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8. You may not copy, modify, sublicense, link with, or distribute the Library except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense, link with, or distribute the Library is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
9. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Library or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Library (or any work based on the Library), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Library or works based on it.
10. Each time you redistribute the Library (or any work based on the Library), the recipient automatically receives a license from the original licensor to copy, distribute, link with or modify the Library subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties with this License.
11. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Library at all. For example, if a patent license would not permit royalty-free redistribution of the Library by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Library.
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply, and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
12. If the distribution and/or use of the Library is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Library under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
13. The Free Software Foundation may publish revised and/or new versions of the Lesser General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Library specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Library does not specify a license version number, you may choose any version ever published by the Free Software Foundation.
14. If you wish to incorporate parts of the Library into other free programs whose distribution conditions are incompatible with these, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
NO WARRANTY
15. BECAUSE THE LIBRARY IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE LIBRARY, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE LIBRARY "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE LIBRARY IS WITH YOU. SHOULD THE LIBRARY PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE LIBRARY AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE LIBRARY (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE LIBRARY TO OPERATE WITH ANY OTHER SOFTWARE), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Libraries
If you develop a new library, and you want it to be of the greatest possible use to the public, we recommend making it free software that everyone can redistribute and change. You can do so by permitting redistribution under these terms (or, alternatively, under the terms of the ordinary General Public License).
To apply these terms, attach the following notices to the library. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.
one line to give the library's name and an idea of what it does.
Copyright (C) year name of author
This library 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 library 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.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Also add information on how to contact you by electronic and paper mail.
You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the library, if necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in
the library `Frob' (a library for tweaking knobs) written
by James Random Hacker.
signature of Ty Coon, 1 April 1990
Ty Coon, President of Vice
That's all there is to it!

19
LICENSE.txt Normal file
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License of my media (textures, sounds, ...)
-------------------------------------------
https://creativecommons.org/licenses/by-sa/3.0/
License of my source code
-------------------------
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licence of buildscripts
-----------------------
GPL-V3 - https://www.gnu.org/licenses/gpl-3.0.html
Thanks to bell07 - https://github.com/bell07/minetest-game-whynot
License of mods
-------------------------------
Diferrent - see mods licence
List of already included mods
Generated file: mod_sources.txt

85
buildscripts/01_src-update.sh Executable file
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#!/bin/bash
if [ -n "$2" ]; then
cd "$2" # update given directory only
else
cd "$(dirname $0)"/../../mods_src
fi
VERBOSE="$1"
GIT="git --no-pager"
GITPARAM="--color=always"
if [ "$VERBOSE" == "" ]; then
VERBOSE=99
fi
# 0: just update relevant infos
# 1 display "branch -vaa" + local changes
# 2 display log on current branch
# 3 display "remote -v"
find . -name ".git" -type d | while read repo; do
echo ''
echo '--------------------------------------'
echo "$(dirname "$repo")"
echo '--------------------------------------'
cd "$(dirname "$repo")"
# fetch all connected remotes
for repo in $(git remote); do
$GIT fetch "$repo" --prune
done
# Display repo status in different verbosity
if [ "$VERBOSE" -ge 1 ]; then
$GIT branch -vva $GITPARAM
fi
# create log range
currentbranch="$(git branch | grep '^*' | sed 's:\* ::g')"
remotebranch="$(git branch -avv | grep '^\*' | sed 's@.*\[@@g;s@[]:].*@@g' | grep -v '^\*')"
# print the log information
if [ "$VERBOSE" -ge 2 ]; then
if [ "$remotebranch" == "" ]; then
echo '!!!!! No remote branch for' $currentbranch '!!!!!!'
else
echo $currentbranch '=>' "$remotebranch"
$GIT log $currentbranch..$remotebranch
fi
if [ "$VERBOSE" -ge 3 ]; then
$GIT remote -v
fi
fi
# Now pull+merge
# git pull. (from man git-pull: git pull is shorthand for git fetch followed by git merge FETCH_HEAD.)
if [ ! "$remotebranch" == "" ]; then
$GIT merge "$remotebranch"
fi
# display local changes
if [ $VERBOSE -ge 1 ]; then
$GIT diff $GITPARAM #display local changes
fi
echo "last commit: $(git log -1 --format=%cd)"
cd - >/dev/null
done
#########################################
# Find all ".hg" and pull them
find . -name ".hg" -type d | while read repo; do
echo "$(dirname "$repo")"
cd "$(dirname "$repo")"
hg pull
cd - >/dev/null
done

24
buildscripts/02_build_pa.sh Executable file
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@ -0,0 +1,24 @@
#!/bin/bash
LIB="$(realpath $(dirname $0))" # Absolute path
PROJ="$(dirname $LIB)" # Subgame dir (..)
SRC="$(dirname $PROJ)"/mods_src/ # mods sources (../..)
DST="$PROJ"/mods/ # Subgame mods
LOG="$PROJ"/mod_sources.txt
source "$LIB"/build-whynot.lib
cd "$SRC" # for proper resolving the '*'
## Sync minetest_game
mod_install minetest_game --exclude=farming minetest_game/mods/*
# Install all other mods
mod_install blocks_functions
mod_install building_blocks
mod_install buildings
mod_install environment
mod_install flora
mod_install gui
mod_install lib_api
mod_install mobs
mod_install player

27
buildscripts/03_my_updates.sh Executable file
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#!/bin/bash
LIB="$(realpath $(dirname $0))" # Absolute path
PROJ="$(dirname $LIB)" # Game dir (..)
SRC="$PROJ"/my_changes/ # My changes dir
DST="$PROJ"/mods/ # Game mods dir
#echo $LIB
#echo $PROJ
#echo $SRC
#echo $DST
MOD_NAME=("skinsdb") #temporary not used: "smart_inventory" "minetest_game"
MOD_TYPE=("player") #temporary not used: "gui" "."
for MOD_INDEX in ${!MOD_NAME[*]}
do
SRC_DIR="$SRC${MOD_NAME[MOD_INDEX]}/"
DST_DIR="$DST${MOD_TYPE[MOD_INDEX]}/${MOD_NAME[MOD_INDEX]}/"
echo "---------------------"
echo "Syncing ${MOD_NAME[MOD_INDEX]} mod changes."
echo "$SRC_DIR --> $DST_DIR"
rsync -r -v $SRC_DIR $DST_DIR
echo "---------------------"
done

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@ -0,0 +1,4 @@
#!/bin/bash
#old Patch
#diff -ruN --exclude=".git" --exclude="*.png" /home/daret/.minetest/games/mods_src/gui/smart_inventory-master/ /home/daret/.minetest/games/Planet_alive/mods/gui/smart_inventory/ > /home/daret/.minetest/games/Planet_alive/my_changes/My_smartinventory_patch.patch

100
buildscripts/build-whynot-git.sh Executable file
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#!/bin/bash
LIB="$(realpath $(dirname $0))" # Absolute path
PROJ="$(dirname $LIB)" # Subgame dir (..)
SRC="$(dirname $PROJ)"/mods_src/ # mods sources (../..)
DST="$PROJ"/mods/ # Subgame mods
LOG="$PROJ"/mod_sources.txt
source "$LIB"/build-whynot.lib
cd "$SRC" # for proper resolving the '*'
## Sync minetest_game
# exclude farming =>Tenplus1/farming is used
# exclude player_api => bell07/player_api_modpack is used
# exclude env_sounds => Tenplus1/ambience is used
mod_install minetest_game --exclude=farming --exclude=player_api --exclude=env_sounds minetest_game/mods/*
mod_install libs
mod_install player
mod_install player --exclude=skins player_api_modpack/* #skinsdb5 should be used, therefore skins masked
mod_install player 3d_armor/3d_armor_stand
mod_install player 3d_armor/shields
mod_install player 3d_armor/3d_armor_sfinv
mod_install player smart_sfinv_modpack/*
mod_install ambience
mod_install flora_ores
mod_install mapgen
mod_install tools
mod_install tools flight/flyingcarpet
mod_install decor
mod_install decor homedecor_modpack/building_blocks #grate and marble in recipes
# no computers - I use laptop mod
mod_install decor homedecor_modpack/fake_fire
# no inbox, itemframes
mod_install decor homedecor_modpack/lavalamp
mod_install decor homedecor_modpack/plasmascreen
## the homedecor blob was in whynot, therefore applied all at the first
## Next step is to check each mod for whynot rules
# no 3d_extras
mod_install decor homedecor_modpack/homedecor_bathroom
mod_install decor homedecor_modpack/homedecor_bedroom
mod_install decor homedecor_modpack/homedecor_books
mod_install decor homedecor_modpack/homedecor_climate_control
mod_install decor homedecor_modpack/homedecor_clocks
mod_install decor homedecor_modpack/homedecor_cobweb
mod_install decor homedecor_modpack/homedecor_common
mod_install decor homedecor_modpack/homedecor_doors_and_gates
mod_install decor homedecor_modpack/homedecor_electrical
mod_install decor homedecor_modpack/homedecor_electronics
mod_install decor homedecor_modpack/homedecor_exterior
mod_install decor homedecor_modpack/homedecor_fences
mod_install decor homedecor_modpack/homedecor_foyer
mod_install decor homedecor_modpack/homedecor_furniture
mod_install decor homedecor_modpack/homedecor_furniture_medieval
mod_install decor homedecor_modpack/homedecor_gastronomy
mod_install decor homedecor_modpack/homedecor_kitchen
mod_install decor homedecor_modpack/homedecor_laundry
mod_install decor homedecor_modpack/homedecor_lighting
mod_install decor homedecor_modpack/homedecor_misc
mod_install decor homedecor_modpack/homedecor_office
mod_install decor homedecor_modpack/homedecor_pictures_and_paintings
mod_install decor homedecor_modpack/homedecor_roofing
mod_install decor homedecor_modpack/homedecor_seating
mod_install decor homedecor_modpack/homedecor_tables
mod_install decor homedecor_modpack/homedecor_trash_cans
# warderobe is from player_api fork
mod_install decor homedecor_modpack/homedecor_windows_and_treatments
mod_install decor mydoors/my_castle_doors
mod_install decor mydoors/my_cottage_doors
mod_install decor mydoors/my_default_doors
mod_install decor mydoors/my_door_wood
mod_install decor mydoors/my_fancy_doors
mod_install decor mydoors/my_future_doors
mod_install decor mydoors/my_hidden_doors
mod_install decor mydoors/my_misc_doors
mod_install decor mydoors/my_old_doors
mod_install decor mydoors/my_old_doors
mod_install food food_modpack/food food_modpack/food_basic food/*
mod_install mesecons --exclude=mesecons_lucacontroller \
--exclude=mesecons_commandblock \
--exclude=mesecons_detector \
--exclude=mesecons_fpga \
--exclude=mesecons_gates \
--exclude=mesecons_hydroturbine \
--exclude=mesecons_luacontroller \
--exclude=mesecons_microcontroller \
--exclude=mesecons_stickyblocks \
mesecons/*
mod_install mobs_redo mobs_redo/*

View File

@ -0,0 +1,75 @@
GIT="git --no-pager"
GITPARAM="--color=always"
RSYNC="rsync -a --info=NAME --delete --exclude=.git --exclude=.gitignore"
export LC_ALL="C"
declare -a git_repositories
echo $git_repositories
function in_git_repositories {
for entry in "${git_repositories[@]}"; do
[[ "$entry" == "$1" ]] && echo "found";
done
}
function mod_install {
group=$1
shift
#echo $group
declare excluded
excluded_string=""
while (( "$#" )); do
if [ ${1:0:10} == '--exclude=' ]; then
excluded=(${excluded[@]} ${1#--exclude=*})
excluded_string="$excluded_string $1"
shift
else
break
fi
done
#echo "excluded files:" ${excluded[@]}
function in_excluded {
for entry in "${excluded[@]}"; do
[[ "$entry" == "$1" ]] && echo "found";
done
}
declare sync_list
if [ "$#" == "0" ]; then
sync_list=("$group"/*)
else
sync_list=(${@})
fi
#echo "sync_list:" ${sync_list[@]}
for mod in ${sync_list[@]}; do
#echo "mod:" $mod
if [ -d "$mod" ] && [ -z "$(in_excluded "$(basename $mod)")" ]; then
echo "Process repo $mod"
cd "$mod"
GIT_REPO="$(git remote -v | grep '\(fetch\)' )"
#echo "GIT REPO: $GIT_REPO"
if [ -z "$(in_git_repositories "$GIT_REPO")" ]; then
echo '' >> "$LOG"
echo "$GIT_REPO" >> "$LOG"
git branch -vv | grep '^[*]' >> "$LOG"
git_repositories=(${git_repositories[@]} "$GIT_REPO")
fi
echo "Mod: $mod" >> "$LOG"
cd - >/dev/null
$RSYNC $excluded_string "$SRC"/"$mod" "$DST"/"$group"/
fi
done
}
function set_package {
LOG="$DST"/"$1"/mod_sources.txt
cp "$DST"/build.sh "$DST"/"$1"/
rm "$LOG" 2>/dev/null
git_repositories=( )
}
rm "$LOG" 2>/dev/null

1
game.conf Normal file
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@ -0,0 +1 @@
name = Planet Alive

BIN
menu/icon.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 38 KiB

29
minetest.conf Normal file
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@ -0,0 +1,29 @@
# This is a game specific minetest.conf file, do not edit
#Minetest Game Settings
disable_fire = false
enable_tnt = true
# Smartinventory Settings
smart_inventory_shaped_groups =
smart_inventory_friendly_group_names = true
smart_inventory_workbench_mode = false
#3D Armor
#armor_water_protect = false
#armor_fire_protect = true #activates torch damage as well
#Hudbars and hunger_ng
hudbars_autohide_stamina = true
hudbars_alignment_pattern = zigzag
hudbars_bar_type = progress_bar
hunger_ng_use_hunger_bar = false
hudbars_sorting = health=0, hungernghudbar=1, breath=2, stamina=3
#hbsprint
sprint_speed = 2
sprint_jump = 1.2
sprint_stamina_drain = 1
sprint_stamina_heal = 1.5
sprint_stamina_standing = 2

