Mods update

master
daretmavi 2021-02-25 00:26:59 +01:00
parent bd90f181c2
commit dad60a4e13
462 changed files with 3676 additions and 1268 deletions

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@ -1,10 +1,18 @@
-------------------------------------------------------------------------------
Work in Progress 0.7 [21.02.2020]
Work in Progress 0.8 [25.02.2020]
ADD Textures
- LessDirt
Mods update
- better support for hunger satiation for farming and animal-world
- minetest update for 5.4
ADD Mods
- i3 Mod added for UI
DEL Mods
- smart_inventory mod removed (replaced byt i3)
-------------------------------------------------------------------------------
Work in Progress 0.7 [19.02.2020]

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@ -1,6 +1,6 @@
origin https://github.com/minetest/minetest_game.git (fetch)
* stable-5 cb2c416 [origin/stable-5] Merge remote-tracking branch 'origin/stable-5' into HEAD
* master 2c9733a [origin/master] Add Lojban translation (#2835)
Mod: minetest_game/mods/beds
Mod: minetest_game/mods/binoculars
Mod: minetest_game/mods/boats
@ -18,6 +18,7 @@ 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/mtg_craftguide
Mod: minetest_game/mods/player_api
Mod: minetest_game/mods/screwdriver
Mod: minetest_game/mods/sethome
@ -40,7 +41,7 @@ origin git@github.com:Sokomine/bell.git (fetch)
Mod: buildings/bell
origin https://github.com/Sokomine/cottages (fetch)
* master 8cfaaed [origin/master] added listring to shelf
* master 3dec7bf [origin/master] fixed bug with hud removal
Mod: buildings/cottages
origin https://bitbucket.org/sorcerykid/doors.git (fetch)
@ -72,9 +73,13 @@ origin https://github.com/minetest-mods/dynamic_liquid (fetch)
Mod: environment/dynamic_liquid
origin https://notabug.org/tenplus1/farming (fetch)
* master 675b30d [origin/master] fix string translation
* master cd30901 [origin/master] normal/dry soil turns into correct base when no water nearby
Mod: flora/farming
origin https://github.com/minetest-mods/i3.git (fetch)
* main d479f13 [origin/main] Update demo video
Mod: gui/i3
origin https://repo.or.cz/minetest_hbarmor.git (fetch)
* master 93d994c [origin/master] Version 1.0.0
Mod: gui/minetest_hbarmor
@ -91,10 +96,6 @@ origin https://repo.or.cz/minetest_tt_base.git (fetch)
* master d560fac [origin/master] Version 1.0.0
Mod: gui/minetest_tt_base
origin https://github.com/minetest-mods/smart_inventory.git (fetch)
* master f790cc8 [origin/master] search items / groups in translated strings
Mod: gui/smart_inventory
origin https://github.com/appgurueu/cmdlib (fetch)
* master 2709571 [origin/master] Fix missing parameters error format
Mod: lib_api/cmdlib
@ -128,7 +129,7 @@ origin git@github.com:minetest-mods/ts_workshop.git (fetch)
Mod: lib_api/ts_workshop
origin https://github.com/Skandarella/Animal-World.git (fetch)
* main dbc8794 [origin/main] Add files via upload
* main d999da3 [origin/main] Add files via upload
Mod: mobs/mobs_mobs/Animal-World
origin https://github.com/FreeLikeGNU/goblins.git (fetch)
@ -180,7 +181,7 @@ origin https://github.com/minetest-mods/hbsprint/ (fetch)
Mod: player/hbsprint
origin https://gitlab.com/4w/hunger_ng.git (fetch)
* master e8de59e [origin/master] adapt i14y for mobs redo changes
* master a24b602 [origin/master] Merge branch 'tenplus1-master-patch-85031' into 'master'
Mod: player/hunger_ng
origin https://github.com/minetest-mods/skinsdb.git (fetch)

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@ -229,9 +229,9 @@ minetest.register_node("cottages:anvil", {
end
minetest.after(2, function()
if( puncher ) then
puncher:hud_remove(hud1);
puncher:hud_remove(hud2);
puncher:hud_remove(hud3);
if(hud1) then puncher:hud_remove(hud1); end
if(hud2) then puncher:hud_remove(hud2); end
if(hud3) then puncher:hud_remove(hud3); end
end
end)

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@ -333,13 +333,13 @@ minetest.register_node("cottages:threshing_floor", {
minetest.after(2, function()
if( puncher ) then
puncher:hud_remove(hud1);
puncher:hud_remove(hud2);
puncher:hud_remove(hud3);
puncher:hud_remove(hud4);
puncher:hud_remove(hud5);
puncher:hud_remove(hud6);
puncher:hud_remove(hud0);
if(hud1) then puncher:hud_remove(hud1); end
if(hud2) then puncher:hud_remove(hud2); end
if(hud3) then puncher:hud_remove(hud3); end
if(hud4) then puncher:hud_remove(hud4); end
if(hud5) then puncher:hud_remove(hud5); end
if(hud6) then puncher:hud_remove(hud6); end
if(hud0) then puncher:hud_remove(hud0); end
end
end)
end,

