
]], true)
end
})
sfinv.register_page("survival:help", {
title = "Help",
get = function(self, player, context)
return sfinv.make_formspec(player, context, [[
size[10,10]
textarea[0.1,0.1;8.5,4;;;Change the texture quality:
For change te texture quality you must modify the file minetest.conf(not the example) in this file you will find a line who says this:texturequality = # just replace the #
whit 1 or 10 or 25 or 50 or 75 or 100 depending of what you whant(1 is pixelate and 100 is ultra)
Cambiar la calidad de las texturas:
Para cambiar la calidad de las texturas debes modificar el archivo minetest.conf(no el ejemplo) en este archivo encontraras una linea que pone esto:texturequality = # solo cambia el #
con 1 o 10 o 25 o 50 o 75 o 100 dependiendo de que quieras(1 es pixelado y 100 es ultra)]
]], true)
end
})
sfinv.register_page("survival:Player", {
title = "Player",
get = function(self, player, context)
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;sfinv_crafting_arrow.png]
model[0,0;5,5;'';character2.obj;character2.png]
listring[current_player;main]
--listring[current_player;craft]
]], true)
end
})

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

1466
mods/default/models/1.obj Normal file

File diff suppressed because it is too large Load Diff

10
mods/default/models/2.mtl Normal file
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@ -0,0 +1,10 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2

921
mods/default/models/2.obj Normal file
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@ -0,0 +1,921 @@
# Blender v2.79 (sub 0) OBJ File: ''
# www.blender.org
mtllib 2.mtl
o Cube_Cube.002
v 0.950000 0.000000 0.288848
v -0.950000 0.000000 0.288849
v 0.149999 0.000000 -4.961152
v 0.000000 -1.125000 0.288848
v 0.000000 1.125000 0.288848
v -0.000001 0.000000 -5.711152
v 0.149999 -1.000000 -5.211152
v -0.150001 -1.000000 -5.211152
v -0.150001 0.000000 -4.961152
v -0.000001 -1.500000 -5.461152
v -0.000001 1.500000 -5.461152
v -0.000001 -1.000000 -6.211152
v -0.000001 -1.000000 -4.211152
v -0.150001 1.000000 -5.211152
v 0.149999 1.000000 -5.211152
v -0.000001 1.000000 -6.211152
v -0.000001 1.000000 -4.211152
v 1.625365 0.000000 4.788848
v 0.000001 -1.625364 4.788848
v 0.000001 1.625364 4.788848
v -1.625364 0.000000 4.788849
v 0.000000 0.000000 3.099635
v -1.376092 0.000000 4.788848
v 0.000001 1.376093 4.788848
v 0.000001 -1.376093 4.788848
v 1.376094 0.000000 4.788848
v 0.000001 -1.251457 4.288848
v -1.251457 0.000000 4.288848
v 1.251458 0.000000 4.288848
v 0.000001 1.251457 4.288848
v 0.000000 -0.876020 3.444242
v -0.725845 0.000000 3.444242
v 0.725846 0.000000 3.444242
v 0.000000 0.876020 3.444242
v 0.110001 0.850000 4.388848
v 0.000001 0.850000 4.498848
v -0.109999 0.850000 4.388848
v 0.000001 0.850000 4.278849
v 0.000001 0.400000 4.388848
v -0.109999 -0.850000 4.388849
v 0.000001 -0.850000 4.498849
v 0.110001 -0.850000 4.388849
v 0.000001 -0.850000 4.278849
v 0.000001 -0.400000 4.388848
v 0.850001 -0.110000 4.388848
v 0.850001 0.000000 4.498848
v 0.850000 0.110000 4.388848
v 0.850000 0.000000 4.278849
v 0.400001 0.000000 4.388848
v -0.849999 0.110000 4.388849
v -0.849999 -0.000000 4.498849
v -0.849999 -0.110000 4.388849
v -0.849999 -0.000000 4.278849
v -0.399999 -0.000000 4.388848
v 0.746705 0.575585 4.448848
v 0.661145 0.661145 4.569848
v 0.575586 0.746705 4.448848
v 0.661145 0.661145 4.327848
v 0.311128 0.311127 4.448848
v -0.746704 -0.575585 4.448849
v -0.661144 -0.661145 4.569849
v -0.575584 -0.746705 4.448849
v -0.661144 -0.661145 4.327848
v -0.311126 -0.311127 4.448848
v 0.575586 -0.746705 4.448848
v 0.661146 -0.661145 4.569848
v 0.746705 -0.575585 4.448848
v 0.661146 -0.661145 4.327848
v 0.311128 -0.311127 4.448848
v -0.575585 0.746705 4.448849
v -0.661144 0.661145 4.569849
v -0.746704 0.575585 4.448849
v -0.661144 0.661145 4.327848
v -0.311126 0.311127 4.448848
v 0.712500 -0.843750 0.288848
v 0.350000 0.000000 -3.273652
v 0.712500 0.843750 0.288848
v 1.518842 0.000000 3.663848
v 0.000001 -1.562591 3.663848
v 0.000001 1.562591 3.663848
v -1.518841 0.000000 3.663849
v -0.712500 -0.843750 0.288849
v -0.712500 0.843750 0.288849
v -0.350001 0.000000 -3.273652
v -0.000000 -0.781250 -3.086152
v -0.000000 0.781250 -3.086152
v 0.112499 0.000000 -5.523652
v -0.112501 0.000000 -5.523652
v -0.000001 -0.500000 -5.836152
v -0.000001 0.500000 -5.836152
v 0.149999 -0.500000 -5.023652
v 0.149999 0.500000 -5.023652
v -0.150001 -0.500000 -5.023652
v -0.150001 0.500000 -5.023652
v -0.000001 -1.375000 -4.523652
v -0.000001 1.375000 -4.523652
v -0.000001 -1.375000 -6.273652
v -0.000001 1.375000 -6.273652
v 0.112499 -1.375000 -5.398652
v 0.112499 1.375000 -5.398652
v -0.112501 -1.375000 -5.398652
v -0.112501 1.375000 -5.398652
v -0.112501 -1.000000 -5.961152
v -0.112501 -1.000000 -4.461152
v 0.112499 -1.000000 -4.461152
v 0.112499 -1.000000 -5.961152
v -0.112501 1.000000 -4.461152
v -0.112501 1.000000 -5.961152
v 0.112499 1.000000 -5.961152
v 0.112499 1.000000 -4.461152
v 1.282617 0.000000 4.663848
v 0.000001 -1.282616 4.663848
v 0.000001 1.282616 4.663848
v -1.282616 0.000000 4.663848
v 1.032071 1.032070 4.788848
v 1.219024 -1.219023 4.788848
v -1.219023 -1.219023 4.788849
v -1.032069 1.032070 4.788848
v 0.938594 0.938593 4.288848
v 0.938594 -0.938593 4.288848
v 1.219024 1.219023 4.788848
v 1.032071 -1.032070 4.788848
v -1.032069 -1.032070 4.788848
v -1.219023 1.219023 4.788849
v -1.500728 0.000000 4.788848
v 0.000001 1.500729 4.788848
v 0.000001 -1.500729 4.788848
v 1.500729 0.000000 4.788848
v -0.938593 0.938593 4.288848
v 0.544384 0.657015 3.444242
v 0.544384 -0.657015 3.444242
v -0.938592 -0.938593 4.288848
v 0.000001 -1.157598 3.827697
v -1.120054 0.000000 3.827697
v 1.120055 0.000000 3.827697
v 0.000001 1.157598 3.827697
v -0.544384 0.657015 3.444242
v -0.544384 -0.657015 3.444242
v 0.000000 -0.469297 3.185786
v -0.281577 0.000000 3.185786
v 0.281578 0.000000 3.185786
v 0.000000 0.469297 3.185786
v 0.037501 0.512500 4.388848
v 0.082501 0.850000 4.306349
v 0.200001 1.300000 4.388848
v 0.082501 0.850000 4.471348
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usemtl None
s off
f 1//1 75//1 239//1 76//1
f 1//2 76//2 240//2 77//2
f 1//3 77//3 259//3 78//3
f 1//4 78//4 260//4 75//4
f 2//5 82//5 261//5 81//5
f 2//6 81//6 262//6 83//6
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10
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# Blender MTL File: 'None'
# Material Count: 1
newmtl None
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1609
mods/default/models/3.obj Normal file