146
mod_sources.txt Normal file
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origin https://github.com/minetest/minetest_game.git (fetch)
* stable-5 cb2c416 [origin/stable-5] Merge remote-tracking branch 'origin/stable-5' into HEAD
Mod: minetest_game/mods/beds
Mod: minetest_game/mods/binoculars
Mod: minetest_game/mods/boats
Mod: minetest_game/mods/bones
Mod: minetest_game/mods/bucket
Mod: minetest_game/mods/butterflies
Mod: minetest_game/mods/carts
Mod: minetest_game/mods/creative
Mod: minetest_game/mods/default
Mod: minetest_game/mods/doors
Mod: minetest_game/mods/dungeon_loot
Mod: minetest_game/mods/dye
Mod: minetest_game/mods/env_sounds
Mod: minetest_game/mods/fire
Mod: minetest_game/mods/fireflies
Mod: minetest_game/mods/flowers
Mod: minetest_game/mods/game_commands
Mod: minetest_game/mods/give_initial_stuff
Mod: minetest_game/mods/map
Mod: minetest_game/mods/player_api
Mod: minetest_game/mods/screwdriver
Mod: minetest_game/mods/sethome
Mod: minetest_game/mods/sfinv
Mod: minetest_game/mods/spawn
Mod: minetest_game/mods/stairs
Mod: minetest_game/mods/tnt
Mod: minetest_game/mods/vessels
Mod: minetest_game/mods/walls
Mod: minetest_game/mods/weather
Mod: minetest_game/mods/wool
Mod: minetest_game/mods/xpanes
origin https://github.com/sirrobzeroone/comboblock (fetch)
* master 279a5e2 [origin/master] version increment
Mod: blocks_functions/comboblock
origin https://gitlab.com/VanessaE/signs_lib (fetch)
* master 8b975d7 [origin/master] add minimum minetest version key for contentdb
Mod: building_blocks/signs_lib
origin https://github.com/Sokomine/cottages (fetch)
* master 8cfaaed [origin/master] added listring to shelf
Mod: buildings/cottages
origin https://github.com/Sokomine/handle_schematics (fetch)
* master 0c5bfbe [origin/master] added mapgen dependencies for MCL2 for right order
Mod: buildings/handle_schematics
origin https://github.com/Sokomine/mg_villages (fetch)
* master 69ac3f2 [origin/master] pass pr on to grow_trees for mg mapgen
Mod: buildings/mg_villages
origin https://github.com/minetest-mods/dynamic_liquid (fetch)
* master 84a0e13 [origin/master] update translation template
Mod: environment/dynamic_liquid
origin https://notabug.org/tenplus1/farming (fetch)
* master f7524e1 [origin/master] update recipes to use water/river-water buckets, also support for wooden bucket mod
Mod: flora/farming
origin https://github.com/random-geek/cg_plus (fetch)
* master ab5d530 [origin/master] Optimize PNGs
Mod: gui/cg_plus
origin https://repo.or.cz/minetest_hudbars.git (fetch)
* master 0684bac [origin/master] Version 2.3.1
Mod: gui/minetest_hudbars
origin git://repo.or.cz/minetest_show_wielded_item.git (fetch)
* master 83f1997 [origin/master] Add z_index to HUD definition
Mod: gui/minetest_show_wielded_item
origin https://github.com/appgurueu/cmdlib (fetch)
* master 2709571 [origin/master] Fix missing parameters error format
Mod: lib_api/cmdlib
origin https://github.com/TheTermos/mobkit (fetch)
* master a00c00c [origin/master] add a missing nil check
Mod: lib_api/mobkit
origin https://notabug.org/tenplus1/mobs_redo (fetch)
* master d12576f [origin/master] mobs:can_spawn function added to check free space to spawn mob
Mod: lib_api/mobs_redo
origin https://github.com/appgurueu/modlib (fetch)
* master 77977a5 [origin/master] Use ... instead of arg
Mod: lib_api/modlib
origin https://github.com/hkzorman/advanced_npc (fetch)
* master a43233f [origin/master] Merge pull request #53 from hkzorman/clean_api
Mod: mobs/advanced_npc
origin https://github.com/berengma/aerotest (fetch)
* master 65fd1d6 [origin/master] screenshot and opt depends
Mod: mobs/aerotest
origin https://codeberg.org/Hamlet/mobs_ghost_redo (fetch)
* master ac9c013 [origin/master] v0.7.0
Mod: mobs/mobs_ghost_redo
origin https://codeberg.org/Hamlet/mobs_humans (fetch)
* master 673a63c [origin/master] Delete LICENSE.txt
Mod: mobs/mobs_humans
origin https://github.com/runsy/petz (fetch)
* master 1c03c2a [origin/master] get chcicken legs from chicken legs bucket
Mod: mobs/petz
origin https://github.com/berengma/water_life (fetch)
* master 2c3ce27 [origin/master] Merge pull request #42 from berengma/mono
Mod: mobs/water_life
origin https://github.com/minetest-mods/3d_armor (fetch)
* master 7436fcd [origin/master] Improve API for third party mods (#21)
Mod: player/3d_armor
origin https://github.com/appgurueu/character_anim (fetch)
* master 8b2543c [origin/master] Immediately handle player_api.set_animation
Mod: player/character_anim
origin https://github.com/minetest-mods/emote (fetch)
* master 3c39a8c [origin/master] Default: writable interface used.
Mod: player/emote
origin https://github.com/minetest-mods/hbsprint/ (fetch)
* master 1fe580a [origin/master] Don't drain hunger for players with fast privilege (#29)
Mod: player/hbsprint
origin https://gitlab.com/4w/hunger_ng.git (fetch)
* master 26ec823 [origin/master] update readme
Mod: player/hunger_ng
origin https://github.com/minetest-mods/skinsdb.git (fetch)
* master 8048cb0 [origin/master] change default dependency to player_api
Mod: player/skinsdb
origin https://github.com/stujones11/wield3d.git (fetch)
* master 668ea26 [origin/master] Fix stale entity clean-up and disable static saving
Mod: player/wield3d
origin https://github.com/minetest-mods/wielded_light.git (fetch)
* master 4376b55 [origin/master] Code maintanance
Mod: player/wielded_light