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@ -148,7 +148,7 @@ minetest.register_abm({
if minetest.registered_nodes[nn]
and minetest.registered_nodes[nn].walkable
and minetest.get_item_group(nn, "plant") == 0 then
minetest.set_node(pos, {name = "default:dirt"})
minetest.set_node(pos, {name = ndef.soil.base})
return
end

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@ -31,6 +31,7 @@ function beds.register_bed(name, def)
wield_image = def.wield_image,
drawtype = "nodebox",
tiles = def.tiles.bottom,
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
@ -95,8 +96,7 @@ function beds.register_bed(name, def)
minetest.set_node(pos, {name = name .. "_bottom", param2 = dir})
minetest.set_node(botpos, {name = name .. "_top", param2 = dir})
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name)) then
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
return itemstack
@ -151,11 +151,13 @@ function beds.register_bed(name, def)
minetest.register_node(name .. "_top", {
drawtype = "nodebox",
tiles = def.tiles.top,
use_texture_alpha = "clip",
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
pointable = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2},
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, bed = 2,
not_in_creative_inventory = 1},
sounds = def.sounds or default.node_sound_wood_defaults(),
drop = name .. "_bottom",
node_box = {

View File

@ -60,30 +60,56 @@ local function lay_down(player, pos, bed_pos, state, skip)
-- stand up
if state ~= nil and not state then
local p = beds.pos[name] or nil
beds.player[name] = nil
if not beds.player[name] then
-- player not in bed, do nothing
return false
end
beds.bed_position[name] = nil
-- skip here to prevent sending player specific changes (used for leaving players)
if skip then
return
end
if p then
player:set_pos(p)
end
player:set_pos(beds.pos[name])
-- physics, eye_offset, etc
local physics_override = beds.player[name].physics_override
beds.player[name] = nil
player:set_physics_override({
speed = physics_override.speed,
jump = physics_override.jump,
gravity = physics_override.gravity
})
player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0})
player:set_look_horizontal(math.random(1, 180) / 100)
player_api.player_attached[name] = false
player:set_physics_override(1, 1, 1)
hud_flags.wielditem = true
player_api.set_animation(player, "stand" , 30)
-- lay down
else
-- Check if bed is occupied
for _, other_pos in pairs(beds.bed_position) do
if vector.distance(bed_pos, other_pos) < 0.1 then
minetest.chat_send_player(name, S("This bed is already occupied!"))
return false
end
end
-- Check if player is moving
if vector.length(player:get_velocity()) > 0.001 then
minetest.chat_send_player(name, S("You have to stop moving before going to bed!"))
return false
end
if beds.player[name] then
-- player already in bed, do nothing
return false
end
beds.pos[name] = pos
beds.bed_position[name] = bed_pos
beds.player[name] = 1
beds.player[name] = {physics_override = player:get_physics_override()}
-- physics, eye_offset, etc
player:set_eye_offset({x = 0, y = -13, z = 0}, {x = 0, y = 0, z = 0})
@ -97,7 +123,7 @@ local function lay_down(player, pos, bed_pos, state, skip)
y = bed_pos.y + 0.07,
z = bed_pos.z + dir.z / 2
}
player:set_physics_override(0, 0, 0)
player:set_physics_override({speed = 0, jump = 0, gravity = 0})
player:set_pos(p)
player_api.player_attached[name] = true
hud_flags.wielditem = false
@ -230,6 +256,19 @@ minetest.register_on_leaveplayer(function(player)
end
end)
minetest.register_on_dieplayer(function(player)
local name = player:get_player_name()
local in_bed = beds.player
local pos = player:get_pos()
local yaw = get_look_yaw(pos)
if in_bed[name] then
lay_down(player, nil, pos, false)
player:set_look_horizontal(yaw)
player:set_pos(pos)
end
end)
minetest.register_on_player_receive_fields(function(player, formname, fields)
if formname ~= "beds_form" then
return

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Schickes Bett
Simple Bed=Schlichtes Bett
Leave Bed=Bett verlassen
This bed is already occupied!=Dieses Bett ist bereits belegt!
You have to stop moving before going to bed!=Sie müssen stehen bleiben, bevor Sie zu Bett gehen können!
Good morning.=Guten Morgen.
@1 of @2 players are in bed=@1 von @2 Spielern sind im Bett
Force night skip=Überspringen der Nacht erzwingen
You can only sleep at night.=Sie können nur nachts schlafen.
Leave Bed=Bett verlassen

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Cama de lujo
Simple Bed=Cama sencilla
Leave Bed=Abandonar cama
This bed is already occupied!=Esta cama esta ocupada
You have to stop moving before going to bed!=Deja de moverte o no podras acostarte
Good morning.=Buenos días.
@1 of @2 players are in bed=@1 de @2 jugadores están en cama
Force night skip=Forzar evitar noche
@1 of @2 players are in bed=@1 de @2 jugadores están durmiendo
Force night skip=Forzar hacer de dia
You can only sleep at night.=Sólo puedes dormir por la noche.
Leave Bed=Levantarse

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Lit chic
Simple Bed=Lit simple
Leave Bed=Se lever du lit
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Bonjour.
@1 of @2 players are in bed=@1 joueur(s) sur @2 sont au lit
Force night skip=Forcer le passage de la nuit
You can only sleep at night.=Vous ne pouvez dormir que la nuit.
Leave Bed=Se lever du lit