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# Blender MTL File: 'forest11.blend'
# Material Count: 1
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# www.blender.org
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# Blender MTL File: 'forest11.blend'
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View File

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# Blender MTL File: 'None'
# Material Count: 1
newmtl Leaf4
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illum 2

View File

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# Blender v3.0.0 OBJ File: ''
# www.blender.org
mtllib deco4.mtl
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usemtl Leaf4
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View File

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# Blender MTL File: 'forest11.blend'
# Material Count: 1
newmtl leaves5
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illum 2

View File

@ -0,0 +1,390 @@
# Blender v2.79 (sub 7) OBJ File: 'forest11.blend'
# www.blender.org
mtllib deco5.mtl
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View File

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# Blender MTL File: 'forest11.blend'
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map_Kd /media/kali/b215534f-f0a5-4d5b-8c53-59a6c388c835/home/jova/blender/proyectos/Minetest/survival/tree/leavesfull(1).png
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View File

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# Blender v2.79 (sub 7) OBJ File: 'forest11.blend'
# www.blender.org
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View File

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# Blender v2.79 (sub 7) OBJ File: 'forest11.blend'
# www.blender.org
mtllib deco4.mtl
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usemtl Leaf4
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View File

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# Blender v2.77 (sub 0) OBJ File: 'torch_ceiling.blend'
# www.blender.org
mtllib torch_ceiling.mtl
o Cube_Cube.001
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usemtl Material.001
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View File

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# Blender v2.76 (sub 11) OBJ File: 'torch_floor.blend'
# www.blender.org
mtllib torch_floor.mtl
o Cube_Cube.001
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g Cube_Cube.001_Cube_Cube.001_Material.001
usemtl Material.001
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View File

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# Blender v2.76 (sub 11) OBJ File: 'torch_wall.blend'
# www.blender.org
mtllib torch_wall.mtl
o Cube_Cube.001
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g Cube_Cube.001_Cube_Cube.001_Material.001
usemtl Material.001
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usemtl Material.002
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View File

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# Blender MTL File: 'forest12.blend'
# Material Count: 1
newmtl tree
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
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Ni 1.000000
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illum 2