View File

@ -0,0 +1,797 @@
-------------------------------------------------------------------------------------
-- _________ ___. __________.__ __ --
-- \_ ___ \ ____ _____\_ |__ ____\______ \ | ____ ____ | | __ --
-- / \ \/ / _ \ / \| __ \ / _ \| | _/ | / _ \_/ ___\| |/ / --
-- \ \___( <_> ) Y Y \ \_\ ( <_> ) | \ |_( <_> ) \___| < --
-- \______ /\____/|__|_| /___ /\____/|______ /____/\____/ \___ >__|_ \ --
-- \/ \/ \/ \/ \/ \/ --
-- --
-- Orginally written/created by Pithydon/Pithy --
-- Version 5.2.0.3 --
-- first 3 numbers version of minetest created for, last digit mod version --
-------------------------------------------------------------------------------------
----------------------------
-- Settings --
----------------------------
local S = minetest.get_translator(minetest.get_current_modname())
local cs = tonumber(minetest.settings:get("comboblock_scale")) or 16
----------------------------
-- Functions --
----------------------------
--=======================================================================--
--=======================================================================--
-- standard rotate and place function from stairs mod MT v5.2.0 to
-- maintain standard stairs behaviour for slab placement (LGPLv2.1)
-- Start LGPLv2.1 code block see license.txt
local function rotate_and_place(itemstack, placer, pointed_thing)
local p0 = pointed_thing.under
local p1 = pointed_thing.above
local param2 = 0
if placer then
local placer_pos = placer:get_pos()
if placer_pos then
param2 = minetest.dir_to_facedir(vector.subtract(p1, placer_pos))
end
local finepos = minetest.pointed_thing_to_face_pos(placer, pointed_thing)
local fpos = finepos.y % 1
if p0.y - 1 == p1.y or (fpos > 0 and fpos < 0.5)
or (fpos < -0.5 and fpos > -0.999999999) then
param2 = param2 + 20
if param2 == 21 then
param2 = 23
elseif param2 == 23 then
param2 = 21
end
end
end
return minetest.item_place(itemstack, placer, pointed_thing, param2)
end
-- End of LGPLv2.1 code block see license.txt
--=======================================================================--
--=======================================================================--
-- group retrieval function by blert2112 minetest forum
local function registered_nodes_by_group(groupname)
local result = {}
for name, def in pairs(minetest.registered_nodes) do
if def.groups[groupname] then
result[#result+1] = name
end
end
return result
end
-- Add "^[lowpart:50:" and resize to all image names against source node for V2 (bottoms)
function add_lowpart(tiles)
local name_split = string.split(tiles.name,"^")
local new_name = ""
local i = 1
while i <= #name_split do
if string.sub(name_split[i],1,1) == "[" then
if name_split[i] =="[transformR90" then -- remove the rotate 90's
new_name = new_name.."^[transformR180FY"..name_split[i]
else
new_name = new_name.."^"..name_split[i] -- catch coloring etc
end
else
new_name = new_name..
"^[lowpart:50:"..name_split[i].. -- overlay lower 50%
"\\^[resize\\:"..cs.."x"..cs -- resize image to comboblock scale
end
i=i+1
end
return new_name -- Output Single image eg ^[lowpart:50:default_cobble.png
end -- Output Two or more image eg ^[lowpart:50:default_cobble.png^[lowpart:50:cracked_cobble.png
-- place slab against side of node
function side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
local tar_node_name = node.name -- node offset by +1/-1 along relevant axis of clicked node
local pla_node_name = itemstack:get_name() -- node the player wants to place
local pla_is_glass = string.find(string.lower(tostring(itemstack:get_name())), "glass")
local node_is_slab = minetest.registered_nodes[node.name].groups.slab -- is node (relative)infront clicked slab
local node_is_glass = string.find(string.lower(tostring(node.name)), "glass") -- is node (relative)infront clicked glass
local node_is_flora = minetest.get_item_group(node.name, "flora") -- is node (relative)infront clicked flora
if node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 20 and node.param2 <= 23) and -- top slab (@ top of node space)
node_is_glass and -- node is glass
pla_is_glass then -- placing item is glass
minetest.swap_node(nepos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 20 and node.param2 <= 23) and -- top slab (@ top of node space)
not node_is_glass and -- node is not glass
not pla_is_glass then -- placing item is not glass
minetest.swap_node(nepos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == 1 and -- Clicked a Slab
node.param2 <= 19 and -- bottom slab (@ bottom of node space)
node_is_glass and -- node is glass
pla_is_glass then -- placing item is glass
minetest.swap_node(nepos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == 1 and -- Clicked a Slab
node.param2 <= 19 and -- bottom slab (@ bottom of node space)
not node_is_glass and -- node is not glass
not pla_is_glass then -- placing item is not glass
minetest.swap_node(nepos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_is_slab == nil and -- Clicked not a slab
tar_node_name == "air" then -- Node to side is air
rotate_and_place(itemstack, placer, pointed_thing) -- do stairs mod place function
elseif node_is_slab == nil and -- Clicked not a slab
node_is_flora > 0 then -- Node to side is air
rotate_and_place(itemstack, placer, pointed_thing) -- do stairs mod place function
--Below here feedback to player you cant mix glass slabs and none glass slabs so they know this is feature
elseif node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 0 and node.param2 <= 23) and -- Any slab in any orientation (redundant check?)
node_is_glass and -- node is glass
not pla_is_glass then -- placing item is not glass
minetest.chat_send_player(placer:get_player_name(), err_mix)
elseif node_is_slab == 1 and -- Clicked a Slab
(node.param2 >= 0 and node.param2 <= 23) and -- Any slab in any orientation (redundant check?)
not node_is_glass and -- node is not glass
pla_is_glass then -- placing item is not glass
minetest.chat_send_player(placer:get_player_name(), err_mix)
-- Last error catch to account for the unknown/unexpected
else
minetest.chat_send_player(placer:get_player_name(), err_un)
end
end
----------------------------
-- Main Code --
----------------------------
-- moreblocks code part borrowed from Linuxdirk MT forums
-- Im directly updating these on the fly not using override_item
-- Not the best practice and maybe slower - review later
local mblocks = minetest.get_modpath("moreblocks") -- used to establish if moreblocks is loaded
if mblocks ~= nil then
minetest.debug("moreblocks present")
for name, def in pairs(minetest.registered_nodes) do
local slab_name = string.sub (def.description, -6)
if slab_name == "(8/16)" then -- The only way Ive found of identifying moreblocks half slabs
def.groups.slab = 1 -- Add any slabs in moreblocks that are 8/16 to the slab group
for index,_ in pairs (def.tiles)do -- Part borrowed from Linuxdirk
if type(def.tiles[index]) == 'table' then
def.tiles[index].align_style = 'world'
else
def.tiles[index] = {
name = def.tiles[index],
align_style = 'world'
}
end
end
--[[for k,v in pairs (def.tiles)do -- debug loop
minetest.debug("name"..tostring(def.tiles[k].name).." align:"..def.tiles[tonumber(k)].align_style)
end]]--
end
end
end
-- creates an index of any node name in the group "slab"
local slab_index = registered_nodes_by_group("slab")
for k,v1 in pairs(slab_index) do
local v1_def = minetest.registered_nodes[v1] -- Makes a copy of the relevant node settings
local v1_groups = table.copy(v1_def.groups) -- Takes the above and places the groups into its own seperate copy
v1_groups.not_in_creative_inventory = 1
v1_groups.slab = nil
local v1_tiles = table.copy(v1_def.tiles) -- The first group of tiles ie v1
--[[for k,v in pairs(v1_tiles) do -- Bunch of debug I(S01) added to get my head around data structure.
minetest.debug("k",tostring(k)," v", tostring(v))
minetest.debug ("direct:",v1_tiles[k].name)
for k2, v2 in pairs(v) do
minetest.debug("k2",tostring(k2),"v2",tostring(v2))
end
end ]]--
if not v1_tiles[2] then -- This bit checks if we have an image name
v1_tiles[2] = v1_tiles[1] -- for each side of the node, if it dosen't it
end -- copies the previous one in
if not v1_tiles[3] then -- 1 = Top, 2 = Bottom, 3-6 = Sides
v1_tiles[3] = v1_tiles[2]
end
if not v1_tiles[4] then
v1_tiles[4] = v1_tiles[3]
end
if not v1_tiles[5] then
v1_tiles[5] = v1_tiles[4]
elseif mblocks ~= nil then
v1_tiles[5].name = v1_tiles[5].name:gsub("%^%[transformR90", "") -- v1 R90 not needed as applied at V2 stage needed for moreblocks
end
if not v1_tiles[6] then
v1_tiles[6] = v1_tiles[5]
elseif mblocks ~= nil then
v1_tiles[6].name = v1_tiles[6].name:gsub("%^%[transformR90", "") -- v1 R90 not needed as applied at V2 stage needed for moreblocks
end
for _,v2 in pairs(slab_index) do
local v2_def = minetest.registered_nodes[v2] -- this creates a second copy of all slabs and is identical to v1
local v2_tiles = table.copy(v2_def.tiles)
if not v2_tiles[2] then
v2_tiles[2] = v2_tiles[1]
end
if not v2_tiles[3] then
v2_tiles[3] = table.copy(v2_tiles[2]) -- must be table copy do not use "="
v2_tiles[3].name = add_lowpart(v2_tiles[3]) -- only need to do this once as 4,5,6 are basically copy of 3
else
v2_tiles[3].name= add_lowpart(v2_tiles[3]) -- If node has images specified for each slot have to add string to the front of those
end
if not v2_tiles[4] then
v2_tiles[4] = v2_tiles[3]
else
v2_tiles[4].name= add_lowpart(v2_tiles[4])
end
if not v2_tiles[5] then
v2_tiles[5] = v2_tiles[4]
else
v2_tiles[5].name= add_lowpart(v2_tiles[5])
end
if not v2_tiles[6] then
v2_tiles[6] = v2_tiles[5]
else
v2_tiles[6].name= add_lowpart(v2_tiles[6])
end
-- Register nodes --
-- Very strange behaviour with orginal mod when placing glass and normal slabs ontop of each other.
-- Removed the ability to place glass slabs on non-glass slabs.
-- Original Behaviour summary:
-- Normal slab on glass slab - slab appears as top slab with some strange graphic overlay, Unknown why - guess drawtype conflict with graphic
-- Glass slab on normal slab - slab appears as top glass slab ie full glass block, Unknown why - guess drawtype conflict with graphic
-- For example of above place "glass" slab on "obsidian glass" slab and vice versa this seemed minimal issue so left this combo okay
-- Glass slab on Glass slab - black box inside this is due to orginal code having drawtype = normal for glassslab on glassslab combo
local v1_is_glass = string.find(string.lower(tostring(v1)), "glass") -- Slabs dont use drawtype "glasslike" in stairs due to nodebox requirement,
local v2_is_glass = string.find(string.lower(tostring(v2)), "glass") -- so using name string match but this pretty unreliable.
-- returns value nil if not otherwise returns integar see lua string.find
if v1_is_glass and v2_is_glass then -- glass_glass nodes so drawtype = glasslike
minetest.register_node("comboblock:"..v1:split(":")[2].."_onc_"..v2:split(":")[2], { -- registering the new combo nodes
description = v1_def.description.." on "..v2_def.description,
tiles = {v1_tiles[1].name.."^[resize:"..cs.."x"..cs,
v2_tiles[2].name.."^[resize:"..cs.."x"..cs,
v1_tiles[3].name.."^[resize:"..cs.."x"..cs..v2_tiles[3].name, -- Stairs registers it's tiles slightly differently now
v1_tiles[4].name.."^[resize:"..cs.."x"..cs..v2_tiles[4].name, -- in a nested table structure and now makes use of
v1_tiles[5].name.."^[resize:"..cs.."x"..cs..v2_tiles[5].name, -- align_style = "world" for most slabs....I think
v1_tiles[6].name.."^[resize:"..cs.."x"..cs..v2_tiles[6].name
},
paramtype = "light",
paramtype2 = "facedir",
drawtype = "glasslike",
sounds = v1_def.sounds,
groups = v1_groups,
drop = v1,
after_destruct = function(pos, oldnode)
minetest.set_node(pos, {name = v2, param2 = oldnode.param2})
end
})
elseif v1_is_glass or v2_is_glass then
-- minetest.debug("nothing")
-- Can't have a nodetype as half "glasslike" and half "normal" :(
else
-- normal nodes
--minetest.debug (v1_tiles[1].name.." "..v2_tiles[1].name)
minetest.register_node("comboblock:"..v1:split(":")[2].."_onc_"..v2:split(":")[2], { -- registering the new combo nodes
description = v1_def.description.." on "..v2_def.description,
tiles = {v1_tiles[1].name.."^[resize:"..cs.."x"..cs,
v2_tiles[2].name.."^[resize:"..cs.."x"..cs,
v1_tiles[3].name.."^[resize:"..cs.."x"..cs..v2_tiles[3].name, -- Stairs registers it's tiles slightly differently now
v1_tiles[4].name.."^[resize:"..cs.."x"..cs..v2_tiles[4].name, -- in a nested table structure and now makes use of
v1_tiles[5].name.."^[resize:"..cs.."x"..cs..v2_tiles[5].name, -- align_style = "world" for most slabs....I think
v1_tiles[6].name.."^[resize:"..cs.."x"..cs..v2_tiles[6].name
},
paramtype = "light",
paramtype2 = "facedir",
drawtype = "normal",
sounds = v1_def.sounds,
groups = v1_groups,
drop = v1,
after_destruct = function(pos, oldnode)
minetest.set_node(pos, {name = v2, param2 = oldnode.param2})
end,
--[[on_rightclick = function(pos, node, player, itemstack, pointed_thing)
local exact_pos = minetest.pointed_thing_to_face_pos(placer,pointed_thing)
local fpos = exact_pos.y % 1
minetest.chat_send_all(node.param2.." "..fpos)
end]]--
})
end
end
-- Override all slabs registered on_place function
minetest.override_item(v1, {
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.under
local pos1 = pointed_thing.above
local exact_pos = minetest.pointed_thing_to_face_pos(placer,pointed_thing)
local fpos = exact_pos.y % 1
local pparam2 = minetest.dir_to_facedir(vector.subtract(pos,pos1))
local placer_pos = placer:get_pos()
local player_n = placer:get_player_name()
local err_mix = "Hmmmm... that wont work I can't mix glass slabs and none glass slabs" -- error txt for mixing glass/not glass
local err_un = "Hmmmm... The slab wont fit there, somethings in the way" -- error txt for unknown/unexpected
local pla_is_glass = string.find(string.lower(tostring(itemstack:get_name())), "glass") -- itemstack item glass slab (trying to place item)
local node_c = minetest.get_node({x=pos.x, y=pos.y, z=pos.z}) -- node clicked
local node_c_isslab = minetest.registered_nodes[node_c.name].groups.slab -- is node clicked in slab group
if fpos == 0.5 then -- clicked a flat top or bottom surface
local node_c_is_glass = string.find(string.lower(tostring(node_c.name)), "glass") -- is node clicked glass
local node_a = minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}) -- node above clicked node
local node_a_isslab = minetest.registered_nodes[node_a.name].groups.slab -- is node above in slab group
local node_a_is_glass = string.find(string.lower(tostring(node_a.name)), "glass") -- is node above glass
local node_a_is_flora = minetest.get_item_group(node_a.name, "flora") -- is node above flora
local node_b = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) -- node below clicked node
local node_b_isslab = minetest.registered_nodes[node_b.name].groups.slab -- is node below in slab group
local node_b_is_glass = string.find(string.lower(tostring(node_b.name)), "glass") -- is node below glass
local node_b_is_flora = minetest.get_item_group(node_b.name, "flora") -- is node below flora
local t_b = exact_pos.y - pos.y -- work out if clicked bottom or top side of slab
--[[Clicked Top Surface]]--
if t_b > 0 then -- Top Surface
if node_c_isslab == 1 and -- Clicked a Slab
not node_c_is_glass and -- Clicked not glass slab
not pla_is_glass and -- Placing Slab not Glass
node_c.param2 <= 3 then -- Clicked bottom slab (slab in bottom of node)
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
node_c_is_glass and -- Clicked glass slab
pla_is_glass and -- Placing slab glass
node_c.param2 <= 3 then -- Clicked bottom slab
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a.name == "air" then -- Node above is air
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_is_flora > 0 then -- Node above is flora
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal @ top
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal @ top
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal @ top
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed @ top
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
not node_a_is_glass and -- Node above not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed @ top
(node_a.param2 >= 20 and node_a.param2 <= 23) and -- Node above is placed Horizontal
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_isslab == 1 and -- Node above is a slab assumed @ top
(node_a.param2 >= 4 and node_a.param2 <= 19) and -- Node above is not placed Horizontal
node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_a.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_a.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_a.name == "air" then -- Node above is air
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == nil and -- Clicked not a slab
node_a_is_flora > 0 then -- Node above is flora - allows build on grass/flowers etc
local param2 = pparam2
minetest.item_place(itemstack, placer, pointed_thing, param2)
--Below here Feedback to player you cant mix glass slabs and none glass slabs so they know this is feature
--Seperated for easy reading (turn to function later above/below almost identical)
elseif node_c_isslab == 1 and -- Clicked a Slab
node_c_is_glass and -- Clicked glass slab
not pla_is_glass and -- Placing not slab glass
node_c.param2 <= 3 then -- Clicked bottom slab
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of above)
not node_c_is_glass and -- Clicked not glass slab
pla_is_glass and -- Placing slab glass
node_c.param2 <= 3 then -- Clicked bottom slab
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed @ top
node_a_is_glass and -- Node above glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of the above)
(node_c.param2 >= 4 and node_c.param2 <= 23) and -- top slab + all orientations vertically
node_a_isslab == 1 and -- Node above is another slab assumed @ top
not node_a_is_glass and -- Node above not glass slab
pla_is_glass then -- Placing glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- clicked not slab
node_a_isslab == 1 and -- Node above is another slab assumed @ top
node_a_is_glass and -- Node above glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- Clicked not Slab (reverse of the above)
node_a_isslab == 1 and -- Node above is another slab assumed @ top
not node_a_is_glass and -- Node above glass slab
pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
-- Last error catch to account for the unknown/unexpected
else
minetest.chat_send_player(player_n, err_un)
end
--[[Clicked Bottom Surface]]--
elseif t_b < 0 then -- Bottom Surface
if node_c_isslab == 1 and -- Clicked a Slab
not node_c_is_glass and -- Clicked not glass slab
not pla_is_glass and -- Placing Slab not glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- top slab (slab in top of node)
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
not node_c_is_glass and -- Clicked glass slab
not pla_is_glass and -- Placing Slab glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- top slab (slab in top of node)
local tar_node_name = node_c.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos, {name = "comboblock:"..tar_node_name:split(":")[2].."_onc_"..pla_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b.name == "air" then -- Node below is air
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_is_flora > 0 then -- Node below is flora
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is not placed Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node manual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is placed not Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is placed not Horizontal
not node_b_is_glass and -- Node below not glass slab
not pla_is_glass then -- Placing Slab not glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 0 and node_b.param2 <= 3) and -- Node below is placed Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = pparam2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_isslab == 1 and -- Node below is a slab assumed @ bottom
(node_b.param2 >= 4 and node_b.param2 <= 19) and -- Node below is not placed Horizontal
node_b_is_glass and -- Node below glass slab
pla_is_glass then -- Placing Slab glass
local tar_node_name = node_b.name
local pla_node_name = itemstack:get_name()
minetest.swap_node(pos1, {name = "comboblock:"..pla_node_name:split(":")[2].."_onc_"..tar_node_name:split(":")[2], param2 = node_b.param2})
itemstack:take_item(1) -- Nil callbacks on swap node mnaual remove 1 item
elseif node_c_isslab == nil and -- Clicked not a slab
node_b.name == "air" then -- Node below is air
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
elseif node_c_isslab == nil and -- Clicked not a slab
node_b_is_flora > 0 then -- Node below is flora
local param2 = pparam2+20
minetest.item_place(itemstack, placer, pointed_thing, param2)
--Below here Feedback to player you cant mix glass slabs and none glass slabs so they know this is feature
--Seperated for easy reading (turn to function later above/below almost identical)
elseif node_c_isslab == 1 and -- Clicked a Slab
node_c_is_glass and -- Clicked glass slab
not pla_is_glass and -- Placing not slab glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- Clicked top slab in node
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of above)
not node_c_is_glass and -- Clicked not glass slab
pla_is_glass and -- Placing slab glass
(node_c.param2 >= 20 and node_c.param2 <= 23) then -- Clicked top slab
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
node_b_is_glass and -- Node below glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == 1 and -- Clicked a Slab (reverse of the above)
(node_c.param2 >= 0 and node_c.param2 <= 19) and -- bottom slab + all orientations vertically
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
not node_a_is_glass and -- Node below not glass slab
pla_is_glass then -- Placing glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- clicked not slab
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
node_b_is_glass and -- Node below glass slab
not pla_is_glass then -- Placing not glass
minetest.chat_send_player(player_n, err_mix)
elseif node_c_isslab == nil and -- Clicked not Slab (reverse of the above)
node_b_isslab == 1 and -- Node below is another slab assumed @ bottom
not node_a_is_glass and -- Node below not glass slab
pla_is_glass then -- Placing glass
minetest.chat_send_player(player_n, err_mix)
-- Last error catch to account for the unknown/unexpected
else
minetest.chat_send_player(player_n, err_un)
end
end
else -- clicked a node side somewhere
if pparam2 == 0 and -- -z side
(node_c.param2 >= 8 and node_c.param2 <= 11) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 0 then -- -z side
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z-1})
local nepos = {x=pos.x, y=pos.y, z=pos.z-1}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 1 and -- -x side
(node_c.param2 >= 16 and node_c.param2 <= 19) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 1 then -- -x side
local node = minetest.get_node({x=pos.x-1, y=pos.y, z=pos.z})
local nepos = {x=pos.x-1, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 2 and -- +z side
(node_c.param2 >= 4 and node_c.param2 <= 7) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 2 then -- +z side
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z+1})
local nepos = {x=pos.x, y=pos.y, z=pos.z+1}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 3 and -- +x side
(node_c.param2 >= 12 and node_c.param2 <= 15) and -- from this direction must be standing vertical at back of node
node_c_isslab == 1 then -- Node clicked is slab (removes conflict with full node)
local node = minetest.get_node({x=pos.x, y=pos.y, z=pos.z})
local nepos = {x=pos.x, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
elseif pparam2 == 3 then -- +x side
local node = minetest.get_node({x=pos.x+1, y=pos.y, z=pos.z})
local nepos = {x=pos.x+1, y=pos.y, z=pos.z}
side_place(itemstack,placer,pointed_thing,node,nepos,err_mix,err_un)
else -- Last error catch to account for the unknown/unexpected
minetest.chat_send_player(player_n, err_un)
end
end
if not creative.is_enabled_for(placer:get_player_name()) then
return itemstack
end
end
})
end

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-------------------------------------------------------------------------------------
-- _________ ___. __________.__ __ --
-- \_ ___ \ ____ _____\_ |__ ____\______ \ | ____ ____ | | __ --
-- / \ \/ / _ \ / \| __ \ / _ \| | _/ | / _ \_/ ___\| |/ / --
-- \ \___( <_> ) Y Y \ \_\ ( <_> ) | \ |_( <_> ) \___| < --
-- \______ /\____/|__|_| /___ /\____/|______ /____/\____/ \___ >__|_ \ --
-- \/ \/ \/ \/ \/ \/ --
-------------------------------------------------------------------------------------
Comboblock is licensed under unlicence except for the function
"rotate and place" which has been copied unchanged from the Stairs mod
inside the Minetest Game and is under LGPL 2.1
To the best of my understanding this dosen't create a conflict between
these two licence as I am treating the function "rotate and place" as
a shared library component as per LGPL 2.1. However Im no legal expert
so happy to adjust if needed.
license:
=======================================================================
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
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 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 information, please refer to <http://unlicense.org>
=======================================================================
=======================================================================
=======================================================================
The Function "rotate and place" found in the stairs mod of the minetest game
has been included unaltered and is under the below LGPL 2.1 Licence. This function
has been clearly labelled inside init.lua
GNU Lesser General Public License, version 2.1
Copyright (C) 2011-2017 Kahrl <kahrl@gmx.net>
Copyright (C) 2011-2017 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012-2017 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

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# textdomain: comboblock
Hmmmm... that wont work I can't mix glass slabs and none glass slabs=Hmmmm ... das wird nicht funktionieren Ich kann keine Glasplatten und keine Glasplatten mischen
Hmmmm... The slab wont fit there, somethings in the way=Hmmmm ... Die Platte passt dort nicht, etwas im Weg