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@ -1,8 +1,10 @@
# textdomain: beds
Leave Bed=Tinggalkan Dipan
Fancy Bed=Ranjang Mewah
Simple Bed=Ranjang Sederhana
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 dari @2 pemain sedang tidur
Force night skip=Paksa lewati malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Fancy Bed=Dipan Mewah
Simple Bed=Dipan Sederhana
You can only sleep at night.=Anda hanya dapat tidur pada waktu malam.
Leave Bed=Tinggalkan Ranjang

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@ -1,4 +1,10 @@
# textdomain: beds
Fancy Bed=Letto decorato
Simple Bed=Letto semplice
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Leave Bed=Alzati dal letto

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=lo selja'i ckana
Simple Bed=lo sampu ckana
This bed is already occupied!=.i lo ti ckana cu canlu
You have to stop moving before going to bed!=lo nu do cando cu sarcu lo nu do sipna
Good morning.=.i .uise'inai cerni
@1 of @2 players are in bed=.i @1 cmima be lu'i @2 le pilno cu vreta lo ckana
Force night skip=bapli le nu co'u nicte
You can only sleep at night.=.i steci le ka nicte kei fa le ka do kakne le ka sipna ca pa ckaji be ce'u
Leave Bed=cliva lo ckana

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Katil Beragam
Simple Bed=Katil Biasa
Leave Bed=Bangun
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Selamat pagi.
@1 of @2 players are in bed=@1 daripada @2 pemain sedang tidur
Force night skip=Paksa langkau malam
You can only sleep at night.=Anda hanya boleh tidur pada waktu malam.
Leave Bed=Bangun

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@ -0,0 +1,10 @@
# textdomain: beds
Fancy Bed=Cama Bonita
Simple Bed=Cama Simples
This bed is already occupied!=Esta cama já está ocupada!
You have to stop moving before going to bed!=Você precisa parar de se mover antes de ir para cama!
Good morning.=Bom dia.
@1 of @2 players are in bed=@1 de @2 jogadores estão na cama
Force night skip=Forçar o amanhecer
You can only sleep at night.=Você só pode dormir à noite
Leave Bed=Sair da Cama

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Детализированная Кровать
Simple Bed=Обычная Кровать
Leave Bed=Встать с кровати
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Доброе утро.
@1 of @2 players are in bed=@1 из @2 игроков в кровати
Force night skip=Пропустить ночь
You can only sleep at night.=Вы можете спать только ночью.
Leave Bed=Встать с кровати

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=Fin säng
Simple Bed=Enkel Säng
Leave Bed=Lämna Säng
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.= God morgon.
@1 of @2 players are in bed=@1 av @2 spelar försöker sover.
Force night skip=Tvinga över natten
You can only sleep at night.=Du kan bara sova på natten.
Leave Bed=Lämna Säng

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@ -1,8 +1,10 @@
# textdomain: beds
Leave Bed=Opusti posteľ
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=Dobré ráno.
@1 of @2 players are in bed=@1 z @2 hráčov sú v posteli
Force night skip=Nútene preskočiť noc
You can only sleep at night.=Môžeš spať len v noci.
Fancy Bed=Pekná posteľ
Simple Bed=Jednoduchá posteľ
Leave Bed=Opusti posteľ

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@ -1,8 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=简易床
Leave Bed=离开床
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=强制跳过夜晚
You can only sleep at night.=你只能在晚上睡觉。
Leave Bed=离开床

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@ -1,9 +1,10 @@
# textdomain: beds
Fancy Bed=花式床
Simple Bed=簡易床
Leave Bed=離開床
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=早安!
@1 of @2 players are in bed=@2位玩家中的@1位在床上
Force night skip=強制跳過夜晚
You can only sleep at night.=你只能在晚上睡覺。
Leave Bed=離開床

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@ -1,8 +1,10 @@
# textdomain: beds
Leave Bed=
Fancy Bed=
Simple Bed=
This bed is already occupied!=
You have to stop moving before going to bed!=
Good morning.=
@1 of @2 players are in bed=
Force night skip=
You can only sleep at night.=
Fancy Bed=
Simple Bed=
Leave Bed=

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@ -8,25 +8,16 @@ binoculars = {}
local S = minetest.get_translator("binoculars")
-- Detect creative mod
local creative_mod = minetest.get_modpath("creative")
-- Cache creative mode setting as fallback if creative mod not present
local creative_mode_cache = minetest.settings:get_bool("creative_mode")
-- Update player property
-- Global to allow overriding
function binoculars.update_player_property(player)
local creative_enabled =
(creative_mod and creative.is_enabled_for(player:get_player_name())) or
creative_mode_cache
local new_zoom_fov = 0
if player:get_inventory():contains_item(
"main", "binoculars:binoculars") then
new_zoom_fov = 10
elseif creative_enabled then
elseif minetest.is_creative_enabled(player:get_player_name()) then
new_zoom_fov = 15
end

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

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=lo reldarvistci
Use with 'Zoom' key=.i tu'a le jvinu banro batke cu tadji lo nu pilno

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@ -0,0 +1,3 @@
# textdomain: binoculars
Binoculars=Binóculos
Use with 'Zoom' key=Use com a tecla de 'Zoom'