View File

@ -0,0 +1,434 @@
# Blender v2.79 (sub 7) OBJ File: 'forest12.blend'
# www.blender.org
mtllib tree.mtl
o survival:tree.002_CUtree.001
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vn 0.0034 0.0876 -0.9961
vn 0.0118 0.0404 -0.9991
vn -0.7041 0.0791 -0.7057
vn -0.7042 0.0023 -0.7100
vn -0.7084 0.0131 0.7057
vn -0.9981 -0.0616 -0.0004
vn -0.0036 0.1104 0.9939
vn 0.6955 0.1725 0.6974
vn 0.9864 0.1642 -0.0030
vn 0.7015 0.0903 -0.7069
vn -0.0011 -0.0068 -1.0000
vn -0.7050 -0.0697 -0.7057
vn -0.7213 -0.0010 0.6926
vn -0.9998 -0.0074 -0.0158
vn -0.0129 0.0378 0.9992
vn 0.7063 0.0864 0.7026
vn 0.9934 0.1132 -0.0170
vn 0.6881 0.1023 -0.7183
vn -0.0131 0.0631 -0.9979
vn -0.7053 0.0190 -0.7086
vn -0.7033 0.0477 0.7093
vn -0.9971 0.0751 0.0132
vn -0.0073 0.0229 0.9997
vn 0.6968 0.0140 0.7171
vn 0.9995 0.0274 0.0123
vn 0.7077 0.0566 -0.7042
vn -0.0086 0.0832 -0.9965
vn -0.7147 0.0904 -0.6935
vn -0.6682 0.2462 0.7020
vn -0.9897 0.1372 0.0407
vn 0.0038 0.2519 0.9677
vn 0.6816 0.1643 0.7130
vn 0.9990 0.0028 0.0447
vn 0.7236 -0.1490 -0.6740
vn -0.0053 -0.1722 -0.9850
vn -0.7338 -0.0444 -0.6779
vn -0.6652 0.3942 0.6340
vn -0.9868 0.1612 -0.0164
vn 0.0029 0.4316 0.9020
vn 0.6944 0.2564 0.6723
vn 0.9977 -0.0674 0.0009
vn 0.6726 -0.3157 -0.6692
vn -0.0177 -0.3432 -0.9391
vn -0.7101 -0.1505 -0.6878
vn -0.7008 0.3390 0.6276
vn -0.9646 0.2558 -0.0635
vn -0.0159 0.2412 0.9703
vn 0.7219 0.0014 0.6919
vn 0.9788 -0.2002 -0.0421
vn 0.6563 -0.2293 -0.7188
vn -0.0174 -0.1141 -0.9933
vn -0.6825 0.0699 -0.7275
vn -0.6998 0.1901 0.6886
vn -0.9419 0.3352 -0.0197
vn -0.0084 -0.0544 0.9985
vn 0.6865 -0.2303 0.6897
vn 0.9720 -0.2347 -0.0089
vn 0.7046 -0.0786 -0.7053
vn 0.0255 0.1468 -0.9888
vn -0.6470 0.3136 -0.6950
vn -0.6892 0.0738 0.7208
vn -0.9796 0.2008 0.0068
vn 0.0146 -0.0613 0.9980
vn 0.6989 -0.1259 0.7040
vn 0.9948 -0.0990 0.0248
vn 0.7379 0.0090 -0.6748
vn 0.0476 0.1498 -0.9875
vn -0.6700 0.2326 -0.7050
vn -0.7091 0.0155 0.7049
vn -0.9994 0.0338 -0.0102
vn -0.0015 0.0192 0.9998
vn 0.7013 0.0417 0.7116
vn 0.9974 0.0696 0.0165
vn 0.7207 0.0879 -0.6876
vn 0.0242 0.0858 -0.9960
vn -0.6922 0.0634 -0.7189
vn -0.7216 -0.0101 0.6922
vn -0.9999 -0.0127 -0.0089
vn -0.0285 0.0283 0.9992
vn 0.6850 0.0808 0.7241
vn 0.9930 0.1163 0.0181
vn 0.7063 0.1135 -0.6987
vn -0.0025 0.0741 -0.9972
vn -0.7074 0.0218 -0.7064
usemtl tree
s 1
f 1/1/1 9/2/2 16/3/3 8/4/4
f 2/5/5 10/6/6 9/2/2 1/1/1
f 3/7/7 11/8/8 10/9/6 2/10/5
f 4/11/9 12/12/10 11/8/8 3/7/7
f 5/13/11 13/14/12 12/15/10 4/16/9
f 6/17/13 14/18/14 13/14/12 5/13/11
f 7/19/15 15/20/16 14/21/14 6/22/13
f 8/23/4 16/24/3 15/20/16 7/19/15
f 9/2/2 17/25/17 24/26/18 16/3/3
f 10/6/6 18/27/19 17/25/17 9/2/2
f 11/8/8 19/28/20 18/29/19 10/9/6
f 12/12/10 20/30/21 19/28/20 11/8/8
f 13/14/12 21/31/22 20/32/21 12/15/10
f 14/18/14 22/33/23 21/31/22 13/14/12
f 15/20/16 23/34/24 22/35/23 14/21/14
f 16/24/3 24/36/18 23/34/24 15/20/16
f 17/25/17 25/37/25 32/38/26 24/26/18
f 18/27/19 26/39/27 25/37/25 17/25/17
f 19/28/20 27/40/28 26/41/27 18/29/19
f 20/30/21 28/42/29 27/40/28 19/28/20
f 21/31/22 29/43/30 28/44/29 20/32/21
f 22/33/23 30/45/31 29/43/30 21/31/22
f 23/34/24 31/46/32 30/47/31 22/35/23
f 24/36/18 32/48/26 31/46/32 23/34/24
f 25/37/25 33/49/33 40/50/34 32/38/26
f 26/39/27 34/51/35 33/49/33 25/37/25
f 27/40/28 35/52/36 34/53/35 26/41/27
f 28/42/29 36/54/37 35/52/36 27/40/28
f 29/43/30 37/55/38 36/56/37 28/44/29
f 30/45/31 38/57/39 37/55/38 29/43/30
f 31/46/32 39/58/40 38/59/39 30/47/31
f 32/48/26 40/60/34 39/58/40 31/46/32
f 33/49/33 41/61/41 48/62/42 40/50/34
f 34/51/35 42/63/43 41/61/41 33/49/33
f 35/52/36 43/64/44 42/65/43 34/53/35
f 36/54/37 44/66/45 43/64/44 35/52/36
f 37/55/38 45/67/46 44/68/45 36/56/37
f 38/57/39 46/69/47 45/67/46 37/55/38
f 39/58/40 47/70/48 46/71/47 38/59/39
f 40/60/34 48/72/42 47/70/48 39/58/40
f 41/73/41 49/74/49 56/75/50 48/72/42
f 42/63/43 50/76/51 49/77/49 41/61/41
f 43/64/44 51/78/52 50/79/51 42/65/43
f 44/66/45 52/80/53 51/78/52 43/64/44
f 45/67/46 53/81/54 52/82/53 44/68/45
f 46/69/47 54/83/55 53/81/54 45/67/46
f 47/70/48 55/84/56 54/85/55 46/71/47
f 48/72/42 56/75/50 55/84/56 47/70/48
f 49/74/49 57/86/57 64/87/58 56/75/50
f 50/76/51 58/88/59 57/89/57 49/77/49
f 51/78/52 59/90/60 58/91/59 50/79/51
f 52/80/53 60/92/61 59/90/60 51/78/52
f 53/93/54 61/94/62 60/92/61 52/80/53
f 54/83/55 62/95/63 61/96/62 53/81/54
f 55/84/56 63/97/64 62/98/63 54/85/55
f 56/75/50 64/87/58 63/97/64 55/84/56
f 57/86/57 65/99/65 72/100/66 64/87/58
f 58/88/59 66/101/67 65/102/65 57/89/57
f 59/103/60 67/104/68 66/101/67 58/88/59
f 60/92/61 68/105/69 67/106/68 59/90/60
f 61/94/62 69/107/70 68/105/69 60/92/61
f 62/95/63 70/108/71 69/109/70 61/96/62
f 63/110/64 71/111/72 70/108/71 62/95/63
f 64/87/58 72/100/66 71/112/72 63/97/64
f 65/99/65 73/113/73 80/114/74 72/100/66
f 66/101/67 74/115/75 73/116/73 65/102/65
f 67/104/68 75/117/76 74/115/75 66/101/67
f 68/105/69 76/118/77 75/119/76 67/106/68
f 69/107/70 77/120/78 76/118/77 68/105/69
f 70/108/71 78/121/79 77/122/78 69/109/70
f 71/111/72 79/123/80 78/121/79 70/108/71
f 72/100/66 80/114/74 79/124/80 71/112/72
f 73/113/73 81/125/81 88/126/82 80/114/74
f 74/115/75 82/127/83 81/128/81 73/116/73
f 75/117/76 83/129/84 82/127/83 74/115/75
f 76/118/77 84/130/85 83/131/84 75/119/76
f 77/120/78 85/132/86 84/130/85 76/118/77
f 78/121/79 86/133/87 85/134/86 77/122/78
f 79/123/80 87/135/88 86/133/87 78/121/79
f 80/114/74 88/126/82 87/136/88 79/124/80
f 81/125/81 89/137/89 96/138/90 88/126/82
f 82/127/83 90/139/91 89/140/89 81/128/81
f 83/129/84 91/141/92 90/139/91 82/127/83
f 84/130/85 92/142/93 91/143/92 83/131/84
f 85/132/86 93/144/94 92/142/93 84/130/85
f 86/133/87 94/145/95 93/146/94 85/134/86
f 87/135/88 95/147/96 94/145/95 86/133/87
f 88/126/82 96/138/90 95/148/96 87/136/88

View File

@ -0,0 +1,12 @@
# Blender MTL File: 'forest12.blend'
# Material Count: 1
newmtl tree
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2