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name = comboblock
description = Allows the stacking of slabs vertically
depends = stairs
optional_depends = farming, cracked_castle, moreblocks, jonez

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-------------------------------------------------------------------------------------
|| ||
-------------------------------------------------------------------------------------
-- _________ ___. __________.__ __ --
-- \_ ___ \ ____ _____\_ |__ ____\______ \ | ____ ____ | | __ --
-- / \ \/ / _ \ / \| __ \ / _ \| | _/ | / _ \_/ ___\| |/ / --
-- \ \___( <_> ) Y Y \ \_\ ( <_> ) | \ |_( <_> ) \___| < --
-- \______ /\____/|__|_| /___ /\____/|______ /____/\____/ \___ >__|_ \ --
-- \/ \/ \/ \/ \/ \/ --
-- ___ _ __ __ --
-- | _ \___ __ _ __| | | \/ |___ --
-- | / -_) _` / _` | | |\/| / -_) --
-- |_|_\___\__,_\__,_| |_| |_\___| --
-------------------------------------------------------------------------------------
|| Orginally written/created by Pithydon/Pithy ||
|| updated by Sirrobzeroone ||
-------------------------------------------------------------------------------------
------------------------------- Mod Folder Name -------------------------------------
The mod folder should only be called comboblock. Github on download will add a "-"
then something:
For releases download it'll add the release number to the end eg comboblock-5.2.0.1
For straight download it'll add the word master eg comboblock-master
Rename the folder to be just comboblock
---------------------- Set Base/Default Texture Pack Scale --------------------------
By default comboblock is configured to the correct resolution for the base minetest
game texture resolution - 16x16px. This means any mods that use a higher resolution that
include slabs will have the slabs resized to 16x16 when used in combo with another slab.
Note: when used on there own the Slab resolution will be unchanged.
If you have installed and enabled a texture pack that has a higher resoltuion you'll need
to adjust the comboblock scale setting udner settings to the correct value.
From the main minetest screen:
~ "Settings" tab
~ "All Settings" button
~ "Mods" scroll to bottom of list
~ Expand "Mods"
~ Expand "Comboblock"
~ Double click "Scale Textures to"
~ Change value to texture pack resolution eg 32,64,128 etc
~ Save and close settings
You'll know if you have this configured incorrectly as comboblock blocks will behave in
intresting ways.
-------------------------------- Version Number -------------------------------------
Comboblock has been given a version number that helps align it to the version of minetest
it was developed against. It dosen't mean it wont work with an older or new version of
minetest. BUt if possible grab the release number that most closely matches the version of
minetest you are using. It is very unlikely that the Comboblock updated version will work with
any version of Minetest before version 5.0.
The first 3 numbers in the version number are the version of minetest it was created
against/for the last digit is the mod version.
Check the releases tab for specific old version releases. Feel free to download from the main
git repository but consider that it could be under development and broken in someway.
So always best to download from the releases tab.
-------------------------------- Known Issues -------------------------------------
I'll try and keep this updated but check git as I'll try and keep them updated there.
Issue 1 - Glass and Non-Glass slabs can't be stacked togther. this is an engine limitation
and if allowed results in some strange display behaviour when viewed in game.
Issue 2 - If you rotate a comboblock with a screwdriver type tool (lots out there), the block
will always retain the properties of the block that was ontop. I haven't been able
to work out a fix yet as Im trying to avoid changing the screwdriver(s) code.
------------------------------------ Thanks ----------------------------------------
Big thanks to Pithy for writting the orginal mod and the help from various people on the
MT forum boards even if they probably don't know they have helped:
blert2112, Linuxdirk, Krock, Rubenwardy, Pampogokiraly, Joe7575, Sorcerykid
And of course the Coredevs and Celeron55 for designing/keeping the engine running
Hope this mod is useful and not to buggy
Sirrobzeroone

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# Size to up or down scale textures to, normally done in multiples of 16. Default = 16
comboblock_scale (Scale Textures to) int 16

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description = Mods changing block behavior
comboblock - enables stocking slabs

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description = New building blocks
signs_lib - add readable signs and colors

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# Signs_lib API
In this text, common terms such as `pos`, `node`, or `placer`/`digger` will not be explained unless they have a different meaning than what's usually used in Minetest mods. See [minetest/doc/lua_api.txt](https://github.com/minetest/minetest/blob/master/doc/lua_api.txt) for details on these and other common terms, if necessary. Similarly, common shorthand such as `int`, `float`, etc. should require no explanation.
## Registering a sign
* `signs_lib.register_sign(nodename, def)`
To put it simply, where you'd have used `minetest.register_node()` before, just replace it with this call. The syntax is identical, and in general, all settings/items allowed there are allowed here as well. Anything that `signs_lib` doesn't need to override or alter will be passed straight through to `register_node()`, unchanged (such as `description`, `tiles`, or `inventory_image`).
The supplied node name will be prepended with ":", so that any mod can register signs under any other mod's namespace, if desired.
Many items have default settings applied when omitted, most of which would produce something equivalent to "default:sign_wall_wood" if enough other node defintion settings were to be included.
* `drawtype = "string"`
Default: "mesh"
* `tiles = {table}`
Since this is a sign-specific library, this parameter behaves rather different from what you would normally use in `minetest.register_node()`. The first two entries are mandatory. The third, fourth and fifth entries are optional, depending on which mounting styles are enabled for a given node.
* entry 1: the front and back of the sign.
* entry 2: the sides/edges
* entry 3: texture for the pole mount. If unspecified, the standard pole mount image is used, if needed.
* entry 4: texture for the hanging part. If unspecified, the standard hanging chains image is used, if needed.
* entry 5: texture for the yard sign stick. If unspecified, "default_wood.png" is used, if needed.
* entry 6: ignored.
* `mesh = "string"`
Default: "signs_lib_standard_wall_sign.obj".
* `paramtype = "string"`
Default: "light"
* `paramtype2 = "string"`
As with any other node, this determines how param2 is interpreted. Since these are signs, only two modes make sense: "wallmounted" and "facedir". Any other string is the same as "facedir".
Default: "wallmounted"
* `wield_image = "string"`
Default: whatever the `inventory_image` is set to (if anything).
* `selection_box = {table}`
Works the same as usual. A helper function exists to create boxes by specifying only and X/Y size and offset:
`signs_lib.make_selection_boxes()` (see below).
* `groups = {table}`
Sets the sign's groups, as usual. In addition to whatever arbitrary groups you may have in mind, there are two presets available (both of which have `attached_node` removed, and `sign = 1` added):
* `signs_lib.standard_wood_groups`, inherited from "default:sign_wall_wood"
* `signs_lib.standard_steel_groups`, inherited from "default:sign_wall_steel"
Default: `signs_lib.standard_wood_groups`
* `sounds = something`
Sets the sign's sound profile, as usual. In addition to whatever sound profile you may have in mind, there are two presets available:
* `signs_lib.standard_wood_sign_sounds`, inherited from "default:sign_wall_wood"
* `signs_lib.standard_steel_sign_sounds`, inherited from "default:sign_wall_steel"
Default: `signs_lib.standard_wood_sign_sounds`
* `drop = something`
Default: inherited from the `nodename` argument given to `signs_lib.register_sign()`
* `after_place_node = function(pos, placer, itemstack, pointed_thing, locked)`
See below under "Main functions".
Default: `signs_lib.after_place_node`
* `on_rightclick = function(pos)`
See below under "Main functions".
Default: `signs_lib.construct_sign`
* `on_construct = function(pos)`
See below under "Main functions".
Default: `signs_lib.construct_sign`
* `on_destruct = function(pos)`
See below under "Main functions".
Default: `signs_lib.destruct_sign`
* `on_receive_fields = function(pos, formname, fields, sender)`
See below under "Main functions".
Default: `signs_lib.receive_fields`
* `on_punch = function(pos)`
See below under "Main functions".
Default: `signs_lib.update_sign`
* `onpole_mesh = "string"`
* `hanging_mesh = "string"`
* `yard_mesh = "string"`
If your node needs a custom model for its on-pole, hanging, and/or yard variants, specify them here, as needed. The materials and textures behave the same on these as on other sign models. All sign model filenames are still derived from the base sign model, when not overridden here (so these can be totally arbitrary filenames).
Defaults: the normal "_onpole", "_hanging", or "_yard" version of the model specified by `mesh`.
* `selection_box = {table}`
* `node_box = {table}`
As usual, the former sets the sign's selection box, while the latter sets its collision information (since signs use model meshes). At the very least, you'll want to specify `selection_box`. If the sign node is in "wallmounted" mode, this must contain proper `wall_top`, `wall_side`, and `wall_bottom` entries, as one normally uses with such nodes. Signs that use "facedir" mode just need the usual `fixed` setting.
Defaults: `selection_box` is a box that fits the standard wall sign, if not specified. `node_box` takes on the value given to `selection_box`, if not specified (or the standard wall sign setting, if neither is present).
* `onpole_selection_box = {table}`
* `hanging_selection_box = {table}`
* `yard_selection_box = {table}`
* `onpole_node_box = {table}`
* `hanging_node_box = {table}`
* `yard_node_box = {table}`
If your node needs special handling for its onpole-, hanging-, or yard-mode selection boxes or for their collision info (which `signs_lib` always uses the node's `node_box` item for), you can specify them here. Same syntax as the regular `selection_box` setting.
Defaults: whatever the `selection_box` and `node_box` entries are set to.
* `default_color = "string"`
Sets the default text color for this sign, in hexadecimal (one digit, lowercase), from the standard Linux/IRC/CGA color palette. Same as the colors shown in the sign's formspec.
Default: "0" (black)
* `number_of_lines = int`
Just what it says on the tin. How many lines you can fit will vary with overall sign node size, font size, scaling, line spacing, etc.
Default: 6
* `horiz_scaling = float`
* `vert_scaling = float`
Scaling factor applied to the entity texture horizontal or vertical resolution. Larger values increase the resolution. Since a given sign's entity is always displayed at a fixed visual scale, increasing these squeezes more pixels into the same space, making the text appear narrower or shorter. Increasing `vert_scaling` also increases the number of lines of text the sign will hold.
Defaults: 1.0 for both
* `line_spacing = int`
Number of blank pixels to add between lines.
Default: 1
* `font_size = int`
Selects which font to use, either 15 or 31 (pixel height). This setting directly affects the sign's vertical resolution.
Default: 15
* `x_offset = int`
* `y_offset = int`
Starting X and Y position in pixels, relative to the text entity UV map upper-left corner.
Defaults: 4 for X, 0 for Y
* `chars_per_line = int`
Approximate number of characters that should fit on a line. This, the selected font's average character width, and the `horiz_scaling` together set the horizontal resolution of the text entity's texture.
Default: 35
* `entity_info = something`
Describes the entity model and yaw table to use. May be one of:
* A table specifying the two settings directly, such as:
```lua
entity_info = {
mesh = "signs_lib_standard_wall_sign_entity.obj",
yaw = signs_lib.wallmounted_yaw
}
```
* `signs_lib.standard_yaw` is also available as a yaw preset, if desired.
* a string reading "standard", which tells `signs_lib` to use the standard wood/steel sign model, in wallmounted mode. Equivalent to the example above.
* nothing at all: if omitted, the sign will not have a formspec, basically all text-related settings will be ignored and/or omitted entirely, and no entity will be spawned for this sign, thus the sign will not be writable. This is the default, and is of course what one would want for any sign that's just an image wrapped around a model, as in most of the signs in [my street signs mod](https://forum.minetest.net/viewtopic.php?t=20866).
Default: **nil**
* `allow_hanging = bool`
* `allow_onpole = bool`
* `allow_onpole_horizontal = bool`
* `allow_yard = bool`
If **true**, these allow the registration function to create versions of the initial, base sign node that either hang from the ceiling, are mounted on a vertical pole/post, are mounted on a horizontal pole, or are free-standing, on a small stick. Their node names will be the same as the base wall sign node, except with "_hanging", "_onpole", "_onpole_horiz", or "_yard", respectively, appended to the end of the node name. If the base node name has "_wall" in it, that bit is deleted before appending the above.
These options are independent of one another.
Defaults: all **nil**
* `allow_widefont = bool`
Just what it says on the tin. If enabled, the formspec will have a little "on/off switch" left of the "Write" button, to select the font width.
Default: **nil**
* `locked = bool`
Sets this sign to be locked/owned, like the original default steel wall sign.
Default: **nil**
### Example sign definition:
```lua
signs_lib.register_sign("basic_signs:sign_wall_glass", {
description = S("Glass Sign"),
yard_mesh = "signs_lib_standard_sign_yard_two_sticks.obj",
tiles = {
{ name = "basic_signs_sign_wall_glass.png", backface_culling = true},
"basic_signs_sign_wall_glass_edges.png",
"basic_signs_pole_mount_glass.png",
nil,
nil,
"default_steel_block.png" -- the sticks on back of the yard sign model
},
inventory_image = "basic_signs_sign_wall_glass_inv.png",
default_color = "c",
locked = true,
entity_info = "standard",
sounds = default.node_sound_glass_defaults(),
groups = {cracky = 3, oddly_breakable_by_hand = 3},
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true,
use_texture_alpha = true,
})
```
### Main functions used within a sign definition
* `signs_lib.after_place_node(pos, placer, itemstack, pointed_thing, locked)`
Determines if the `pointed_thing` is a wall, floor, ceiling, or pole/post, and swaps the placed sign for the correct model.
* `locked`: if set to **true**, the sign's meta will be tweaked to indicate its ownership by the `placer`.
* `signs_lib.construct_sign(pos)`
Sets up the sign's formspec and infotext overlay.
* `signs_lib.destruct_sign(pos)`
Deletes the sign's entity, if any, when the sign is dug.
* `signs_lib.receive_fields(pos, formname, fields, sender)`
This handles the text input and wide font on/off switch, logging any actions the user takes. Bails-out silently if the user is not allowed to edit the sign. See the standard Minetest lua_api.txt for details.
* `signs_lib.update_sign(pos, fields)`
If the sign's writable, this deletes any sign-related entities in the sign's node space, spawns a new one, and renders whatever text is in the sign's meta.
* `signs_lib.can_modify(pos, player)`
Returns **true** if the player is allowed to dig, edit, or change the font width of the sign.
* `signs_lib.handle_rotation(pos, node, player, mode)`
Just what it says on the tin. Limits the sign's rotation as needed (for example, a sign on a horizontal pole can only flip from one side to the other).
* `mode`: the screwdriver's mode, as passed from the screwdriver mod.
Returns **false** if the user tried to right-click with the screwdriver, **true** otherwise.
* `signs_lib.make_selection_boxes(x_size, y_size, foo, x_offset, y_offset, z_offset, is_facedir)`
* `x_size`/`y_size`: dimensions in inches. One node is 39.37 inches on a side. This function uses inches instead of metric because it started out as a selection box maker for [MUTCD-2009](https://mutcd.fhwa.dot.gov/pdfs/2009r1r2/mutcd2009r1r2edition.pdf)-compliant signs, which are measured in inches.
* `x_offset`/`y_offset`/`z_offset`: shift the selection box (inches, defaults to centered, with the back face flush with the back of the node).
* `is_facedir`: if unset, the selection boxes will be created with the assumption that `paramtype2 = "wallmounted"` mode is set on the node the box will be used on. Any other value creates a selection box for "facedir" mode.
* `foo` is ignored (leftover from an argument that's long since been rendered obsolete.
Returns a table suitable for the `selection_box` node definition entry.
#### Helper functions
You probably won't need to call any of these directly.
* `signs_lib.read_image_size(filename)`
Returns width and height of the indicated PNG file (return values will be gibberish if it isn't a PNG).
* `signs_lib.split_lines_and_words(text)`
Just what it says on the tin.
Returns a table of lines, each line entry being a table of words.
* `signs_lib.delete_objects(pos)`
Deletes all entities within the node space given by `pos`.
* `signs_lib.spawn_entity(pos, texture)`
Spawns a new text entity at the given position and assigns the supplied `texture` to it, if any.
* `signs_lib.check_for_pole(pos, pointed_thing)`
Attempts to determine if the `pointed_thing` qualifies as a vertical pole or post of some kind.
Returns **true** if a suitable pole/post is found
* `signs_lib.check_for_horizontal_pole(pos, pointed_thing)`
Same idea, but for horizontal poles/posts.
Returns **true** if a suitable pole/post is found.
* `signs_lib.check_for_ceiling(pointed_thing)`
Returns **true** if the `pointed_thing` appears to be the bottom of a node.
* `signs_lib.check_for_floor(pointed_thing)`
Returns **true** if the `pointed_thing` appears to be the top of a node.
* `signs_lib.set_obj_text(pos, text)`
Cooks the supplied `text` as needed and passes it to the entity rendering code. Essentially, this is where rendering text into an image starts.
## Options for pole/post nodes
Occasionally, you'll run into a node that either looks like a pole/post, or has one in the middle of its node space (with room to fit a sign in there), but which isn't detected as a pole/post by the standard sign placement code. In these situations, some kind of special check is needed.
Supplying one or both of the following in the pole/post node's definition will cause `signs_lib` to skip its usual pole/post detection code, in favor of the supplied function(s).
* `check_for_pole = function(pos, node, def, pole_pos, pole_node, pole_def)`
If supplied, this function will be run when the mod is looking for a normal vertical pole/post. Useful if the target node's orientation and/or shape determine what sides a sign can attach to. For example, [Pipeworks](https://forum.minetest.net/viewtopic.php?pid=27794) uses this to figure out if a sign can be attached to a tube or pipe, depending on the tube's/pipe's number of junctions, and on its orientation and that of the placed sign.
* `def`: the placed sign's node defintion
* `pole_pos`: the target node's position
* `pole_node`: the target node itself
* `pole_def`: its node definition
Your code must return **true** if the sign should attach to the target node.
If desired, this entry may simply be set to `check_for_pole = true` if a sign can always attach to this node regardless of facing direction (for example, [Home Decor](https://forum.minetest.net/viewtopic.php?pid=26061) has a round brass pole/post, which always stands vertical, and [Cottages](https://forum.minetest.net/viewtopic.php?id=5120) has a simple table that's basically a fencepost with a platform on top).
* `check_for_horiz_pole = function(pos, node, def, pole_pos, pole_node, pole_def)`
If supplied, this does the same thing for horizontal poles.
Your code must return **true** if the sign should attach to the target node.