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@ -1,4 +1,3 @@
name = binoculars
description = Minetest Game mod: binoculars
depends = default
optional_depends = creative

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@ -119,8 +119,7 @@ function boat.on_punch(self, puncher)
if not self.driver then
self.removed = true
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(name))
if not minetest.is_creative_enabled(name)
or not inv:contains_item("main", "boats:boat") then
local leftover = inv:add_item("main", "boats:boat")
-- if no room in inventory add a replacement boat to the world
@ -172,7 +171,8 @@ function boat.on_step(self, dtime)
end
end
local velo = self.object:get_velocity()
if self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
if not self.driver and
self.v == 0 and velo.x == 0 and velo.y == 0 and velo.z == 0 then
self.object:set_pos(self.object:get_pos())
return
end
@ -268,8 +268,7 @@ minetest.register_craftitem("boats:boat", {
boat:set_yaw(placer:get_look_horizontal())
end
local player_name = placer and placer:get_player_name() or ""
if not (creative and creative.is_enabled_for and
creative.is_enabled_for(player_name)) then
if not minetest.is_creative_enabled(player_name) then
itemstack:take_item()
end
end

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=.i lo bloti cu zmiku le ka klama
Boat cruise mode off=.i lo bloti cu macnu le ka klama
Boat=lo bloti

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@ -0,0 +1,4 @@
# textdomain: boats
Boat cruise mode on=Modo de cruseiro do barco ligado
Boat cruise mode off=Modo de cruseiro do barco desligado
Boat=Barco

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@ -141,8 +141,18 @@ local function may_replace(pos, player)
return false
end
-- allow replacing air and liquids
if node_name == "air" or node_definition.liquidtype ~= "none" then
-- allow replacing air
if node_name == "air" then
return true
end
-- don't replace nodes inside protections
if minetest.is_protected(pos, player:get_player_name()) then
return false
end
-- allow replacing liquids
if node_definition.liquidtype ~= "none" then
return true
end
@ -154,8 +164,7 @@ local function may_replace(pos, player)
-- default to each nodes buildable_to; if a placed block would replace it, why shouldn't bones?
-- flowers being squished by bones are more realistical than a squished stone, too
-- exception are of course any protected buildable_to
return node_definition.buildable_to and not minetest.is_protected(pos, player:get_player_name())
return node_definition.buildable_to
end
local drop = function(pos, itemstack)
@ -182,7 +191,6 @@ local function is_all_empty(player_inv)
end
minetest.register_on_dieplayer(function(player)
local bones_mode = minetest.settings:get("bones_mode") or "bones"
if bones_mode ~= "bones" and bones_mode ~= "drop" and bones_mode ~= "keep" then
bones_mode = "bones"
@ -194,8 +202,7 @@ minetest.register_on_dieplayer(function(player)
local pos_string = minetest.pos_to_string(pos)
-- return if keep inventory set or in creative mode
if bones_mode == "keep" or (creative and creative.is_enabled_for
and creative.is_enabled_for(player:get_player_name())) then
if bones_mode == "keep" or minetest.is_creative_enabled(player_name) then
minetest.log("action", player_name .. " dies at " .. pos_string ..
". No bones placed")
if bones_position_message then

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=lo bongu gunma
@1's old bones=.i ti tolci'o ke bongu gunma po'a la'o zo'i.@1.zo'i
@1 died at @2.=.i la'o zo'i.@1.zo'i pu morsi di'o lo me zoi pos.@2.pos.
@1 died at @2, and dropped their inventory.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije ly. te farlu lo me le dacti liste po ly.
@1 died at @2, and bones were placed.=.i la'o zo'i.@1.zo'i goi ly. pu morsi di'o lo me zoi pos.@2.pos. .ije lo bongu gunma pu se punji
@1's fresh bones=.i ti cnino ke bongu gunma po'a la'o zo'i.@1.zo'i
@1's bones=.i ti bongu gunma po'a la'o zo'i.@1.zo'i

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@ -0,0 +1,8 @@
# textdomain: bones
Bones=Ossos
@1's old bones=Ossos antigos de @1
@1 died at @2.=@1 morreu em @2.
@1 died at @2, and dropped their inventory.=@1 morreu em @2, e seu inventário foi derrubado.
@1 died at @2, and bones were placed.=@1 morreu em @2, e os ossos foram colocados.
@1's fresh bones=Ossos recentes de @1
@1's bones=Ossos de @1

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@ -62,8 +62,8 @@ for i in ipairs (butter_list) do
minetest.register_node("butterflies:hidden_butterfly_"..name, {
drawtype = "airlike",
inventory_image = "butterflies_butterfly_"..name..".png",
wield_image = "butterflies_butterfly_"..name..".png",
inventory_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
wield_image = "butterflies_butterfly_"..name..".png^default_invisible_node_overlay.png",
paramtype = "light",
sunlight_propagates = true,
walkable = false,

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@ -0,0 +1,4 @@
# textdomain: butterflies
White Butterfly=lo blabi toldi
Red Butterfly=lo xunre toldi
Violet Butterfly=lo zirpu toldi