View File

@ -0,0 +1,81 @@
# Blender v2.79 (sub 7) OBJ File: 'forest12.blend'
# www.blender.org
mtllib treebase.mtl
o survival:tree.001_CUtree.000
v -0.315442 -0.499983 0.315442
v 0.000000 -0.500026 0.446103
v 0.315442 -0.500055 0.315442
v 0.446103 -0.500051 0.000000
v 0.315442 -0.500017 -0.315442
v 0.000000 -0.499974 -0.446103
v -0.315442 -0.499945 -0.315442
v -0.446103 -0.499949 -0.000000
v -0.262130 0.083903 0.277567
v 0.010177 0.083827 0.390360
v 0.282483 0.083778 0.277567
v 0.395277 0.083785 0.005260
v 0.282483 0.083843 -0.267046
v 0.010177 0.083919 -0.379839
v -0.262129 0.083967 -0.267046
v -0.374923 0.083961 0.005260
vt 0.306927 0.004077
vt 0.310583 0.083486
vt 0.280364 0.083977
vt 0.271921 0.004641
vt 0.356246 0.004192
vt 0.353157 0.083580
vt 0.197652 0.004432
vt 0.192780 0.083781
vt 0.162584 0.083478
vt 0.162673 0.004077
vt 0.246935 0.005144
vt 0.235324 0.084397
vt 0.430629 0.994564
vt 0.431038 0.915234
vt 0.461259 0.915408
vt 0.465636 0.994761
vt 0.381312 0.994374
vt 0.388465 0.915065
vt 0.087384 0.995310
vt 0.079978 0.915920
vt 0.110191 0.915338
vt 0.122383 0.994633
vt 0.038073 0.995655
vt 0.037410 0.916217
vt 0.279045 0.852877
vt 0.292169 0.887751
vt 0.247363 0.887751
vt 0.260486 0.852877
vt 0.292169 0.937071
vt 0.247363 0.937071
vt 0.279045 0.971946
vt 0.260486 0.971946
vn -0.5742 -0.5885 0.5691
vn -0.6995 0.1097 0.7061
vn -0.9926 0.1210 0.0022
vn -0.8116 -0.5842 -0.0017
vn -0.0033 -0.5942 0.8043
vn 0.0043 0.0949 0.9955
vn 0.5660 -0.5979 0.5676
vn 0.7056 0.0855 0.7035
vn 0.8019 -0.5974 -0.0017
vn 0.9962 0.0867 0.0022
vn 0.5668 -0.5930 -0.5719
vn 0.7070 0.0980 -0.7004
vn -0.0033 -0.5873 -0.8093
vn 0.0043 0.1127 -0.9936
vn -0.5749 -0.5837 -0.5734
vn -0.7007 0.1222 -0.7028
usemtl tree
s 1
f 1/1/1 9/2/2 16/3/3 8/4/4
f 2/5/5 10/6/6 9/2/2 1/1/1
f 3/7/7 11/8/8 10/9/6 2/10/5
f 4/11/9 12/12/10 11/8/8 3/7/7
f 5/13/11 13/14/12 12/15/10 4/16/9
f 6/17/13 14/18/14 13/14/12 5/13/11
f 7/19/15 15/20/16 14/21/14 6/22/13
f 8/23/4 16/24/3 15/20/16 7/19/15
f 1/25/1 8/26/4 3/27/7 2/28/5
f 3/27/7 8/26/4 7/29/15 4/30/9
f 4/30/9 7/29/15 6/31/13 5/32/11