View File

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@ -0,0 +1,104 @@
# Anatomy of a sign model
In the model files:
* The base sign model should be designed to look like a flat board placed on one side of the node space. The first material entry in the model file must be assigned to the front and back faces of the sign, the second material must be the sign's edges. The filename should be something along the lines of "mymod_my_cool_sign_wall.obj".
In each of the variants below, generally-speaking, the third material in the model must be assigned to whatever it is that that model uses for the sign's mounting method, and the mounting style will be the last word in the model filename.
* For most signs that are allowed to sit on a vertical pole/post such as a fencepost, the pole-mounted model is just a copy of the base model, shifted back a bit, with a pole mount added to the back. In these models, the third material in the model file must be assigned to the pole mount. Name the model file the same as the base sign, but end the name with "_onpole" instead of "_wall". For example, "mymod_my_cool_sign_onpole.obj".
For signs that allow mounting onto a horizontal pole (such as a Streets mod horizontal "bigpole"), the third material is still the vertical pole mount as above, but there must also be another the pole mount included, designed to wrap around such a pole/post, to which fourth material must be assigned. In most cases, this alternate mount will just be a copy of the vertical pole mount, but rotated by 90°, and explicitly centered vertically in the node space.
While vertical and horizontal pole/post mounting options are independent in the code, if horizontal mounting is enabled, the on-pole model must still have *four* materials, even if the third material is unused, with the horizontal pole mount assigned to the fourth material. In most situations, you'll probably have both vertical and horizontal pole mounts assigned to the third and fourth materials, as above.
* For hanging sign models, the third material must be assigned to whatever it is that makes the sign look like it's hanging from the ceiling (default signs have a simple, flat rectangle, meant to show an image of a simple pair of chains). The model file for these must be named the same as the base model, but ending with "_hanging". For example, "mymod_my_cool_sign_hanging.obj".
* For yard sign models, the third material must be assigned to the "stick" on the back of the sign. The model for this type must be named the same as the base model, but ending with "_yard". For example, "mymod_my_cool_sign_yard.obj".
* For most signs, the sign entity (if applicable) will be a simple rectangle, sized just slightly smaller than the width and height of the sign, and centered relative to the sign face. Its UV map should cover the entire image area, so that the image is shrunk down to fit within the sign's intended text area. The rectangle must be positioned slightly in front of the sign (by 10 millimeters or so, due to engine position precision limitations).
The entity should be named the same as the corresponding wall, on-pole, hanging, and/or yard models, but with "_entity" added just before the mounting style. For example: a sign using "mymod_my_cool_sign_wall.obj" for the base model file should have an entity model file named "mymod_my_cool_sign_entity_wall.obj", if one will be needed.
In your code:
* The first `tiles{}` entry in the sign definition needs to be the front-back texture (how things are arranged within the image file is up to you, provided you match your sign model's UV map to the layout of your image). The second entry will be the texture for the sign's edges.
* For signs that can be mounted on a pole/post, the third item in your `tiles{}` setting specifies the pole mount image to use. When `signs_lib` goes to register the on-pole node(s), the image you specified here will be passed to `register_node()` as either the third or *fourth* tile item, setting the other to the standard blank/empty image, thus revealing only the vertical or horizontal pole mount, respectively. If you don't specify a pole mount image, the standard pole mount texture will be used instead, if needed.
* For signs that can hang from a ceiling, the fourth entry in your `tiles{}` setting specifies the image to apply to the part of the model that makes it look like it's hanging. If not specified, the standard hanging chains image will be used instead, if needed.
* For signs that can stand up in the yard, the fifth `tiles{}` entry specifies the image to be wrapped around the "stick" that the sign's mounted on. If not specified, "default_wood.png" will be used instead, if needed.
* Some signs may allow for more complex entity shapes, images, and UV mapping. For example, [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) has a standard city street intersection sign, the entity mesh for which consists of four simple rectangles. Two of them are identically UV-mapped to the top portion of the texture image, and placed on either side of the upper half of the sign portion of the model. The other two rectangles are also identically UV-mapped, but point to a lower section of the texture, and are rotated by 90° and shifted down in the model, to place them on either side of the lower half of the sign. This causes the first line of text to appear on both sides of the upper half of the sign, with the second line of text appearing on both sides of the lower half.
Signs which don't use the simple models described above may not be compatible with the wall/pole/ceiling/yard placement code, but these things can be overridden/disabled in the node definition, if needed (as with the above intersection sign).
* `signs_lib` automatically blanks-out all redundant `tiles{}` entries for each node.
## Blender users
Start a new project, open the "Sidebar" (usually by pressing `N`), and scroll down to the Display section. Set the Grid floor to 5 lines, Scale to 0.5, and Subdivisions to 8.
This will create an environment where the world origin/center will be the center of a node space at (0,0,0), with major divisions at half-node intervals. With the camera aligned to an axis, zooming in so that one node space fills the window should put the grid at 16 minor divisions per meter, so the grid will correspond to pixels in a typical 16px-apparent texture, if your UV mapping is correct (though a standard sign model uses 32px-apparent textures).
Zoom in a bit more, and you'll see 256 divisions per meter, which can be thought of as 16 divisions per pixel. This is where you'll want to be when positioning the sign entity. In my configuration, the grid maxes out at 256 divisions per meter, even when zoomed in extremely close (this may be standard behavior).
For signs that will use "wallmounted" mode, the model must be lying flat, with its front side facing up along Blender's Z axis, and centered on the X and Y axes. The back of the sign should be exactly flush with the -0.5m mark on the Z axis, putting the whole sign below the world center. The bottom edge of the sign faces the negative end of the Y axis.
For signs that will use "facedir" mode, the sign must be upright, with its back flush with the +0.5m mark along the Y axis, centered on X/Z, with the bottom edge of the sign facing down along the Z axis.
When adding materials, you MUST add them in the order you want them to appear in the exported model, as Blender provides no easy way to enforce a particular order if they come out wrong.
If you look in the `models/` directory, you'll find the standard sign project file, "standard wooden sign.blend", which contains all four variants of the standard sign model ("wallmounted" and "facedir", on-wall and on-pole), designed per the above requirements. This file also contains both entity variants (on-wall and on-pole). You'll notice that there are only two entities. This is because entity rotation has no concept of "wallmounted", "facedir", etc., so all standard signs use the same pair of entities.
To create the text entity model, assuming you're starting with a properly-UV-mapped, "wallmounted" base sign model with a simple one-piece flat design (comparable to, say, a standard wall sign or a [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) warning diamond), do these steps:
1. Snap the cursor to the world center, and set your viewport to Orthographic (usually `5` on the keypad).
2. Switch to Object Mode.
3. Select the sign model.
4. Create a linked duplicate (`Alt-D` in my keymap), as distinct from a simple duplicate (`Shift-D`). Blender will automatically select the duplicate and immediately go into move/translate mode to let you move it around.
5. Without bothering to move the duplicate, press `R` `X` to go into rotatation mode around the X axis, which will also snap the duplicate back to its precise starting point in the process.
6. Rotate the duplicate by 90°, thus putting it upright, with its back side flush with the +0.5m mark on the Y axis.
7. With the duplicate still selected, switch to Edit Mode.
8. Select only the duplicate sign's front face.
9. Rotate your view to the right or left side (usually `3` or `Ctrl-3` on the keypad).
10. Zoom in close enough to get the grid to show 256 divisions per meter, while keeping the selected face in view.
11. Make a simple duplicate of the selected face (`Shift-D`). Blender will automatically select just the new, duplicate face and go into move/translate mode. Yeah, you're making a copy of a copy. 🙂
12. Press `Y` to limit movement to just the Y axis, and move the duplicate face in the negative direction, while snapping to the grid. Put it at least 2 minor divisions from the front of the sign (that is, 2/256 of a meter).
13. Zoom out far enough to get the grid back to 16 divisions per meter, and align your view forward along the Y axis (usually `1` on the keypad).
14. With the duplicate face still selected, scale it along X and/or Z until its edges are just within the limits of your sign model's intended text area. You could also directly move the face's edges inward, perhaps while snapping to the grid, if the sign shape lends itself to that. Make sure the face stays properly-positioned (usually centered) relative to the sign's front!
15. UV-map the duplicate face: `Mesh``UV Unwrap``Reset` followed by `Mesh``UV Unwrap``Project from view (bounds)`.
16. Separate the duplicate face into a new object (`P` in my keymap, then `Selection` in the menu that pops-up).
17. Switch to Object Mode
18. In the model/data tree at the upper-right (well, on my layout), rename the original sign mesh, its duplicate, and the entity mesh to something meaningful.
19. With only the text entity mesh selected, delete all materials from the list on the right, below the model/data tree (these were inherited from the base sign, and aren't needed with an entity mesh).
20. Save your project file.
21. Export the text entity mesh. It is highly recommended that you export to "Wavefront (.obj)" format, as with most other Minetest node models.
Note that the duplicate sign model you created can also be used directly as a "facedir" sign model, as well as being a position reference for the text entity mesh, so I suggest leaving it in your project file when you save.
Use the following export settings (I strongly advise saving them as an Operator Preset; applies to all models and modes):
Forward: [_Z_Forward_]
Up: [_Y_Up______]
🆇 Selection Only
🞎 Animation
🆇 Apply Modifiers
🞎 Use Modifiers Render Settings
🞎 Include Edges
🞎 Smooth Groups
🞎 Bitflag Smooth Groups
🆇 Write Normals
🆇 Include UVs
🞎 Write Materials
🞎 Triangulate Faces
🞎 Write Nurbs
🞎 Polygroups
🆇 Objects as OBJ Objects
🞎 Objects as OBJ Groups
🆇 Material Groups
🞎 Keep Vertex Order
(_Scale:________1.00_)
Path Mode: [_Auto____]