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

View File

@ -108,8 +108,7 @@ function cart_entity:on_punch(puncher, time_from_last_punch, tool_capabilities,
end
-- Pick up cart
local inv = puncher:get_inventory()
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(puncher:get_player_name()))
if not minetest.is_creative_enabled(puncher:get_player_name())
or not inv:contains_item("main", "carts:cart") then
local leftover = inv:add_item("main", "carts:cart")
-- If no room in inventory add a replacement cart to the world
@ -390,7 +389,7 @@ minetest.register_entity("carts:cart", cart_entity)
minetest.register_craftitem("carts:cart", {
description = S("Cart") .. "\n" .. S("(Sneak+Click to pick up)"),
inventory_image = minetest.inventorycube("carts_cart_top.png", "carts_cart_front.png", "carts_cart_side.png"),
wield_image = "carts_cart_side.png",
wield_image = "carts_cart_front.png",
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local node = minetest.get_node(under)
@ -416,8 +415,7 @@ minetest.register_craftitem("carts:cart", {
minetest.sound_play({name = "default_place_node_metal", gain = 0.5},
{pos = pointed_thing.above}, true)
if not (creative and creative.is_enabled_for
and creative.is_enabled_for(placer:get_player_name())) then
if not minetest.is_creative_enabled(placer:get_player_name()) then
itemstack:take_item()
end
return itemstack

View File

@ -1,6 +1,6 @@
# textdomain: carts
Cart=Kereta
(Sneak+Click to pick up)=(Menyelinap + Klik untuk ambil)
Rail=Rel
Powered Rail=Rel Bertenaga
Brake Rail=Rel Rem
Cart=Kereta
(Sneak+Click to pick up)=(selinap + klik untuk ambil)

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=lo carce
(Sneak+Click to pick up)=to lo nu dzibi'o je cu samxa'e te cabra cu tadji lo nu lebna toi
Rail=lo teryre'e
Powered Rail=lo se dikca teryre'e
Brake Rail=lo terjabre teryre'e

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@ -0,0 +1,6 @@
# textdomain: carts
Cart=Carrinho
(Sneak+Click to pick up)=(Esgueirar + Clique para pegar)
Rail=Trilho
Powered Rail=Trilho Energizado
Brake Rail=Trilho de Freio

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@ -1,6 +1,6 @@
# textdomain: carts
Cart=Вагонетка
(Sneak+Click to pick up)=(Пригнитесь и кликните по вагонетке, чтобы забрать)
Rail=Рельса
Powered Rail=Механизированная Рельса
Brake Rail=Рельса с тормозом
Rail=Рельсы
Powered Rail=Запитанные рельсы
Brake Rail=Тормозящие рельсы

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@ -1,6 +1,6 @@
# textdomain: carts
Cart=
(Sneak+Click to pick up)=
Rail=
Powered Rail=
Brake Rail=
Cart=
(Sneak+Click to pick up)=

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@ -79,7 +79,7 @@ end
-- Unlimited node placement
minetest.register_on_placenode(function(pos, newnode, placer, oldnode, itemstack)
if placer and placer:is_player() then
return creative.is_enabled_for(placer:get_player_name())
return minetest.is_creative_enabled(placer:get_player_name())
end
end)
@ -87,7 +87,7 @@ end)
local old_handle_node_drops = minetest.handle_node_drops
function minetest.handle_node_drops(pos, drops, digger)
if not digger or not digger:is_player() or
not creative.is_enabled_for(digger:get_player_name()) then
not minetest.is_creative_enabled(digger:get_player_name()) then
return old_handle_node_drops(pos, drops, digger)
end
local inv = digger:get_inventory()

View File

@ -33,7 +33,7 @@ function creative.init_creative_inventory(player)
minetest.create_detached_inventory("creative_" .. player_name, {
allow_move = function(inv, from_list, from_index, to_list, to_index, count, player2)
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) or
if not minetest.is_creative_enabled(name) or
to_list == "main" then
return 0
end
@ -44,7 +44,7 @@ function creative.init_creative_inventory(player)
end,
allow_take = function(inv, listname, index, stack, player2)
local name = player2 and player2:get_player_name() or ""
if not creative.is_enabled_for(name) then
if not minetest.is_creative_enabled(name) then
return 0
end
return -1
@ -143,7 +143,7 @@ function creative.register_tab(name, title, items)
sfinv.register_page("creative:" .. name, {
title = title,
is_in_nav = function(self, player, context)
return creative.is_enabled_for(player:get_player_name())
return minetest.is_creative_enabled(player:get_player_name())
end,
get = function(self, player, context)
local player_name = player:get_player_name()
@ -248,7 +248,7 @@ creative.register_tab("craftitems", S("Items"), registered_craftitems)
local old_homepage_name = sfinv.get_homepage_name
function sfinv.get_homepage_name(player)
if creative.is_enabled_for(player:get_player_name()) then
if minetest.is_creative_enabled(player:get_player_name()) then
return "creative:all"
else
return old_homepage_name(player)

View File

@ -1,4 +1,5 @@
# textdomain: creative
Allow player to use creative inventory=Bolehkan pemain memakai inventaris kreatif
Search=Cari
Reset=Atur ulang
Previous page=Halaman sebelumnya
@ -7,4 +8,3 @@ All=Semua
Nodes=Nodus
Tools=Perkakas
Items=Barang
Allow player to use creative inventory=Bolehkan pemain memakai inventaris kreatif