926
mods/default/nodes.lua Normal file
View File

@ -0,0 +1,926 @@
-- mods/default/nodes.lua
-- support for MT game translation.
local S = default.get_translator
--[[ Node name convention:
Although many node names are in combined-word form, the required form for new
node names is words separated by underscores. If both forms are used in written
language (for example pinewood and pine wood) the underscore form should be used.
--]]
--[[ Index:
Stone
-----
(1. Material 2. Cobble variant 3. Brick variant 4. Modified forms)
default:stone
default:cobble
default:stonebrick
default:stone_block
default:mossycobble
default:desert_stone
default:desert_cobble
default:desert_stonebrick
default:desert_stone_block
default:sandstone
default:sandstonebrick
default:sandstone_block
default:desert_sandstone
default:desert_sandstone_brick
default:desert_sandstone_block
default:silver_sandstone
default:silver_sandstone_brick
default:silver_sandstone_block
default:obsidian
default:obsidianbrick
default:obsidian_block
Soft / Non-Stone
----------------
(1. Material 2. Modified forms)
default:dirt
default:dirt_with_grass
default:dirt_with_grass_footsteps
default:dirt_with_dry_grass
default:dirt_with_snow
default:dirt_with_rainforest_litter
default:dirt_with_coniferous_litter
default:dry_dirt
default:dry_dirt_with_dry_grass
default:permafrost
default:permafrost_with_stones
default:permafrost_with_moss
default:sand
default:desert_sand
default:silver_sand
default:gravel
default:clay
default:snow
default:snowblock
default:ice
default:cave_ice
Trees
-----
(1. Trunk 2. Fabricated trunk 3. Leaves 4. Sapling 5. Fruits)
default:tree
default:wood
default:leaves
default:sapling
default:apple
default:jungletree
default:junglewood
default:jungleleaves
default:junglesapling
default:emergent_jungle_sapling
default:pine_tree
default:pine_wood
default:pine_needles
default:pine_sapling
default:acacia_tree
default:acacia_wood
default:acacia_leaves
default:acacia_sapling
default:aspen_tree
default:aspen_wood
default:aspen_leaves
default:aspen_sapling
Ores
----
(1. In stone 2. Blocks)
default:stone_with_coal
default:coalblock
default:stone_with_iron
default:steelblock
default:stone_with_copper
default:copperblock
default:stone_with_tin
default:tinblock
default:bronzeblock
default:stone_with_gold
default:goldblock
default:stone_with_mese
default:mese
default:stone_with_diamond
default:diamondblock
Plantlife
---------
default:cactus
default:large_cactus_seedling
default:papyrus
default:dry_shrub
default:junglegrass
default:grass_1
default:grass_2
default:grass_3
default:grass_4
default:grass_5
default:dry_grass_1
default:dry_grass_2
default:dry_grass_3
default:dry_grass_4
default:dry_grass_5
default:fern_1
default:fern_2
default:fern_3
default:marram_grass_1
default:marram_grass_2
default:marram_grass_3
default:bush_stem
default:bush_leaves
default:bush_sapling
default:acacia_bush_stem
default:acacia_bush_leaves
default:acacia_bush_sapling
default:pine_bush_stem
default:pine_bush_needles
default:pine_bush_sapling
default:blueberry_bush_leaves_with_berries
default:blueberry_bush_leaves
default:blueberry_bush_sapling
default:sand_with_kelp
Corals
------
default:coral_brown
default:coral_orange
default:coral_skeleton
Liquids
-------
(1. Source 2. Flowing)
default:water_source
default:water_flowing
default:river_water_source
default:river_water_flowing
default:lava_source
default:lava_flowing
Tools / "Advanced" crafting / Non-"natural"
-------------------------------------------
default:bookshelf
default:sign_wall_wood
default:sign_wall_steel
default:ladder_wood
default:ladder_steel
default:fence_wood
default:fence_acacia_wood
default:fence_junglewood
default:fence_pine_wood
default:fence_aspen_wood
default:glass
default:obsidian_glass
default:brick
default:meselamp
default:mese_post_light
Misc
----
default:cloud
--]]
-- Required wrapper to allow customization of default.after_place_leaves
local function after_place_leaves(...)
return default.after_place_leaves(...)
end
-- Required wrapper to allow customization of default.grow_sapling
local function grow_sapling(...)
return default.grow_sapling(...)
end
--
-- Stone
--
minetest.register_node("default:stone", {
description = S("Stone"),
tiles = {"default_stone.png"},
groups = {cracky = 3, stone = 1},
drop = "default:cobble",
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
is_ground_content=false,
})
naturalslopeslib.register_slope("default:stone", {
description = 'stone',
},
5,
{mapgen = 0, place = 0, time = 0}
)
minetest.register_node("default:cobble", {
description = S("Cobblestone"),
tiles = {"default_cobble.png"},
is_ground_content = false,
groups = {cracky = 3, stone = 2},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:stonebrick", {
description = S("Stone Brick"),
paramtype2 = "facedir",
place_param2 = 0,
tiles = {"default_stone_brick.png"},
is_ground_content = false,
groups = {cracky = 2, stone = 1},
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("default:stone_block", {
description = S("Stone Block"),
tiles = {"default_stone_block.png"},
is_ground_content = false,
groups = {cracky = 2, stone = 1},
sounds = default.node_sound_stone_defaults(),
})
--
-- Soft / Non-Stone
--
minetest.register_node("default:dirt", {
description = S("Dirt"),
tiles = {"default_dirt.png"},
groups = {crumbly = 3, soil = 1},
sounds = default.node_sound_dirt_defaults(),
})
minetest.register_node("default:sand", {
description = S("Sand"),
tiles = {"default_sand.png"},
groups = {crumbly = 3, falling_node = 1, sand = 1},
sounds = default.node_sound_sand_defaults(),
})
minetest.register_node("default:bush_stem", {
description = S("Bush Stem"),
drawtype = "plantlike",
visual_scale = 1.41,
tiles = {"default_bush_stem.png"},
inventory_image = "default_bush_stem.png",
wield_image = "default_bush_stem.png",
paramtype = "light",
sunlight_propagates = true,
groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
selection_box = {
type = "fixed",
fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, 0.5, 7 / 16},
},
})
minetest.register_node("default:bush_leaves", {
description = S("Bush Leaves"),
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_leaves_simple.png"},
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
{items = {"default:bush_sapling"}, rarity = 5},
{items = {"default:bush_leaves"}}
}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = after_place_leaves,
})
minetest.register_node("default:bush_sapling", {
description = S("Bush Sapling"),
drawtype = "plantlike",
tiles = {"default_bush_sapling.png"},
inventory_image = "default_bush_sapling.png",
wield_image = "default_bush_sapling.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
on_timer = grow_sapling,
selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 2 / 16, 4 / 16}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(300, 1500))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:bush_sapling",
-- minp, maxp to be checked, relative to sapling pos
{x = -1, y = 0, z = -1},
{x = 1, y = 1, z = 1},
-- maximum interval of interior volume check
2)
return itemstack
end,
})
minetest.register_node("default:blueberry_bush_leaves_with_berries", {
description = S("Blueberry Bush Leaves with Berries"),
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_blueberry_bush_leaves.png^default_blueberry_overlay.png"},
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1, dig_immediate = 3},
drop = "default:blueberries",
sounds = default.node_sound_leaves_defaults(),
node_dig_prediction = "default:blueberry_bush_leaves",
after_dig_node = function(pos, oldnode, oldmetadata, digger)
minetest.set_node(pos, {name = "default:blueberry_bush_leaves"})
minetest.get_node_timer(pos):start(math.random(300, 1500))
end,
})
minetest.register_node("default:blueberry_bush_leaves", {
description = S("Blueberry Bush Leaves"),
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_blueberry_bush_leaves.png"},
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
{items = {"default:blueberry_bush_sapling"}, rarity = 5},
{items = {"default:blueberry_bush_leaves"}}
}
},
sounds = default.node_sound_leaves_defaults(),
on_timer = function(pos, elapsed)
if minetest.get_node_light(pos) < 11 then
minetest.get_node_timer(pos):start(200)
else
minetest.set_node(pos, {name = "default:blueberry_bush_leaves_with_berries"})
end
end,
after_place_node = after_place_leaves,
})
minetest.register_node("default:blueberry_bush_sapling", {
description = S("Blueberry Bush Sapling"),
drawtype = "plantlike",
tiles = {"default_blueberry_bush_sapling.png"},
inventory_image = "default_blueberry_bush_sapling.png",
wield_image = "default_blueberry_bush_sapling.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
on_timer = grow_sapling,
selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 2 / 16, 4 / 16}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(300, 1500))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:blueberry_bush_sapling",
-- minp, maxp to be checked, relative to sapling pos
{x = -1, y = 0, z = -1},
{x = 1, y = 1, z = 1},
-- maximum interval of interior volume check
2)
return itemstack
end,
})
minetest.register_node("default:acacia_bush_stem", {
description = S("Acacia Bush Stem"),
drawtype = "plantlike",
visual_scale = 1.41,
tiles = {"default_acacia_bush_stem.png"},
inventory_image = "default_acacia_bush_stem.png",
wield_image = "default_acacia_bush_stem.png",
paramtype = "light",
sunlight_propagates = true,
groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
selection_box = {
type = "fixed",
fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, 0.5, 7 / 16},
},
})
minetest.register_node("default:acacia_bush_leaves", {
description = S("Acacia Bush Leaves"),
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_acacia_leaves_simple.png"},
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
{items = {"default:acacia_bush_sapling"}, rarity = 5},
{items = {"default:acacia_bush_leaves"}}
}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = after_place_leaves,
})
minetest.register_node("default:acacia_bush_sapling", {
description = S("Acacia Bush Sapling"),
drawtype = "plantlike",
tiles = {"default_acacia_bush_sapling.png"},
inventory_image = "default_acacia_bush_sapling.png",
wield_image = "default_acacia_bush_sapling.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
on_timer = grow_sapling,
selection_box = {
type = "fixed",
fixed = {-3 / 16, -0.5, -3 / 16, 3 / 16, 2 / 16, 3 / 16}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(300, 1500))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:acacia_bush_sapling",
-- minp, maxp to be checked, relative to sapling pos
{x = -1, y = 0, z = -1},
{x = 1, y = 1, z = 1},
-- maximum interval of interior volume check
2)
return itemstack
end,
})
minetest.register_node("default:pine_bush_stem", {
description = S("Pine Bush Stem"),
drawtype = "plantlike",
visual_scale = 1.41,
tiles = {"default_pine_bush_stem.png"},
inventory_image = "default_pine_bush_stem.png",
wield_image = "default_pine_bush_stem.png",
paramtype = "light",
sunlight_propagates = true,
groups = {choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
selection_box = {
type = "fixed",
fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, 0.5, 7 / 16},
},
})
minetest.register_node("default:pine_bush_needles", {
description = S("Pine Bush Needles"),
drawtype = "allfaces_optional",
waving = 1,
tiles = {"default_pine_needles.png"},
paramtype = "light",
groups = {snappy = 3, flammable = 2, leaves = 1},
drop = {
max_items = 1,
items = {
{items = {"default:pine_bush_sapling"}, rarity = 5},
{items = {"default:pine_bush_needles"}}
}
},
sounds = default.node_sound_leaves_defaults(),
after_place_node = after_place_leaves,
})
minetest.register_node("default:pine_bush_sapling", {
description = S("Pine Bush Sapling"),
drawtype = "plantlike",
tiles = {"default_pine_bush_sapling.png"},
inventory_image = "default_pine_bush_sapling.png",
wield_image = "default_pine_bush_sapling.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
on_timer = grow_sapling,
selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, 2 / 16, 4 / 16}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
sounds = default.node_sound_leaves_defaults(),
on_construct = function(pos)
minetest.get_node_timer(pos):start(math.random(300, 1500))
end,
on_place = function(itemstack, placer, pointed_thing)
itemstack = default.sapling_on_place(itemstack, placer, pointed_thing,
"default:pine_bush_sapling",
-- minp, maxp to be checked, relative to sapling pos
{x = -1, y = 0, z = -1},
{x = 1, y = 1, z = 1},
-- maximum interval of interior volume check
2)
return itemstack
end,
})
--
-- Liquids
--
minetest.register_node("default:water_source", {
description = S("Water Source"),
drawtype = "liquid",
waving = 3,
tiles = {
{
name = "default_water_source_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
{
name = "default_water_source_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
},
alpha = 160,
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "default:water_flowing",
liquid_alternative_source = "default:water_source",
liquid_viscosity = 1,
post_effect_color = {a = 103, r = 30, g = 60, b = 90},
groups = {water = 3, liquid = 3, cools_lava = 1},
sounds = default.node_sound_water_defaults(),
})
minetest.register_node("default:water_flowing", {
description = S("Flowing Water"),
drawtype = "flowingliquid",
waving = 3,
tiles = {"default_water.png"},
special_tiles = {
{
name = "default_water_flowing_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
{
name = "default_water_flowing_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
},
alpha = 160,
paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "flowing",
liquid_alternative_flowing = "default:water_flowing",
liquid_alternative_source = "default:water_source",
liquid_viscosity = 1,
post_effect_color = {a = 103, r = 30, g = 60, b = 90},
groups = {water = 3, liquid = 3, not_in_creative_inventory = 1,
cools_lava = 1},
sounds = default.node_sound_water_defaults(),
})
minetest.register_node("default:river_water_source", {
description = S("River Water Source"),
drawtype = "liquid",
tiles = {
{
name = "default_river_water_source_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
{
name = "default_river_water_source_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 2.0,
},
},
},
alpha = 160,
paramtype = "light",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "default:river_water_flowing",
liquid_alternative_source = "default:river_water_source",
liquid_viscosity = 1,
-- Not renewable to avoid horizontal spread of water sources in sloping
-- rivers that can cause water to overflow riverbanks and cause floods.
-- River water source is instead made renewable by the 'force renew'
-- option used in the 'bucket' mod by the river water bucket.
liquid_renewable = false,
liquid_range = 2,
post_effect_color = {a = 103, r = 30, g = 76, b = 90},
groups = {water = 3, liquid = 3, cools_lava = 1},
sounds = default.node_sound_water_defaults(),
})
minetest.register_node("default:river_water_flowing", {
description = S("Flowing River Water"),
drawtype = "flowingliquid",
tiles = {"default_river_water.png"},
special_tiles = {
{
name = "default_river_water_flowing_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
{
name = "default_river_water_flowing_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 0.8,
},
},
},
alpha = 160,
paramtype = "light",
paramtype2 = "flowingliquid",
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "flowing",
liquid_alternative_flowing = "default:river_water_flowing",
liquid_alternative_source = "default:river_water_source",
liquid_viscosity = 1,
liquid_renewable = false,
liquid_range = 2,
post_effect_color = {a = 103, r = 30, g = 76, b = 90},
groups = {water = 3, liquid = 3, not_in_creative_inventory = 1,
cools_lava = 1},
sounds = default.node_sound_water_defaults(),
})
minetest.register_node("default:lava_source", {
description = S("Lava Source"),
drawtype = "liquid",
tiles = {
{
name = "default_lava_source_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0,
},
},
{
name = "default_lava_source_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.0,
},
},
},
paramtype = "light",
light_source = default.LIGHT_MAX - 1,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "source",
liquid_alternative_flowing = "default:lava_flowing",
liquid_alternative_source = "default:lava_source",
liquid_viscosity = 7,
liquid_renewable = false,
damage_per_second = 4 * 2,
post_effect_color = {a = 191, r = 255, g = 64, b = 0},
groups = {lava = 3, liquid = 2, igniter = 1},
})
minetest.register_node("default:lava_flowing", {
description = S("Flowing Lava"),
drawtype = "flowingliquid",
tiles = {"default_lava.png"},
special_tiles = {
{
name = "default_lava_flowing_animated.png",
backface_culling = false,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.3,
},
},
{
name = "default_lava_flowing_animated.png",
backface_culling = true,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 3.3,
},
},
},
paramtype = "light",
paramtype2 = "flowingliquid",
light_source = default.LIGHT_MAX - 1,
walkable = false,
pointable = false,
diggable = false,
buildable_to = true,
is_ground_content = false,
drop = "",
drowning = 1,
liquidtype = "flowing",
liquid_alternative_flowing = "default:lava_flowing",
liquid_alternative_source = "default:lava_source",
liquid_viscosity = 7,
liquid_renewable = false,
damage_per_second = 4 * 2,
post_effect_color = {a = 191, r = 255, g = 64, b = 0},
groups = {lava = 3, liquid = 2, igniter = 1,
not_in_creative_inventory = 1},
})
minetest.register_node("default:glass", {
description = S("Glass"),
drawtype = "glasslike_framed_optional",
tiles = {"default_glass.png", "default_glass_detail.png"},
paramtype = "light",
paramtype2 = "glasslikeliquidlevel",
sunlight_propagates = true,
is_ground_content = false,
groups = {cracky = 3, oddly_breakable_by_hand = 3},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("default:obsidian_glass", {
description = S("Obsidian Glass"),
drawtype = "glasslike_framed_optional",
tiles = {"default_obsidian_glass.png", "default_obsidian_glass_detail.png"},
paramtype = "light",
paramtype2 = "glasslikeliquidlevel",
is_ground_content = false,
sunlight_propagates = true,
sounds = default.node_sound_glass_defaults(),
groups = {cracky = 3},
})
--
-- Misc
--
minetest.register_node("default:cloud", {
description = S("Cloud"),
tiles = {"default_cloud.png"},
is_ground_content = false,
sounds = default.node_sound_defaults(),
groups = {not_in_creative_inventory = 1},
})