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# signs_lib
This is kaeza's and my signs library mod, originally forked from PilzAdam's version and rewritten mostly by kaeza to include a number of new features, then rewritten again a couple more times (finding its way into my [street_signs](https://forum.minetest.net/viewtopic.php?t=20866) mod for a while, where it developed nicely 🙂).
The purpose of PilzAdam's original mod was to just provide a no-frills way make default signs show their text, via an entity placed right in front. It was hacky, but it worked!
While still hacky, this library is a modernized, feature-enhanced version of his code, which not only has visible text, but which allows that text to be colored, and displayed at any reasonable size, with any reasonable amount of text (as configured in a given node definition), with two font resolutions available. Plus, almost any sign can be attached to almost any kind of suitable pole or fencepost. Most signs that use the standard wall sign model can also be hung from a ceiling, or placed upright as a yard sign, in addition to being flat on a wall or floor. Unlike previous incarnations of this code, signs' text is visible when the sign is flat on the floor or ceiling, as well as all other supported orientations/mounting styles.
Without any other add-ons, this mod upgrades only the default wooden and steel signs.
## Text formatting
In general, text is rendered exactly as-written, left-to-right, top to bottom, without any translations or modifications. The standard fonts support 7-bit ASCII as well as Cyrllic.
That said, there are some basic text formatting options:
* Paragraph breaks (blank lines) may be inserted by simply hitting `Enter` twice.
* Eight arrow symbols are available, occupying positions 0x81 through 0x88 in the character set. These are produced by writing a "^" followed by a number 1 to 8:
"^1" = `⬆`, "^2" = `⬈`, "^3" = `➡`, "^4" = `⬊`, "^5" = `⬇`, "^6" = `⬋`, "^7" = `⬅`, "^8" = `⬉`
Writing "^" followed by a letter "a" through "h" will produce double-wide versions of these arrows, in the same order. These wide arrows occupy 0x89 to 0x91 in the character set.
* A color may be specified in the sign text by using "#" followed by a single hexadcimal digit (0-9 or a-f). These colors come from the standard Linux/IRC/CGA color set, and are shown in the sign's formspec. Any color change will remain in effect until changed again, or until the next line break. Any number of color changes in any arbitrary arrangement is allowed.
* Most writable signs can display double-wide text by flipping a switch in the sign's formspec.
## Sign placement and rotation notes
* Pointing at a wall while placing will, of course, place the sign on the wall.
* For most signs that use the standard sign model, pointing at the ground while placing creates an upright standalone yard sign. Others not using the standard model will most often end up flat on the ground.
* For most standard signs, pointing at the ceiling while placing will hang the sign from the ceiling by a pair of chains. Others not using the standard model will usually end up flat on the ceiling.
* Pointing at an X or Z side of something that's detected as a pole/post will mount the sign onto that pole, if possible. Note that the sign actually occupies the node space in front of the pole, since they're still separate nodes. But, I figure, no one's going to want to use the space in front of the sign anyway, because doing so would of course obscure the sign, so it doesn't matter if the sign logically occupies that node space.
* If you're holding the "Sneak" key (usually `Shift`) while placing, the on-pole/hanging/yard checks are skipped, allowing you to just place a sign flat onto the ground, ceiling, or top/bottom of a pole/post, like they used to work before `signs_lib` was a thing.
* If a sign is on the wall or flat on the ground, the screwdriver will spin it from one wall to the next, in clockwise order, whether there's a wall to attach to or not, followed by putting it flat on the ground, then flat against the ceiling, then back to wall orientation.
* If a sign is hanging from the ceiling (not flat against it), the screwdriver will just rotate it around its Y axis.
* If a sign is on a vertical pole/post, the screwdriver will rotate it around the pole, but only if there's nothing in the way.
* If a sign is on a horizontal pole/post, the screwdriver will flip it from one side to the other as long as there's nothing in the way.
## Chat commands
At present, only one command is defined:
* `/regen_signs`
This will read through the list of currently-loaded blocks known to contain one or more signs, delete all entities found in each sign's node space, and respawn and re-render each from scratch.
The list of loaded, sign-bearing blocks is created/populated by an LBM (and trimmed by this command if any listed blocks are found to have been unloaded).

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local default_fences = {
"default:fence_wood",
"default:fence_acacia_wood",
"default:fence_aspen_wood",
"default:fence_junglewood",
"default:fence_pine_wood"
}
for _, n in ipairs(default_fences) do
minetest.override_item(n, {
check_for_pole = true
})
end
if minetest.get_modpath("cottages") then
local cbox = table.copy(minetest.registered_items["cottages:table"].node_box)
minetest.override_item("cottages:table", {
check_for_pole = true,
selection_box = cbox
})
end
if minetest.get_modpath("prefab_redo") then
minetest.override_item("prefab_redo:concrete_railing", {
check_for_pole = true,
selection_box = {
type = "connected",
connect_right = { -0.125, -0.5, -0.125, 0.5, 0.375, 0.125 },
connect_left = { -0.5, -0.5, -0.125, 0.125, 0.375, 0.125 },
connect_back = { -0.125, -0.5, -0.125, 0.125, 0.375, 0.5 },
connect_front = { -0.125, -0.5, -0.5, 0.125, 0.375, 0.125 },
disconnected = { -0.125, -0.5, -0.125, 0.125, 0.25, 0.125 },
fixed = {}
}
})
end
if minetest.get_modpath("streetspoles") then
local htj_north = {
[1] = true,
[3] = true,
[9] = true,
[11] = true,
[21] = true,
[23] = true
}
local htj_east = {
[0] = true,
[2] = true,
[16] = true,
[18] = true,
[20] = true,
[22] = true
}
local htj_south = {
[1] = true,
[3] = true,
[5] = true,
[7] = true,
[21] = true,
[23] = true
}
local htj_west = {
[0] = true,
[2] = true,
[12] = true,
[14] = true,
[20] = true,
[22] = true
}
local vtj_north = {
[8] = true,
[10] = true,
[13] = true,
[15] = true,
[17] = true,
[19] = true
}
local vtj_east = {
[4] = true,
[6] = true,
[8] = true,
[10] = true,
[17] = true,
[19] = true
}
local vtj_south = {
[4] = true,
[6] = true,
[13] = true,
[15] = true,
[17] = true,
[10] = true
}
local vtj_west = {
[4] = true,
[6] = true,
[8] = true,
[10] = true,
[13] = true,
[15] = true
}
minetest.override_item("streets:bigpole", {
check_for_pole = function(pos, node, def, ppos, pnode, pdef)
if pnode.param2 < 4
or (pnode.param2 > 19 and pnode.param2 < 24)
and (pos.x ~= ppos.x or pos.z ~= ppos.z) then
return true
end
end,
check_for_horiz_pole = function(pos, node, def, ppos, pnode, pdef)
if pnode.param2 > 3 and pnode.param2 < 12 then
if def.paramtype2 == "wallmounted" then
if node.param2 == 2 or node.param2 == 3 -- E/W
then return true
end
else
if node.param2 == 1 or node.param2 == 3 -- E/W
then return true
end
end
elseif pnode.param2 > 11 and pnode.param2 < 20 then
if def.paramtype2 == "wallmounted" then
if node.param2 == 4 or node.param2 == 5 then
return true
end
else
if node.param2 == 0 or node.param2 == 2 then
return true
end
end
end
end
})
minetest.override_item("streets:bigpole_tjunction", {
check_for_pole = function(pos, node, def, ppos, pnode, pdef)
if def.paramtype2 == "wallmounted" then
if (node.param2 == 4 and vtj_north[pnode.param2])
or (node.param2 == 2 and vtj_east[pnode.param2])
or (node.param2 == 5 and vtj_south[pnode.param2])
or (node.param2 == 3 and vtj_west[pnode.param2]) then
return true
end
else
if (node.param2 == 0 and vtj_north[pnode.param2])
or (node.param2 == 1 and vtj_east[pnode.param2])
or (node.param2 == 2 and vtj_south[pnode.param2])
or (node.param2 == 3 and vtj_west[pnode.param2]) then
return true
end
end
end,
check_for_horiz_pole = function(pos, node, def, ppos, pnode, pdef)
if def.paramtype2 == "wallmounted" then
if (node.param2 == 4 and htj_north[pnode.param2])
or (node.param2 == 2 and htj_east[pnode.param2])
or (node.param2 == 5 and htj_south[pnode.param2])
or (node.param2 == 3 and htj_west[pnode.param2]) then
return true
end
else
if (node.param2 == 0 and htj_north[pnode.param2])
or (node.param2 == 1 and htj_east[pnode.param2])
or (node.param2 == 2 and htj_south[pnode.param2])
or (node.param2 == 3 and htj_west[pnode.param2]) then
return true
end
end
end
})
end
if minetest.get_modpath("streetlamps") then
minetest.override_item("streets:streetlamp_basic_top_on", {
selection_box = {
type = "fixed",
fixed = {
{-0.3,-0.4,-0.3,0.3,0.5,0.3},
{-0.15,-0.4,-0.15,0.15,-1.55,0.15},
{-0.18,-1.55,-0.18,0.18,-2.5,0.18},
}
},
check_for_pole = true
})
end

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Most code and all textures by Vanessa Dannenberg.
Some code copied and modified from the game's default mods (especially
doors) and ironzorg's flowers mod.

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default
intllib?
screwdriver?
streetspoles?
streetlamps?
cottages?
prefab_redo?

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Adds signs with readable text.

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-- encoding borrowed from signs_lib fork at https://github.com/lord-server/lord
local ansi_decode = {
[128] = "\208\130",
[129] = "\208\131",
[130] = "\226\128\154",
[131] = "\209\147",
[132] = "\226\128\158",
[133] = "\226\128\166",
[134] = "\226\128\160",
[135] = "\226\128\161",
[136] = "\226\130\172",
[137] = "\226\128\176",
[138] = "\208\137",
[139] = "\226\128\185",
[140] = "\208\138",
[141] = "\208\140",
[142] = "\208\139",
[143] = "\208\143",
[144] = "\209\146",
[145] = "\226\128\152",
[146] = "\226\128\153",
[147] = "\226\128\156",
[148] = "\226\128\157",
[149] = "\226\128\162",
[150] = "\226\128\147",
[151] = "\226\128\148",
[152] = "\194\152",
[153] = "\226\132\162",
[154] = "\209\153",
[155] = "\226\128\186",
[156] = "\209\154",
[157] = "\209\156",
[158] = "\209\155",
[159] = "\209\159",
[160] = "\194\160",
[161] = "\209\142",
[162] = "\209\158",
[163] = "\208\136",
[164] = "\194\164",
[165] = "\210\144",
[166] = "\194\166",
[167] = "\194\167",
[168] = "\208\129",
[169] = "\194\169",
[170] = "\208\132",
[171] = "\194\171",
[172] = "\194\172",
[173] = "\194\173",
[174] = "\194\174",
[175] = "\208\135",
[176] = "\194\176",
[177] = "\194\177",
[178] = "\208\134",
[179] = "\209\150",
[180] = "\210\145",
[181] = "\194\181",
[182] = "\194\182",
[183] = "\194\183",
[184] = "\209\145",
[185] = "\226\132\150",
[186] = "\209\148",
[187] = "\194\187",
[188] = "\209\152",
[189] = "\208\133",
[190] = "\209\149",
[191] = "\209\151"
}
local utf8_decode = {
[128] = {
[147] = "\150",
[148] = "\151",
[152] = "\145",
[153] = "\146",
[154] = "\130",
[156] = "\147",
[157] = "\148",
[158] = "\132",
[160] = "\134",
[161] = "\135",
[162] = "\149",
[166] = "\133",
[176] = "\137",
[185] = "\139",
[186] = "\155"
},
[130] = {[172] = "\136"},
[132] = {[150] = "\185", [162] = "\153"},
[194] = {
[152] = "\152",
[160] = "\160",
[164] = "\164",
[166] = "\166",
[167] = "\167",
[169] = "\169",
[171] = "\171",
[172] = "\172",
[173] = "\173",
[174] = "\174",
[176] = "\176",
[177] = "\177",
[181] = "\181",
[182] = "\182",
[183] = "\183",
[187] = "\187"
},
[208] = {
[129] = "\168",
[130] = "\128",
[131] = "\129",
[132] = "\170",
[133] = "\189",
[134] = "\178",
[135] = "\175",
[136] = "\163",
[137] = "\138",
[138] = "\140",
[139] = "\142",
[140] = "\141",
[143] = "\143",
[144] = "\192",
[145] = "\193",
[146] = "\194",
[147] = "\195",
[148] = "\196",
[149] = "\197",
[150] = "\198",
[151] = "\199",
[152] = "\200",
[153] = "\201",
[154] = "\202",
[155] = "\203",
[156] = "\204",
[157] = "\205",
[158] = "\206",
[159] = "\207",
[160] = "\208",
[161] = "\209",
[162] = "\210",
[163] = "\211",
[164] = "\212",
[165] = "\213",
[166] = "\214",
[167] = "\215",
[168] = "\216",
[169] = "\217",
[170] = "\218",
[171] = "\219",
[172] = "\220",
[173] = "\221",
[174] = "\222",
[175] = "\223",
[176] = "\224",
[177] = "\225",
[178] = "\226",
[179] = "\227",
[180] = "\228",
[181] = "\229",
[182] = "\230",
[183] = "\231",
[184] = "\232",
[185] = "\233",
[186] = "\234",
[187] = "\235",
[188] = "\236",
[189] = "\237",
[190] = "\238",
[191] = "\239"
},
[209] = {
[128] = "\240",
[129] = "\241",
[130] = "\242",
[131] = "\243",
[132] = "\244",
[133] = "\245",
[134] = "\246",
[135] = "\247",
[136] = "\248",
[137] = "\249",
[138] = "\250",
[139] = "\251",
[140] = "\252",
[141] = "\253",
[142] = "\254",
[143] = "\255",
[144] = "\161",
[145] = "\184",
[146] = "\144",
[147] = "\131",
[148] = "\186",
[149] = "\190",
[150] = "\179",
[151] = "\191",
[152] = "\188",
[153] = "\154",
[154] = "\156",
[155] = "\158",
[156] = "\157",
[158] = "\162",
[159] = "\159"
},
[210] = {[144] = "\165", [145] = "\180"}
}
local nmdc = {
[36] = "$",
[124] = "|"
}
function AnsiToUtf8(s)
local r, b = ""
for i = 1, s and s:len() or 0 do
b = s:byte(i)
if b < 128 then
r = r .. string.char(b)
else
if b > 239 then
r = r .. "\209" .. string.char(b - 112)
elseif b > 191 then
r = r .. "\208" .. string.char(b - 48)
elseif ansi_decode[b] then
r = r .. ansi_decode[b]
else
r = r .. "_"
end
end
end
return r
end
function Utf8ToAnsi(s)
local a, j, r, b = 0, 0, ""
for i = 1, s and s:len() or 0 do
b = s:byte(i)
if b < 128 then
if nmdc[b] then
r = r .. nmdc[b]
else
r = r .. string.char(b)
end
elseif a == 2 then
a, j = a - 1, b
elseif a == 1 then
--if j == nil or b == nil then return r end
--print(j)
--print(b)
--local ansi = utf8_decode[j]
--if ansi == nil then return r end
--if ansi[b] == nil then return r end
if utf8_decode[j] then
if utf8_decode[j][b] then
a, r = a - 1, r .. utf8_decode[j][b]
end
end
elseif b == 226 then
a = 2
elseif b == 194 or b == 208 or b == 209 or b == 210 then
j, a = b, 1
else
r = r .. "_"
end
end
return r
end

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@ -0,0 +1,16 @@
-- This mod provides the visible text on signs library used by Home Decor
-- and perhaps other mods at some point in the future. Forked from thexyz's/
-- PilzAdam's original text-on-signs mod and rewritten by Vanessa Ezekowitz
-- and Diego Martinez
signs_lib = {}
signs_lib.path = minetest.get_modpath(minetest.get_current_modname())
local S, NS = dofile(signs_lib.path .. "/intllib.lua")
signs_lib.gettext = S
dofile(signs_lib.path.."/api.lua")
dofile(signs_lib.path.."/encoding.lua")
dofile(signs_lib.path.."/standard_signs.lua")
dofile(signs_lib.path.."/compat.lua")

