Convert the modpack into a standalone game for the Minetest engine

Integrated into the game is most of minetest_game as the stable base
This commit is contained in:
VanessaE
2021-02-23 23:40:11 -05:00
committed by Vanessa Dannenberg
parent 11adf56b75
commit 4394beec6a
8861 changed files with 37424 additions and 4811 deletions

80
mods/molehills/init.lua Normal file
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-----------------------------------------------------------------------------------------------
local title = "Mole Hills"
local version = "0.0.3"
local mname = "molehills"
-----------------------------------------------------------------------------------------------
-- Idea by Sokomine
-- Code & textures by Mossmanikin
abstract_molehills = {}
dofile(minetest.get_modpath("molehills").."/molehills_settings.txt")
-- support for i18n
local S = minetest.get_translator("molehills")
-----------------------------------------------------------------------------------------------
-- NoDe
-----------------------------------------------------------------------------------------------
local mh_cbox = {
type = "fixed",
fixed = { -0.5, -0.5, -0.5, 0.5, -0.125, 0.5}
}
minetest.register_node("molehills:molehill",{
drawtype = "mesh",
mesh = "molehill_molehill.obj",
description = S("Mole Hill"),
inventory_image = "molehills_side.png",
tiles = { "molehills_dirt.png" },
paramtype = "light",
selection_box = mh_cbox,
collision_box = mh_cbox,
groups = {crumbly=3},
sounds = default.node_sound_dirt_defaults(),
})
-----------------------------------------------------------------------------------------------
-- CRaFTiNG
-----------------------------------------------------------------------------------------------
minetest.register_craft({ -- molehills --> dirt
output = "default:dirt",
recipe = {
{"molehills:molehill","molehills:molehill"},
{"molehills:molehill","molehills:molehill"},
}
})
-----------------------------------------------------------------------------------------------
-- GeNeRaTiNG
-----------------------------------------------------------------------------------------------
abstract_molehills.place_molehill = function(pos)
local right_here = {x=pos.x , y=pos.y+1, z=pos.z }
if minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z }).name ~= "air"
and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z }).name ~= "air"
and minetest.get_node({x=pos.x , y=pos.y, z=pos.z+1}).name ~= "air"
and minetest.get_node({x=pos.x , y=pos.y, z=pos.z-1}).name ~= "air"
and minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z+1}).name ~= "air"
and minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z-1}).name ~= "air"
and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z+1}).name ~= "air"
and minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z-1}).name ~= "air" then
minetest.swap_node(right_here, {name="molehills:molehill"})
end
end
biome_lib:register_generate_plant({
surface = {"default:dirt_with_grass"},
max_count = Molehills_Max_Count,
rarity = Molehills_Rarity,
min_elevation = 1,
max_elevation = 40,
avoid_nodes = {"group:tree","group:liquid","group:stone","group:falling_node"--[[,"air"]]},
avoid_radius = 4,
plantlife_limit = -0.3,
},
abstract_molehills.place_molehill
)
-----------------------------------------------------------------------------------------------
print("[Mod] "..title.." ["..version.."] ["..mname.."]".."Loaded...")
-----------------------------------------------------------------------------------------------

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# textdomain: molehills
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# fat115 <fat115@framasoft.org>, 2017.
#
Mole Hill=Taupinière

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# textdomain: molehills
# SOME DESCRIPTIVE TITLE.
# Copyright (C) YEAR THE PACKAGE'S COPYRIGHT HOLDER
# This file is distributed under the same license as the PACKAGE package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
Mole Hill=

2
mods/molehills/mod.conf Normal file
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name = molehills
depends = default, biome_lib

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# www.blender.org
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-- Settings for generation of stuff (at map-generation time)
Molehills_Max_Count = 320 -- absolute maximum number in an area of 80x80x80 nodes
Molehills_Rarity = 95 -- larger values make molehills more rare (100 means chance of 0 %)

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