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minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
minetest.show_formspec(name,"Presentation",
"size[10,10]"..
"textarea[0.5,1;9.5,4;;;First i dont speak English,Hello,thanks for test Survivethedays,this is a little game still in WIP version(Work in progress),in this game you must survive during a determinated time,simple,theres some monsters in the " ..
"world who will trie to kill the player,for the creation of this game i used Blender and Makehuman.]"..
"label[1,5;Select the difficulty of the game]"..
"label[3.5,6;The game will be easy.]"..
"label[3.5,7;For casual players]"..
"label[3.5,8;For tose wo want a challenge]"..
"label[3.5,9;For tose .. i better don t say this]"..
"button_exit[0.5,6;3,1;Easy;Easy]"..
"button_exit[0.5,7;3,1;Mediun;Mediun]"..
"button_exit[0.5,8;3,1;Hard;Hard]"..
"button_exit[0.5,9;3,1;Nigthmare;Nightmare]")
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
local name = player:get_player_name()
if formname ~= "Presentation" then
return
end
if fields.Easy then
minetest.kick_player(name, 'The player has win the game in easy difficulty,that was easy right?')
end
minetest.after(1,function(player)
minetest.show_formspec(name,"Personaje",
"size[20,10]"..
"model[0,0;10,10;'test';character2.obj;character2.png]")
end)
end)