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-- Fallback functions for when `intllib` is not installed.
-- Code released under Unlicense <http://unlicense.org>.
-- Get the latest version of this file at:
-- https://raw.githubusercontent.com/minetest-mods/intllib/master/lib/intllib.lua
local function format(str, ...)
local args = { ... }
local function repl(escape, open, num, close)
if escape == "" then
local replacement = tostring(args[tonumber(num)])
if open == "" then
replacement = replacement..close
end
return replacement
else
return "@"..open..num..close
end
end
return (str:gsub("(@?)@(%(?)(%d+)(%)?)", repl))
end
local gettext, ngettext
if minetest.get_modpath("intllib") then
if intllib.make_gettext_pair then
-- New method using gettext.
gettext, ngettext = intllib.make_gettext_pair()
else
-- Old method using text files.
gettext = intllib.Getter()
end
end
-- Fill in missing functions.
gettext = gettext or function(msgid, ...)
return format(msgid, ...)
end
ngettext = ngettext or function(msgid, msgid_plural, n, ...)
return format(n==1 and msgid or msgid_plural, ...)
end
return gettext, ngettext

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@ -0,0 +1,97 @@
# German Translation for the signs_lib mod.
# Copyright (C) 2018 Vanessa Ezekowitz
# This file is distributed under the same license as the signs_lib package.
# Xanthin, 2017.
# CodeXP <codexp@gmx.net>, 2018.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-07-31 18:31+0200\n"
"PO-Revision-Date: 2018-03-24 22:00+0100\n"
"Last-Translator: CodeXP <codexp@gmx.net>\n"
"Language-Team: \n"
"Language: de\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.12\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
#: init.lua
msgid "Write"
msgstr "schreiben"
#: init.lua
msgid "Locked sign, owned by @1\n"
msgstr "gesperrter Schild, gehört @1\n"
#: init.lua
msgid "locked "
msgstr "gesperrt "
#: init.lua
#, fuzzy
msgid "@1 wrote \"@2\" to @3sign at @4"
msgstr "@1 schrieb \"@2\" auf das @3Schild bei @4"
#: init.lua
msgid "Sign"
msgstr "Schild"
#: init.lua
msgid "Can edit all locked signs"
msgstr "Kann alle gesperrte Schilder bearbeiten"
#: init.lua
msgid "Locked Sign"
msgstr "gesperrter Schild"
#: init.lua
msgid "green"
msgstr "grün"
#: init.lua
msgid "yellow"
msgstr "gelb"
#: init.lua
msgid "red"
msgstr "rot"
#: init.lua
msgid "white_red"
msgstr "weißrot"
#: init.lua
msgid "white_black"
msgstr "schwarzweiß"
#: init.lua
msgid "orange"
msgstr "orange"
#: init.lua
msgid "blue"
msgstr "blau"
#: init.lua
msgid "brown"
msgstr "braun"
#: init.lua
msgid "Sign (@1, metal)"
msgstr "Schild (@1, Metall)"
#: init.lua
msgid "Attempt to register unknown node as fence"
msgstr "Versuch ein unbekanntes Element als Zaun zu registrieren"
#: init.lua
msgid "Registered @1 and @2"
msgstr "Registrierte @1 und @2"
#: init.lua
msgid "[MOD] signs loaded"
msgstr "[MOD] Schilder-Mod geladen"

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@ -0,0 +1,95 @@
# 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.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-07-31 18:22+0200\n"
"PO-Revision-Date: 2017-07-31 18:30+0200\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.12\n"
"Last-Translator: Carlos Barraza\n"
"Plural-Forms: nplurals=2; plural=(n != 1);\n"
"Language: es\n"
#: init.lua
msgid "Locked sign, owned by @1\n"
msgstr ""
#: init.lua
msgid "locked "
msgstr "bloqueada "
#: init.lua
msgid "@1 wrote \"@2\" to @3sign at @4"
msgstr "@1 escribio \"@2\" en el cartel @3en @4"
#: init.lua
msgid "Sign"
msgstr "Letrero"
#: init.lua
msgid "Can edit all locked signs"
msgstr ""
#: init.lua
#, fuzzy
msgid "Locked Sign"
msgstr "Letrero bloqueada"
#: init.lua
msgid "green"
msgstr "verde"
#: init.lua
msgid "yellow"
msgstr "amarillo"
#: init.lua
msgid "red"
msgstr "rojo"
#: init.lua
#, fuzzy
msgid "white_red"
msgstr "rojo y blanco"
#: init.lua
#, fuzzy
msgid "white_black"
msgstr "negro y blanco"
#: init.lua
msgid "orange"
msgstr "naranja"
#: init.lua
msgid "blue"
msgstr "azul"
#: init.lua
msgid "brown"
msgstr "marrón"
#: init.lua
#, fuzzy
msgid "Sign (@1, metal)"
msgstr "Letrero (@1, metal)"
#: init.lua
msgid "Attempt to register unknown node as fence"
msgstr ""
#: init.lua
msgid "Registered @1 and @2"
msgstr "Registrado @1 y @2"
#: init.lua
msgid "[MOD] signs loaded"
msgstr "[MOD] signs cargados"

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@ -0,0 +1,91 @@
# 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.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-07-31 18:13+0200\n"
"PO-Revision-Date: 2017-07-31 18:22+0200\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 1.8.12\n"
"Last-Translator: fat115 <fat115@framasoft.org>\n"
"Plural-Forms: nplurals=2; plural=(n > 1);\n"
"Language: fr\n"
#: init.lua
msgid "Locked sign, owned by @1\n"
msgstr "Panneau verrouillé, appartient à @1\n"
#: init.lua
msgid "locked "
msgstr "verrouillé "
#: init.lua
msgid "@1 wrote \"@2\" to @3sign at @4"
msgstr "@1 a écrit \"@2\" sur le panneau @3en @4"
#: init.lua
msgid "Sign"
msgstr "Panneau"
#: init.lua
msgid "Can edit all locked signs"
msgstr "Peut modifier les panneaux verrouillés"
#: init.lua
msgid "Locked Sign"
msgstr "Panneau (verrouillé)"
#: init.lua
msgid "green"
msgstr "vert"
#: init.lua
msgid "yellow"
msgstr "jaune"
#: init.lua
msgid "red"
msgstr "rouge"
#: init.lua
msgid "white_red"
msgstr "rouge et blanc"
#: init.lua
msgid "white_black"
msgstr "noir et blanc"
#: init.lua
msgid "orange"
msgstr "orange"
#: init.lua
msgid "blue"
msgstr "bleu"
#: init.lua
msgid "brown"
msgstr "marron"
#: init.lua
msgid "Sign (@1, metal)"
msgstr "Panneau (@1, métal)"
#: init.lua
msgid "Attempt to register unknown node as fence"
msgstr "Tentative d'enregistrer un nœud inconnu comme barrière"
#: init.lua
msgid "Registered @1 and @2"
msgstr "Enregistrement de @1 et @"
#: init.lua
msgid "[MOD] signs loaded"
msgstr "[MOD] signs chargé"

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@ -0,0 +1,91 @@
# 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.
#
msgid ""
msgstr ""
"Project-Id-Version: \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2017-07-31 18:00+0200\n"
"PO-Revision-Date: 2017-11-17 02:38+0800\n"
"Language-Team: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
"X-Generator: Poedit 2.0.4\n"
"Last-Translator: \n"
"Plural-Forms: nplurals=1; plural=0;\n"
"Language: ms\n"
#: init.lua
msgid "Locked sign, owned by @1\n"
msgstr "Papan tanda berkunci, milik @1\n"
#: init.lua
msgid "locked "
msgstr "berkunci "
#: init.lua
msgid "@1 wrote \"@2\" to @3sign at @4"
msgstr "@1 menulis \"@2\" atas papan tanda @3dekat @4"
#: init.lua
msgid "Sign"
msgstr "Papan Tanda"
#: init.lua
msgid "Can edit all locked signs"
msgstr "Boleh sunting semua papan tanda berkunci"
#: init.lua
msgid "Locked Sign"
msgstr "Papan Tanda Berkunci"
#: init.lua
msgid "green"
msgstr "hijau"
#: init.lua
msgid "yellow"
msgstr "kuning"
#: init.lua
msgid "red"
msgstr "merah"
#: init.lua
msgid "white_red"
msgstr "putih_merah"
#: init.lua
msgid "white_black"
msgstr "putih_hitam"
#: init.lua
msgid "orange"
msgstr "jingga"
#: init.lua
msgid "blue"
msgstr "biru"
#: init.lua
msgid "brown"
msgstr "perang"
#: init.lua
msgid "Sign (@1, metal)"
msgstr "Papan Tanda (@1, logam)"
#: init.lua
msgid "Attempt to register unknown node as fence"
msgstr "Cuba untuk mendaftar nod tidak diketahui sebagai pagar"
#: init.lua
msgid "Registered @1 and @2"
msgstr "Telah daftar @1 dan @2"
#: init.lua
msgid "[MOD] signs loaded"
msgstr "[MODS] signs telah dimuatkan"

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@ -0,0 +1,94 @@
# Russian Translation for the signs_lib mod.
# Copyright (C) 2018 Vanessa Ezekowitz
# This file is distributed under the same license as the signs_lib package.
# CodeXP <codexp@gmx.net>, 2018.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: signs_lib\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-03-24 22:23+0100\n"
"PO-Revision-Date: \n"
"Last-Translator: CodeXP <codexp@gmx.net>\n"
"Language-Team: \n"
"Language: ru\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: init.lua
msgid "Write"
msgstr "записать"
#: init.lua
msgid "Locked sign, owned by @1\n"
msgstr "защищенная табличка, пренадлежит @1\n"
#: init.lua
msgid "locked "
msgstr "защищенный "
#: init.lua
msgid "@1 wrote \"@2\" to @3sign at @4"
msgstr "@1 записал \"@2\" в @3sign на @4"
#: init.lua
msgid "Sign"
msgstr "табличка"
#: init.lua
msgid "Can edit all locked signs"
msgstr "Может редактировать все защищенные таблички"
#: init.lua
msgid "Locked Sign"
msgstr "защищенная табличка"
#: init.lua
msgid "green"
msgstr "зеленая"
#: init.lua
msgid "yellow"
msgstr "желтая"
#: init.lua
msgid "red"
msgstr "красная"
#: init.lua
msgid "white_red"
msgstr "краснобелая"
#: init.lua
msgid "white_black"
msgstr "чернобелая"
#: init.lua
msgid "orange"
msgstr "оранжевая"
#: init.lua
msgid "blue"
msgstr "синея"
#: init.lua
msgid "brown"
msgstr "коричневая"
#: init.lua
msgid "Sign (@1, metal)"
msgstr "Табличка (@1, металл)"
#: init.lua
msgid "Attempt to register unknown node as fence"
msgstr "Попытка зарегистрировать неизвестный узел как забор"
#: init.lua
msgid "Registered @1 and @2"
msgstr "Зарегистрировано @1 для @2"
#: init.lua
msgid "[MOD] signs loaded"
msgstr "[MOD] мод табличек загружен"

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@ -0,0 +1,94 @@
# LANGUAGE Translation for the signs_lib mod.
# Copyright (C) 2018 Vanessa Ezekowitz
# This file is distributed under the same license as the signs_lib package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: signs_lib\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-03-24 22:23+0100\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"Language: \n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: init.lua
msgid "Write"
msgstr ""
#: init.lua
msgid "Locked sign, owned by @1\n"
msgstr ""
#: init.lua
msgid "locked "
msgstr ""
#: init.lua
msgid "@1 wrote \"@2\" to @3sign at @4"
msgstr ""
#: init.lua
msgid "Sign"
msgstr ""
#: init.lua
msgid "Can edit all locked signs"
msgstr ""
#: init.lua
msgid "Locked Sign"
msgstr ""
#: init.lua
msgid "green"
msgstr ""
#: init.lua
msgid "yellow"
msgstr ""
#: init.lua
msgid "red"
msgstr ""
#: init.lua
msgid "white_red"
msgstr ""
#: init.lua
msgid "white_black"
msgstr ""
#: init.lua
msgid "orange"
msgstr ""
#: init.lua
msgid "blue"
msgstr ""
#: init.lua
msgid "brown"
msgstr ""
#: init.lua
msgid "Sign (@1, metal)"
msgstr ""
#: init.lua
msgid "Attempt to register unknown node as fence"
msgstr ""
#: init.lua
msgid "Registered @1 and @2"
msgstr ""
#: init.lua
msgid "[MOD] signs loaded"
msgstr ""

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@ -0,0 +1,2 @@
name = signs_lib
min_minetest_version = 5.2.0

View File

@ -0,0 +1,232 @@
# Blender v2.79 (sub 0) OBJ File: 'standard wooden sign.blend'
# www.blender.org
o facedir,_on_pole_Cube.005
v 0.437500 -0.312500 0.812500
v 0.437500 -0.312500 0.750000
v 0.437500 0.312500 0.750000
v -0.437500 -0.312500 0.812500
v -0.437500 -0.312500 0.750000
v -0.437500 0.312500 0.812500
v 0.437500 0.312500 0.812500
v -0.437500 0.312500 0.750000
v -0.125000 -0.187500 0.812500
v -0.125000 -0.187500 0.875000
v -0.125000 0.187500 0.875000
v 0.125000 -0.187500 0.812500
v 0.164062 -0.125000 1.164063
v -0.164063 -0.125000 1.164063
v 0.164062 -0.187500 1.164063
v -0.164063 -0.187500 1.164063
v 0.125000 0.125000 0.812500
v -0.125000 -0.125000 1.125000
v 0.164062 0.187500 0.812500
v 0.164062 0.187500 1.125000
v 0.164062 0.125000 0.812500
v 0.164062 0.125000 1.125000
v 0.125000 -0.125000 0.812500
v 0.125000 -0.125000 1.125000
v 0.164062 -0.125000 0.812500
v 0.164062 -0.187500 0.812500
v -0.164063 0.187500 0.812500
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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden sign.blend'
# www.blender.org
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden hanging sign.blend'
# www.blender.org
o Plane
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden sign.blend'
# www.blender.org
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden sign.blend'
# www.blender.org
o text_entity_Plane
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden yard sign.blend'
# www.blender.org
o Plane
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View File

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# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden hanging sign.blend'
# www.blender.org
o Cube
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g Cube_Cube_edges
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g Cube_Cube_hangers
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View File