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@ -0,0 +1,10 @@
# textdomain: creative
Allow player to use creative inventory=zifre le ka pilno le finti ke dacti liste
Search=sisku
Reset=kraga'igau
Previous page=lidne
Next page=selyli'e
All=ro dacti
Nodes=bliku
Tools=tutci
Items=dacti

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@ -0,0 +1,10 @@
# textdomain: creative
Allow player to use creative inventory=Permitir o jogador usar o inventário criativo
Search=Pesquisar
Reset=Redefinir
Previous page=Página anterior
Next page=Próxima página
All=Todos
Nodes=Blocos
Tools=Ferramentas
Items=Itens

View File

@ -1,4 +1,5 @@
# textdomain: creative
Allow player to use creative inventory=
Search=
Reset=
Previous page=
@ -7,4 +8,3 @@ All=
Nodes=
Tools=
Items=
Allow player to use creative inventory=

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@ -264,32 +264,17 @@ Glass breaking sounds (CC BY 3.0):
3: http://www.freesound.org/people/lsprice/sounds/88808/
Mito551 (sounds) (CC BY-SA 3.0):
default_dig_choppy.ogg
default_dig_cracky.ogg
default_dig_crumbly.1.ogg
default_dig_crumbly.2.ogg
default_dig_crumbly.*.ogg
default_dig_dig_immediate.ogg
default_dig_oddly_breakable_by_hand.ogg
default_dug_node.1.ogg
default_dug_node.2.ogg
default_dug_node.*.ogg
default_grass_footstep.1.ogg
default_grass_footstep.2.ogg
default_grass_footstep.3.ogg
default_gravel_footstep.1.ogg
default_gravel_footstep.2.ogg
default_gravel_footstep.3.ogg
default_gravel_footstep.4.ogg
default_grass_footstep.1.ogg
default_place_node.1.ogg
default_place_node.2.ogg
default_place_node.3.ogg
default_place_node_hard.1.ogg
default_place_node_hard.2.ogg
default_hard_footstep.1.ogg
default_hard_footstep.2.ogg
default_hard_footstep.3.ogg
default_sand_footstep.1.ogg
default_sand_footstep.2.ogg
default_gravel_footstep.*.ogg
default_place_node.*.ogg
default_place_node_hard.*.ogg
default_glass_footstep.ogg
default_wood_footstep.1.ogg
default_wood_footstep.2.ogg
default_dirt_footstep.1.ogg
@ -301,8 +286,8 @@ Metal sounds:
- https://www.freesound.org/people/yadronoff/sounds/320397/
default_dug_metal.*.ogg - Iwan Gabovitch - qubodup - CC0
- http://opengameart.org/users/qubodup
default_metal_footstep.*.ogg - Ottomaani138 - CC0
- https://www.freesound.org/people/Ottomaani138/sounds/232692/
default_metal_footstep.*.ogg - (CC0 1.0) - CC0 1.0
- https://freesound.org/people/mypantsfelldown/sounds/398937/
default_place_node_metal.*.ogg - Ogrebane - CC0
- http://opengameart.org/content/wood-and-metal-sound-effects-volume-2
@ -340,6 +325,43 @@ sonictechtonic (CC BY 3.0):
https://www.freesound.org/people/sonictechtonic/sounds/241872/
player_damage.ogg
Sheyvan (CC0 1.0):
https://freesound.org/people/Sheyvan/sounds/476113/
default_dig_choppy.*.ogg
lolamadeus (CC0 1.0):
https://freesound.org/people/lolamadeus/sounds/179341/
default_gravel_dig.*.ogg
default_gravel_dug.*.ogg
Benboncan (CC BY 3.0):
https://freesound.org/people/Benboncan/sounds/71823/
default_dig_cracky.*.ogg
Erdie (CC BY 3.0):
https://freesound.org/people/Erdie/sounds/41579/
default_hard_footstep.*.ogg
worthahep88 (CC0 1.0):
https://freesound.org/people/worthahep88/sounds/319224/
default_sand_footstep.*.ogg
dheming (CC BY 3.0):
https://freesound.org/people/dheming/sounds/268023/
default_ice_dig.*.ogg
InspectorJ (CC BY 3.0):
https://freesound.org/people/InspectorJ/sounds/416967/
default_ice_footstep.*.ogg
Angel_Perez_Grandi (CC BY 3.0):
https://freesound.org/people/Angel_Perez_Grandi/sounds/49190/
default_ice_dug.ogg
iankath (CC0 1.0)
https://freesound.org/people/iankath/sounds/173991/
default_furnace_active.ogg
Models
------

View File

@ -300,15 +300,6 @@ minetest.register_craft({
}
})
minetest.register_craft({
output = "default:mese_post_light 3",
recipe = {
{"", "default:glass", ""},
{"default:mese_crystal", "default:mese_crystal", "default:mese_crystal"},
{"", "group:wood", ""},
}
})
minetest.register_craft({
output = "default:obsidian",
recipe = {

View File

@ -160,7 +160,8 @@ minetest.register_craftitem("default:skeleton_key", {
return itemstack
end
local on_skeleton_key_use = minetest.registered_nodes[node.name].on_skeleton_key_use
local node_reg = minetest.registered_nodes[node.name]
local on_skeleton_key_use = node_reg and node_reg.on_skeleton_key_use
if not on_skeleton_key_use then
return itemstack
end