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minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
local days_text = "Days pased: " .. meta:get_int("default:days_pased")
local days = player:hud_add({
hud_elem_type = "text",
position = {x = 0.5, y = 0.5},
offset = {x = 0, y = 0},
text = days_text,
alignment = {x = 0, y = 6}, -- center aligned
scale = {x = 100, y = 100}, -- covered later
size = {x=5},
})
player:hud_add({
hud_elem_type = "image",
position = {x = 1, y = 0.5},
offset = {x = -215, y = 23},
text = "score_bar_empty.png",
scale = { x = 1, y = 1},
alignment = { x = 1, y = 0 },
})
end)
score = {}
local saved_huds = {}
function score.update_hud(player)
local player_name = player:get_player_name()
local meta = player:get_meta()
local days_text = "Days pased: " .. meta:get_int("default:days_pased")
local ids = saved_huds[player_name]
if ids then
player:hud_change(ids["Days"], "text", days_text)
else
ids = {}
saved_huds[player_name] = ids
-- create HUD elements and set ids into `ids`
end
end
minetest.register_on_joinplayer(score.update_hud)
minetest.register_on_leaveplayer(function(player)
saved_huds[player:get_player_name()] = nil
end)

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minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
local idx = player:hud_add({
hud_elem_type = "text",
position = {x = 0.5, y = 0.5},
offset = {x = 0, y = 0},
text = "Hello world!",
alignment = {x = 0, y = 0}, -- center aligned
scale = {x = 100, y = 100}, -- covered later
})
--The hud_add function returns an element ID - this can be used later to modify or remove a HUD element.
--Parameters
--The elements type is given using the hud_elem_type property in the definition table. The meaning of other properties varies based on this type.
--scale is the maximum bounds of text; text outside these bounds is cropped, e.g.: {x=100, y=100}.
--number is the texts colour, and is in hexadecimal form, e.g.: 0xFF0000.
--Our Example
--Lets go ahead and place all the text in our score panel:
-- Get the dig and place count from storage, or default to 0
local meta = player:get_meta()
local digs_text = "Digs: " .. meta:get_int("score:digs")
local places_text = "Places: " .. meta:get_int("score:places")
player:hud_add({
hud_elem_type = "text",
position = {x = 1, y = 0.5},
offset = {x = -120, y = -25},
text = "Stats",
alignment = 0,
scale = { x = 100, y = 30},
number = 0xFFFFFF,
})
player:hud_add({
hud_elem_type = "text",
position = {x = 1, y = 0.5},
offset = {x = -180, y = 0},
text = digs_text,
alignment = -1,
scale = { x = 50, y = 10},
number = 0xFFFFFF,
})
player:hud_add({
hud_elem_type = "text",
position = {x = 1, y = 0.5},
offset = {x = -70, y = 0},
text = places_text,
alignment = -1,
scale = { x = 50, y = 10},
number = 0xFFFFFF,
})
--This results in the following:
--screenshot of the HUD we're aiming for
--Image Elements
--Image elements are created in a very similar way to text elements:
player:hud_add({
hud_elem_type = "image",
position = {x = 1, y = 0.5},
offset = {x = -220, y = 0},
text = "score_background.png",
scale = { x = 1, y = 1},
alignment = { x = 1, y = 0 },
})
--You will now have this:
--screenshot of the HUD so far
--Parameters
--The text field is used to provide the image name.
--If a co-ordinate is positive, then it is a scale factor with 1 being the original image size, 2 being double the size, and so on. However, if a co-ordinate is negative, it is a percentage of the screen size. For example, x=-100 is 100% of the width.
--Scale
--Lets make the progress bar for our score panel as an example of scale:
local percent = tonumber(meta:get("score:score") or 0.2)
player:hud_add({
hud_elem_type = "image",
position = {x = 1, y = 0.5},
offset = {x = -215, y = 23},
text = "score_bar_empty.png",
scale = { x = 1, y = 1},
alignment = { x = 1, y = 0 },
})
player:hud_add({
hud_elem_type = "image",
position = {x = 1, y = 0.5},
offset = {x = -215, y = 23},
text = "score_bar_full.png",
scale = { x = percent, y = 1},
alignment = { x = 1, y = 0 },
})
--We now have a HUD that looks like the one in the first post! There is one problem however, it wont update when the stats change.
--Changing an Element
--You can use the ID returned by the hud_add method to update it or remove it later.
local idx = player:hud_add({
hud_elem_type = "text",
text = "Hello world!",
-- parameters removed for brevity
})
player:hud_change(idx, "text", "New Text")
player:hud_remove(idx)
--The hud_change method takes the element ID, the property to change, and the new value. The above call changes the text property from “Hello World” to “New text”.
--This means that doing the hud_change immediately after the hud_add is functionally equivalent to the following, in a rather inefficient way:
local idx = player:hud_add({
hud_elem_type = "text",
text = "New Text",
})
--Storing IDs
end)
score = {}
local saved_huds = {}
function score.update_hud(player)
local player_name = player:get_player_name()
-- Get the dig and place count from storage, or default to 0
local meta = player:get_meta()
local digs_text = "Digs: " .. meta:get_int("score:digs")
local places_text = "Places: " .. meta:get_int("score:places")
local percent = tonumber(meta:get("score:score") or 0.2)
local ids = saved_huds[player_name]
if ids then
player:hud_change(ids["places"], "text", places_text)
player:hud_change(ids["digs"], "text", digs_text)
player:hud_change(ids["bar_foreground"],
"scale", { x = percent, y = 1 })
else
ids = {}
saved_huds[player_name] = ids
-- create HUD elements and set ids into `ids`
end
end
minetest.register_on_joinplayer(score.update_hud)
minetest.register_on_leaveplayer(function(player)
saved_huds[player:get_player_name()] = nil
end)

