read.me added

master
daretmavi 2021-01-02 13:03:30 +01:00
parent eb04ecabc3
commit 0c773e587d
3 changed files with 52 additions and 11 deletions

View File

@ -38,7 +38,7 @@ MOD_PATCH=( ) #patch names
#MOD_PATCHES - all patches defined
#MOD_PATCHES - first is path and all patch names are separeted by ":"
#MOD_PATCHES=("mobs/water_life:poison.patch" "buildings/doors:doors_update.patch" "player/3d_armor:mob_damage.patch" "player/hbsprint:no_damage.patch" "player/hunger_ng:effects.patch")
MOD_PATCHES=("buildings/doors:doors_update.patch" "player/hbsprint:no_damage.patch")
MOD_PATCHES=("buildings/doors:doors_update.patch" "player/hbsprint:no_damage.patch" "environment/dynamic_liquid:bucket.patch")
#MOD_PATCHES=( )
echo "---------------------------------------------------------------"

41
buildscripts/read.me Normal file
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@ -0,0 +1,41 @@
Don't use buildscripts, game is already build.
This is helping me to update the mods from their git sources.
You need upper directory mods_src, where all mods are cloned from git.
Something like:
- mods_src (Mod sources directory)
- my_changes (Directory with my changes - files and patches)
- a-planet-alive (Game directory - from git)
- buildscripts (build scripts directory)
- menu (game data, like pictures, ...)
- mods (Game mod directory)
- ...
Scripts are originally from "minetest-game-whynot" and they helped me, so I decided to let them here.
NOT NEEDED FOR GAME, CAN BE REMOVED.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Script info
-----------
Bash scripts
- default use on Linux
- WLS on Windows could work (not tested)
01_src-update.sh
****************
- get new date from git repository into the mods_src directory
02_build_pa.sh
**************
- copy all mods to game mods directory "./mods/"
- generates mod_sources.txt
03_my_updates.sh
****************
- copy my extra files to the mods (like extra textures, skins, ...)
- use my patches to the mods (tenporary solution, till implemented in the mods)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

View File

@ -67,7 +67,7 @@ end
local cool_lava_flowing = function(pos, node)
local cooler_adjacent = minetest.find_node_near(pos, 1, dynamic_cools_lava_flowing)
if cooler_adjacent ~= nil then
-- pulling nearby sources into position is necessary to break certain classes of
-- flow "deadlock". Weird, but what're you gonna do.
@ -81,7 +81,7 @@ local cool_lava_flowing = function(pos, node)
steam(pos)
end
end
local evaporate_list = minetest.find_nodes_in_area(
vector.add(pos,{x=-1, y=-1, z=-1}),
vector.add(pos,{x=1, y=1, z=1}),
@ -90,7 +90,7 @@ local cool_lava_flowing = function(pos, node)
for _, loc in pairs(evaporate_list) do
minetest.set_node(loc, {name="air"})
steam(loc)
end
end
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
@ -147,7 +147,7 @@ local function shuffle_array(a)
local rand = math.random
local iterations = #a
local j
for i = iterations, 2, -1 do
j = rand(i)
a[i], a[j] = a[j], a[i]
@ -164,9 +164,9 @@ local cool_lava_source = function(pos, node)
vector.add(pos,{x=1, y=1, z=1}),
dynamic_lava_source_destroys
)
shuffle_array(cooler_list)
local obsidian_location = nil
for _, loc in pairs(cooler_list) do
if is_pos_in_list(loc, evaporate_list) then
@ -179,17 +179,17 @@ local cool_lava_source = function(pos, node)
end
elseif loc.y == pos.y and obsidian_location == nil then
obsidian_location = loc -- On the same level as us, acceptable if nothing else comes along.
end
end
end
end
if obsidian_location == nil and #cooler_list > 0 then
obsidian_location = pos -- there's an adjacent cooler node, but it's above us. Turn into obsidian in place.
end
for _, loc in pairs(evaporate_list) do
minetest.set_node(loc, {name="air"})
steam(loc)
end
end
if obsidian_location ~= nil then
minetest.set_node(pos, {name = "air"})
@ -205,7 +205,7 @@ local cool_lava_source = function(pos, node)
minetest.set_node(loc, {name = "default:lava_source"})
end
end
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.25})
end