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# Blender v2.79 (sub 0) OBJ File: 'standard wooden sign.blend'
# www.blender.org
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vn 0.0000 0.0000 1.0000
vn 1.0000 0.0000 0.0000
vn -1.0000 0.0000 0.0000
g wallmounted,_on_pole_Cube.002_front-back
s off
f 8/1/1 3/2/1 2/3/1 5/4/1
f 7/5/2 6/6/2 4/7/2 1/8/2
g wallmounted,_on_pole_Cube.002_edges
f 4/9/3 5/10/3 2/11/3 1/12/3
f 7/13/4 3/14/4 8/15/4 6/16/4
f 7/13/5 1/17/5 2/18/5 3/14/5
f 4/9/6 6/16/6 8/15/6 5/10/6
g wallmounted,_on_pole_Cube.002_pole_mount
f 9/19/6 10/20/6 11/21/6 39/22/6
f 12/23/5 38/24/5 36/25/5 37/26/5
f 20/27/5 45/28/5 43/29/5 22/30/5
f 44/31/6 47/32/6 46/33/6 42/34/6
f 52/35/5 10/36/5 56/37/5 18/38/5
f 46/39/3 22/40/3 43/41/3 42/42/3
f 44/43/4 45/44/4 20/45/4 47/46/4
f 42/42/2 43/41/2 45/47/2 44/48/2
f 41/49/5 13/50/5 15/51/5 40/52/5
f 14/53/6 32/54/6 34/55/6 16/56/6
f 34/57/3 40/58/3 15/59/3 16/60/3
f 14/61/4 13/62/4 41/63/4 32/64/4
f 24/65/6 53/66/6 37/67/6 48/68/6
f 16/60/2 15/59/2 13/69/2 14/70/2
f 50/71/3 17/72/3 21/73/3 22/74/3
f 20/75/4 19/76/4 38/77/4 49/78/4
f 49/79/6 36/80/6 54/81/6 50/71/6
f 22/30/5 21/82/5 19/83/5 20/27/5
f 48/68/3 12/84/3 26/85/3 40/86/3
f 41/87/4 25/88/4 23/89/4 24/90/4
f 40/52/5 26/91/5 25/92/5 41/49/5
f 46/33/3 28/93/3 29/94/3 30/95/3
f 47/32/6 27/96/6 28/93/6 46/33/6
f 51/97/4 39/98/4 27/99/4 47/100/4
f 34/55/3 33/101/3 9/102/3 52/103/3
f 32/54/6 31/104/6 33/101/6 34/55/6
f 18/105/4 35/106/4 31/107/4 32/108/4
f 10/20/2 37/26/2 36/25/2 11/21/2
f 9/109/3 12/110/3 37/26/3 10/20/3
f 11/21/4 36/25/4 38/111/4 39/112/4
f 30/113/5 55/114/5 11/115/5 51/116/5
f 52/117/1 18/118/1 24/119/1 48/120/1
f 30/121/1 51/122/1 49/123/1 50/124/1

View File

@ -0,0 +1,52 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden wall sign.blend'
# www.blender.org
o Cube
v 0.437500 -0.500000 -0.312500
v 0.437500 -0.437500 -0.312500
v 0.437500 -0.500000 0.312500
v 0.437500 -0.437500 0.312500
v -0.437500 -0.500000 -0.312500
v -0.437500 -0.437500 -0.312500
v -0.437500 -0.500000 0.312500
v -0.437500 -0.437500 0.312500
v 0.437500 -0.500000 -0.312500
v 0.437500 -0.437500 -0.312500
v 0.437500 -0.500000 0.312500
v 0.437500 -0.437500 0.312500
v -0.437500 -0.500000 -0.312500
v -0.437500 -0.437500 -0.312500
v -0.437500 -0.500000 0.312500
v -0.437500 -0.437500 0.312500
vt 0.468750 0.812500
vt 0.031250 0.812500
vt 0.031250 0.187500
vt 0.468750 0.187500
vt 0.531250 0.812500
vt 0.968750 0.812500
vt 0.968750 0.187500
vt 0.531250 0.187500
vt 0.234375 0.000000
vt 0.234375 1.000000
vt 0.015625 1.000000
vt 0.015625 -0.000000
vt 0.609375 -0.000000
vt 0.609375 1.000000
vt 0.390625 1.000000
vt 0.390625 -0.000000
vt 0.765625 0.000000
vt 0.765625 1.000000
vn 0.0000 1.0000 0.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 0.0000 -1.0000
vn 0.0000 0.0000 1.0000
vn 1.0000 0.0000 0.0000
vn -1.0000 0.0000 0.0000
g Cube_Cube_front-back
s off
f 8/1/1 4/2/1 2/3/1 6/4/1
f 3/5/2 7/6/2 5/7/2 1/8/2
g Cube_Cube_edges
f 13/9/3 14/10/3 10/11/3 9/12/3
f 11/13/4 12/14/4 16/15/4 15/16/4
f 11/13/5 9/17/5 10/18/5 12/14/5
f 13/9/6 15/16/6 16/15/6 14/10/6

View File

@ -0,0 +1,85 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden yard sign.blend'
# www.blender.org
o Cube
v 0.437500 -0.250000 -0.000000
v 0.437500 -0.250000 -0.062500
v 0.437500 0.375000 0.000000
v 0.437500 0.375000 -0.062500
v -0.437500 -0.250000 -0.000000
v -0.437500 -0.250000 -0.062500
v -0.437500 0.375000 0.000000
v -0.437500 0.375000 -0.062500
v 0.437500 -0.250000 -0.000000
v 0.437500 -0.250000 -0.062500
v 0.437500 0.375000 0.000000
v 0.437500 0.375000 -0.062500
v -0.437500 -0.250000 -0.000000
v -0.437500 -0.250000 -0.062500
v -0.437500 0.375000 0.000000
v -0.437500 0.375000 -0.062500
v 0.062500 -0.500000 0.000000
v 0.062500 0.250000 0.000000
v 0.062500 -0.500000 0.062500
v 0.062500 0.250000 0.062500
v -0.062500 -0.500000 0.000000
v -0.062500 0.250000 0.000000
v -0.062500 -0.500000 0.062500
v -0.062500 0.250000 0.062500
vt 0.468750 0.812500
vt 0.031250 0.812500
vt 0.031250 0.187500
vt 0.468750 0.187500
vt 0.531250 0.812500
vt 0.968750 0.812500
vt 0.968750 0.187500
vt 0.531250 0.187500
vt 0.234375 0.000000
vt 0.234375 1.000000
vt 0.015625 1.000000
vt 0.015625 -0.000000
vt 0.609375 -0.000000
vt 0.609375 1.000000
vt 0.390625 1.000000
vt 0.390625 -0.000000
vt 0.765625 0.000000
vt 0.765625 1.000000
vt 0.000000 0.750000
vt 2.000000 0.750000
vt 2.000000 0.875000
vt 0.000000 0.875000
vt 0.000000 0.125000
vt 2.000000 0.125000
vt 2.000000 0.375000
vt 0.000000 0.375000
vt 2.000000 0.500000
vt 0.000000 0.500000
vt 0.812500 0.875000
vt 0.562500 0.875000
vt 0.562500 1.000000
vt 0.812500 1.000000
vt 0.125000 0.875000
vt 0.375000 0.875000
vt 0.375000 1.000000
vt 0.125000 1.000000
vn 0.0000 0.0000 -1.0000
vn 0.0000 -0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
vn 1.0000 0.0000 0.0000
vn -1.0000 0.0000 0.0000
g Cube_Cube_front-back
s off
f 8/1/1 4/2/1 2/3/1 6/4/1
f 3/5/2 7/6/2 5/7/2 1/8/2
g Cube_Cube_edges
f 13/9/3 14/10/3 10/11/3 9/12/3
f 11/13/4 12/14/4 16/15/4 15/16/4
f 11/13/5 9/17/5 10/18/5 12/14/5
f 13/9/6 15/16/6 16/15/6 14/10/6
g Cube_Cube_default_wood
f 17/19/5 18/20/5 20/21/5 19/22/5
f 19/23/2 20/24/2 24/25/2 23/26/2
f 23/26/6 24/25/6 22/27/6 21/28/6
f 21/28/1 22/27/1 18/20/1 17/19/1
f 19/29/3 23/30/3 21/31/3 17/32/3
f 24/33/4 20/34/4 18/35/4 22/36/4

View File

@ -0,0 +1,110 @@
# Blender v2.79 (sub 0) OBJ File: 'basic_signs wooden yard sign two sticks.blend'
# www.blender.org
o Cube
v 0.437500 -0.250000 -0.000000
v 0.437500 -0.250000 -0.062500
v 0.437500 0.375000 0.000000
v -0.437500 0.375000 0.000000
v -0.437500 0.375000 -0.062500
v 0.437500 0.375000 -0.062500
v -0.437500 -0.250000 -0.000000
v -0.437500 -0.250000 -0.062500
v 0.421875 -0.500000 0.000000
v 0.421875 0.250000 0.000000
v 0.421875 -0.500000 0.031250
v 0.390625 -0.500000 0.000000
v 0.390625 0.250000 0.000000
v 0.390625 -0.500000 0.031250
v -0.390625 -0.500000 0.000000
v -0.390625 -0.500000 0.031250
v -0.421875 -0.500000 0.000000
v -0.421875 0.250000 0.000000
v -0.421875 -0.500000 0.031250
v 0.421875 0.218750 0.031250
v 0.390625 0.218750 0.031250
v -0.390625 0.250000 0.000000
v -0.390625 0.218750 0.031250
v -0.421875 0.218750 0.031250
vt 0.468750 0.812500
vt 0.031250 0.812500
vt 0.031250 0.187500
vt 0.468750 0.187500
vt 0.531250 0.812500
vt 0.968750 0.812500
vt 0.968750 0.187500
vt 0.531250 0.187500
vt 0.234375 0.000000
vt 0.234375 1.000000
vt 0.015625 1.000000
vt 0.015625 -0.000000
vt 0.609375 -0.000000
vt 0.609375 1.000000
vt 0.390625 1.000000
vt 0.390625 -0.000000
vt 0.765625 0.000000
vt 0.765625 1.000000
vt 0.000000 0.375000
vt 1.437500 0.375000
vt 1.437500 0.437500
vt 0.000000 0.437500
vt 1.500000 0.500000
vt 0.000000 0.500000
vt 1.500000 0.562500
vt 0.000000 0.562500
vt 0.750000 0.875000
vt 0.625000 0.875000
vt 0.625000 1.000000
vt 0.750000 1.000000
vt 1.437500 0.625000
vt 0.000000 0.625000
vt 0.000000 0.375000
vt 1.437500 0.375000
vt 1.437500 0.437500
vt 0.000000 0.437500
vt 1.500000 0.500000
vt 0.000000 0.500000
vt 1.500000 0.562500
vt 0.000000 0.562500
vt 0.750000 0.875000
vt 0.625000 0.875000
vt 0.625000 1.000000
vt 0.750000 1.000000
vt 1.437500 0.625000
vt 0.000000 0.625000
vt 0.312500 1.000000
vt 0.187500 1.000000
vt 0.187500 0.875000
vt 0.312500 0.875000
vt 0.312500 1.000000
vt 0.187500 1.000000
vt 0.187500 0.875000
vt 0.312500 0.875000
vn 0.0000 0.0000 -1.0000
vn 0.0000 -0.0000 1.0000
vn 0.0000 -1.0000 0.0000
vn 0.0000 1.0000 0.0000
vn 1.0000 -0.0000 0.0000
vn -1.0000 -0.0000 0.0000
vn 0.0000 0.7071 0.7071
g Cube_Cube_front-back
s off
f 5/1/1 6/2/1 2/3/1 8/4/1
f 3/5/2 4/6/2 7/7/2 1/8/2
g Cube_Cube_edges
f 7/9/3 8/10/3 2/11/3 1/12/3
f 3/13/4 6/14/4 5/15/4 4/16/4
f 3/13/5 1/17/5 2/18/5 6/14/5
f 7/9/6 4/16/6 5/15/6 8/10/6
g Cube_Cube_sticks
f 11/19/2 20/20/2 21/21/2 14/22/2
f 14/22/6 21/21/6 13/23/6 12/24/6
f 12/24/1 13/23/1 10/25/1 9/26/1
f 11/27/3 14/28/3 12/29/3 9/30/3
f 9/26/5 10/25/5 20/31/5 11/32/5
f 16/33/2 23/34/2 24/35/2 19/36/2
f 19/36/6 24/35/6 18/37/6 17/38/6
f 17/38/1 18/37/1 22/39/1 15/40/1
f 16/41/3 19/42/3 17/43/3 15/44/3
f 15/40/5 22/39/5 23/45/5 16/46/5
f 10/47/7 13/48/7 21/49/7 20/50/7
f 22/51/7 18/52/7 24/53/7 23/54/7

View File

@ -0,0 +1,68 @@
-- Definitions for standard minetest_game wooden and steel wall signs
signs_lib.register_sign("default:sign_wall_wood", {
description = "Wooden wall sign",
inventory_image = "signs_lib_sign_wall_wooden_inv.png",
tiles = {
"signs_lib_sign_wall_wooden.png",
"signs_lib_sign_wall_wooden_edges.png",
-- items 3 - 5 are not set, so signs_lib will use its standard pole
-- mount, hanging, and yard sign stick textures.
},
entity_info = "standard",
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true
})
signs_lib.register_sign("default:sign_wall_steel", {
description = "Steel wall sign",
inventory_image = "signs_lib_sign_wall_steel_inv.png",
tiles = {
"signs_lib_sign_wall_steel.png",
"signs_lib_sign_wall_steel_edges.png",
nil, -- not set, so it'll use the standard pole mount texture
nil, -- not set, so it'll use the standard hanging chains texture
"default_steel_block.png" -- for the yard sign's stick
},
groups = signs_lib.standard_steel_groups,
sounds = signs_lib.standard_steel_sign_sounds,
locked = true,
entity_info = "standard",
allow_hanging = true,
allow_widefont = true,
allow_onpole = true,
allow_onpole_horizontal = true,
allow_yard = true
})
minetest.register_alias("signs:sign_hanging", "default:sign_wood_hanging")
minetest.register_alias("basic_signs:hanging_sign", "default:sign_wood_hanging")
minetest.register_alias("signs:sign_yard", "default:sign_wood_yard")
minetest.register_alias("basic_signs:yard_sign", "default:sign_wood_yard")
minetest.register_alias("default:sign_wall_wood_onpole", "default:sign_wood_onpole")
minetest.register_alias("default:sign_wall_wood_onpole_horiz", "default:sign_wood_onpole_horiz")
minetest.register_alias("default:sign_wall_wood_hanging", "default:sign_wood_hanging")
minetest.register_alias("default:sign_wall_wood_yard", "default:sign_wood_yard")
minetest.register_alias("default:sign_wall_steel_onpole", "default:sign_steel_onpole")
minetest.register_alias("default:sign_wall_steel_onpole_horiz", "default:sign_steel_onpole_horiz")
minetest.register_alias("default:sign_wall_steel_hanging", "default:sign_steel_hanging")
minetest.register_alias("default:sign_wall_steel_yard", "default:sign_steel_yard")
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_hanging")
table.insert(signs_lib.lbm_restore_nodes, "basic_signs:hanging_sign")
table.insert(signs_lib.lbm_restore_nodes, "signs:sign_yard")
table.insert(signs_lib.lbm_restore_nodes, "basic_signs:yard_sign")
table.insert(signs_lib.lbm_restore_nodes, "default:sign_wood_yard")
table.insert(signs_lib.lbm_restore_nodes, "default:sign_wall_wood_yard")
-- insert the old wood sign-on-fencepost into signs_lib's conversion LBM
table.insert(signs_lib.old_fenceposts_with_signs, "signs:sign_post")
signs_lib.old_fenceposts["signs:sign_post"] = "default:fence_wood"
signs_lib.old_fenceposts_replacement_signs["signs:sign_post"] = "default:sign_wall_wood_onpole"

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