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minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
local days_text = "Days pased: " .. meta:get_int("default:days_pased")
local days = player:hud_add({
hud_elem_type = "text",
position = {x = 0.5, y = 0.5},
offset = {x = 0, y = 0},
text = "Hello world!",
alignment = {x = 0, y = 11}, -- center aligned
scale = {x = 100, y = 100}, -- covered later
})
player:hud_add({
hud_elem_type = "image",
position = {x = 1, y = 0.5},
offset = {x = -215, y = 23},
text = "score_bar_empty.png",
scale = { x = 1, y = 1},
alignment = { x = 1, y = 0 },
})
end)
score = {}
local saved_huds = {}
function score.update_hud(player)
local player_name = player:get_player_name()
local meta = player:get_meta()
local days_text = "Days pased: " .. meta:get_int("default:days_pased")
local ids = saved_huds[player_name]
if ids then
player:hud_change(ids["Days"], "text", days_text)
else
ids = {}
saved_huds[player_name] = ids
-- create HUD elements and set ids into `ids`
end
end
minetest.register_on_joinplayer(score.update_hud)
minetest.register_on_leaveplayer(function(player)
saved_huds[player:get_player_name()] = nil
end)

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minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
local days_text = "Days pased: " .. meta:get_int("default:days_pased")
local days = player:hud_add({
hud_elem_type = "text",
position = {x = 0.5, y = 0.5},
offset = {x = 0, y = 0},
text = days_text,
alignment = {x = 0, y = 11}, -- center aligned
scale = {x = 100, y = 100}, -- covered later
})
player:hud_add({
hud_elem_type = "image",
position = {x = 1, y = 0.5},
offset = {x = -215, y = 23},
text = "score_bar_empty.png",
scale = { x = 1, y = 1},
alignment = { x = 1, y = 0 },
})
end)
score = {}
local saved_huds = {}
function score.update_hud(player)
local player_name = player:get_player_name()
local meta = player:get_meta()
local days_text = "Days pased: " .. meta:get_int("default:days_pased")
local ids = saved_huds[player_name]
if ids then
player:hud_change(ids["Days"], "text", days_text)
else
ids = {}
saved_huds[player_name] = ids
-- create HUD elements and set ids into `ids`
end
end
minetest.register_on_joinplayer(score.update_hud)
minetest.register_on_leaveplayer(function(player)
saved_huds[player:get_player_name()] = nil
end)

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-- Minetest 0.4 mod: default
-- See README.txt for licensing and other information.
-- The API documentation in here was moved into game_api.txt
-- Load support for MT game translation.
local S = minetest.get_translator("default")
-- Definitions made by this mod that other mods can use too
default = {}
default.LIGHT_MAX = 14
default.get_translator = S
-- GUI related stuff
minetest.register_on_joinplayer(function(player)
player:set_formspec_prepend([[
bgcolor[#080808BB;true]
background[5,5;1,1;gui_formbg.png;true]
background9[5,5;1,1;gui_formbg.png;true;10]
listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF] ]])
end)
function default.get_hotbar_bg(x,y)
local out = ""
for i=0,3,1 do
out = out .."image["..x+i..","..y..";0,1;gui_hb_bg.png]"
end
return out
end
default.gui_survival_form = "size[8,8.5]"..
"list[current_player;main;0,4.25;8,1;]"..
"list[current_player;main;0,5.5;8,3;8]"..
--"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]"..
default.get_hotbar_bg(0,4.25)
minetest.register_on_newplayer(function(player)
local name = player:get_player_name()
local meta = player:get_meta()
meta:set_int("difficulty", 1)
meta:set_int("days", 25)
meta:set_int("dayspass", 0)
end)
-- Load files
local default_path = minetest.get_modpath("default")
dofile(default_path.."/functions.lua")
dofile(default_path.."/nodes.lua")
dofile(default_path.."/torch.lua")
dofile(default_path.."/tools.lua")
dofile(default_path.."/mapgen.lua")
dofile(default_path.."/jungle.lua")
dofile(default_path.."/hud.lua")
dofile(default_path.."/Inicialmessage.lua")
survival={}
local default_path = minetest.get_modpath("survival")
local q = minetest.settings:get("texturequality") or 1
minetest.register_node('default:dirtwithgrass1', {
tiles ={'dirtQ'..q..'.png^grassQ'..q..'.png', 'dirtQ'..q..'.png'},
description= 'dirt',
drawtype= 'normal',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
})
minetest.register_node('default:dirt', {
tiles ={'dirtQ'..q..'.png'},
description= 'dirt',
drawtype= 'allfaces_optional',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=10.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
waving=0,
})
minetest.register_node('default:tree', {
tiles ={'woodQ'..q..'.png'},
description= 'tree',
drawtype= 'mesh',
mesh= 'tree.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=true,
waving=0,
collisionbox = {-0.5, 0.0, -0.5, 0.5, 10.0, 0.5},
})
minetest.register_node('default:treebase', {
tiles ={'woodQ'..q..'.png'},
description= 'treebase',
drawtype= 'mesh',
mesh= 'treebase.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
waving=0,
})
minetest.register_node('default:tree_leaves', {
tiles ={'leavesfullQ'..q..'.png'},
description= 'tree',
drawtype= 'mesh',
mesh= 'leaves.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
damage_per_second=10,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=true,
pointable=true,
waving=0,
})
minetest.register_node('default:deco1', {
tiles ={'leave1Q'..q..'.png'},
description= 'tree',
drawtype= 'mesh',
mesh= 'deco1.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
minetest.register_node('default:deco2', {
tiles ={'leave2Q'..q..'.png'},
description= 'tree',
drawtype= 'mesh',
mesh= 'deco2.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
minetest.register_node('default:deco3', {
tiles ={'leave3Q'..q..'.png'},
description= 'tree',
drawtype= 'mesh',
mesh= 'deco3.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
minetest.register_node('default:deco4', {
tiles ={'leave4Q'..q..'.png'},
description= 'tree',
drawtype= 'mesh',
mesh= 'deco4.obj',
is_ground_content=true,
climbable=false,
buildable_to=false,
diggable=true,
drop= '',
drowning=1,
floodable=false,
range=1.0,
sunlight_propagates=false,
use_texture_alpha=false,
walkable=false,
pointable=false,
waving=0,
})
--
-- Nodes overrider

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