View File

@ -38,9 +38,9 @@ end
function default.node_sound_sand_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_sand_footstep", gain = 0.12}
{name = "default_sand_footstep", gain = 0.05}
table.dug = table.dug or
{name = "default_sand_footstep", gain = 0.24}
{name = "default_sand_footstep", gain = 0.15}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
@ -50,9 +50,11 @@ end
function default.node_sound_gravel_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_gravel_footstep", gain = 0.4}
{name = "default_gravel_footstep", gain = 0.1}
table.dig = table.dig or
{name = "default_gravel_dig", gain = 0.35}
table.dug = table.dug or
{name = "default_gravel_footstep", gain = 1.0}
{name = "default_gravel_dug", gain = 1.0}
table.place = table.place or
{name = "default_place_node", gain = 1.0}
default.node_sound_defaults(table)
@ -93,6 +95,18 @@ function default.node_sound_glass_defaults(table)
return table
end
function default.node_sound_ice_defaults(table)
table = table or {}
table.footstep = table.footstep or
{name = "default_ice_footstep", gain = 0.3}
table.dig = table.dig or
{name = "default_ice_dig", gain = 0.5}
table.dug = table.dug or
{name = "default_ice_dug", gain = 0.5}
default.node_sound_defaults(table)
return table
end
function default.node_sound_metal_defaults(table)
table = table or {}
table.footstep = table.footstep or
@ -421,6 +435,52 @@ function default.register_fence_rail(name, def)
minetest.register_node(name, def)
end
--
-- Mese post registration helper
--
function default.register_mesepost(name, def)
minetest.register_craft({
output = name .. " 4",
recipe = {
{'', 'default:glass', ''},
{'default:mese_crystal', 'default:mese_crystal', 'default:mese_crystal'},
{'', def.material, ''},
}
})
local post_texture = def.texture .. "^default_mese_post_light_side.png^[makealpha:0,0,0"
local post_texture_dark = def.texture .. "^default_mese_post_light_side_dark.png^[makealpha:0,0,0"
-- Allow almost everything to be overridden
local default_fields = {
wield_image = post_texture,
drawtype = "nodebox",
node_box = {
type = "fixed",
fixed = {
{-2 / 16, -8 / 16, -2 / 16, 2 / 16, 8 / 16, 2 / 16},
},
},
paramtype = "light",
tiles = {def.texture, def.texture, post_texture_dark, post_texture_dark, post_texture, post_texture},
use_texture_alpha = "opaque",
light_source = default.LIGHT_MAX,
sunlight_propagates = true,
is_ground_content = false,
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
sounds = default.node_sound_wood_defaults(),
}
for k, v in pairs(default_fields) do
if def[k] == nil then
def[k] = v
end
end
def.texture = nil
def.material = nil
minetest.register_node(name, def)
end
--
-- Leafdecay

View File

@ -113,6 +113,9 @@ local function furnace_node_timer(pos, elapsed)
local srclist, fuellist
local dst_full = false
local timer_elapsed = meta:get_int("timer_elapsed") or 0
meta:set_int("timer_elapsed", timer_elapsed + 1)
local cookable, cooked
local fuel
@ -154,6 +157,9 @@ local function furnace_node_timer(pos, elapsed)
else
dst_full = true
end
-- Play cooling sound
minetest.sound_play("default_cool_lava",
{pos = pos, max_hear_distance = 16, gain = 0.1}, true)
else
-- Item could not be cooked: probably missing fuel
update = true
@ -237,6 +243,12 @@ local function furnace_node_timer(pos, elapsed)
swap_node(pos, "default:furnace_active")
-- make sure timer restarts automatically
result = true
-- Play sound every 5 seconds while the furnace is active
if timer_elapsed == 0 or (timer_elapsed+1) % 5 == 0 then
minetest.sound_play("default_furnace_active",
{pos = pos, max_hear_distance = 16, gain = 0.5}, true)
end
else
if fuellist and not fuellist[1]:is_empty() then
fuel_state = S("@1%", 0)
@ -245,6 +257,7 @@ local function furnace_node_timer(pos, elapsed)
swap_node(pos, "default:furnace")
-- stop timer on the inactive furnace
minetest.get_node_timer(pos):stop()
meta:set_int("timer_elapsed", 0)
end
@ -305,6 +318,10 @@ minetest.register_node("default:furnace", {
-- start timer function, it will sort out whether furnace can burn or not.
minetest.get_node_timer(pos):start(1.0)
end,
on_metadata_inventory_take = function(pos)
-- check whether the furnace is empty or not.
minetest.get_node_timer(pos):start(1.0)
end,
on_blast = function(pos)
local drops = {}
default.get_inventory_drops(pos, "src", drops)

View File

@ -74,5 +74,5 @@ local item = {
}
-- set defined item as new __builtin:item, with the old one as fallback table
setmetatable(item, builtin_item)
setmetatable(item, { __index = builtin_item })
minetest.register_entity(":__builtin:item", item)

View File

@ -4,36 +4,41 @@ Locked Chest (owned by @1)=Abgeschlossene Truhe (Eigentum von @1)
You do not own this chest.=Ihnen gehört diese Truhe nicht.
a locked chest=eine abgeschlossene Truhe
Chest=Truhe
Stick=Stock
Paper=Papier
Title:=Titel:
Contents:=Inhalt:
Save=Speichern
by @1=von @1
Page @1 of @2=Seite @1 von @2
"@1" by @2=„@1“ von @2
Book=Buch
Book with Text=Buch mit Text
Skeleton Key=Skelettschlüssel
Key to @1's @2=Schlüssel für @2 von @1
Coal Lump=Kohleklumpen
Iron Lump=Eisenklumpen
Copper Lump=Kupferklumpen
Tin Lump=Zinnklumpen
Mese Crystal=Mesekristall
Gold Lump=Goldklumpen
Diamond=Diamant
Clay Lump=Tonklumpen
Steel Ingot=Stahlbarren
Copper Ingot=Kupferbarren
Tin Ingot=Zinnbarren
Bronze Ingot=Bronzebarren
Gold Ingot=Goldbarren
Mese Crystal Fragment=Mesekristallfragment
Clay Brick=Tonziegel
Obsidian Shard=Obsidianscherbe
Flint=Feuerstein
Blueberries=Blaubeeren
Book=Buch
Book with Text=Buch mit Text
Bronze Ingot=Bronzebarren
Clay Brick=Tonziegel
Clay Lump=Tonklumpen
Coal Lump=Kohleklumpen
Copper Ingot=Kupferbarren
Copper Lump=Kupferklumpen
Diamond=Diamant
Flint=Feuerstein
Gold Ingot=Goldbarren
Gold Lump=Goldklumpen
Iron Lump=Eisenklumpen
Mese Crystal=Mesekristall
Mese Crystal Fragment=Mesekristallfragment
Obsidian Shard=Obsidianscherbe
Paper=Papier
Steel Ingot=Stahlbarren
Stick=Stock
Tin Ingot=Zinnbarren
Tin Lump=Zinnklumpen
Furnace is empty=Ofen ist leer
100% (output full)=100% (Ausgabe voll)
@1%=@1%
Empty=Leer
Not cookable=Nicht kochbar
Empty=Leer
Furnace active=Ofen aktiv
Furnace inactive=Ofen inaktiv
(Item: @1; Fuel: @2)=(Gegenstand: @1; Brennstoff: @2)
@ -42,7 +47,7 @@ Stone=Stein
Cobblestone=Kopfsteinpflaster
Stone Brick=Steinziegel
Stone Block=Steinblock
Mossy Cobblestone=Mosiges Kopfsteinpflaster
Mossy Cobblestone=Moosiges Kopfsteinpflaster
Desert Stone=Wüstenstein
Desert Cobblestone=Wüstenkopfsteinpflaster
Desert Stone Brick=Wüstensteinziegel
@ -156,6 +161,7 @@ Empty Bookshelf=Leeres Bücherregal
Bookshelf (@1 written, @2 empty books)=Bücherregal (@1 beschriebene, @2 leere Bücher)
Bookshelf=Bücherregal
Text too long=Text zu lang
"@1"=„@1“
Wooden Sign=Holzschild
Steel Sign=Stahlschild
Wooden Ladder=Holzleiter
@ -174,7 +180,11 @@ Glass=Glas
Obsidian Glass=Obsidianglas
Brick Block=Ziegelblock
Mese Lamp=Meselampe
Mese Post Light=Mesestandlampe
Apple Wood Mese Post Light=Apfelholzmesestandlampe
Acacia Wood Mese Post Light=Akazienholzmesestandlampe
Jungle Wood Mese Post Light=Dschungelholzmesestandlampe
Pine Wood Mese Post Light=Kiefernholzmesestandlampe
Aspen Wood Mese Post Light=Espenholzmesestandlampe
Cloud=Wolke
Wooden Pickaxe=Holzspitzhacke
Stone Pickaxe=Steinspitzhacke
@ -203,9 +213,8 @@ Diamond Sword=Diamantschwert
Key=Schlüssel
Torch=Fackel
@1 will intersect protection on growth.=@1 wird bei Wachstum mit geschützter Zone überlappen.
Title:=Titel:
Contents:=Inhalt:
Save=Speichern
by @1=von @1
Page @1 of @2=Seite @1 von @2
"@1"=„@1“
##### not used anymore #####
Mese Post Light=Mesestandlampe

View File

@ -1,39 +1,45 @@
# textdomain: default
Locked Chest=Cofre cerrado
Locked Chest (owned by @1)=Cofre cerrado (propiedad de @1)
You do not own this chest.=Este cofre no te pertenece.
a locked chest=un cofre cerrado
Chest=Cofre
Stick=Palo
Paper=Papel
Title:=Título:
Contents:=Contenidos:
Save=Guardar
by @1=por @1
Page @1 of @2=Página @1 de @2
"@1" by @2="@1" por @2
Book=Libro
Book with Text=Libro escrito
Skeleton Key=Llave esqueleto
Key to @1's @2=Llave para @2 de @1
Coal Lump=Fragmento de carbón
Iron Lump=Pepita de hierro
Copper Lump=Pepita de cobre
Tin Lump=Pepita de estaño
Mese Crystal=Cristal de mese
Gold Lump=Pepita de oro
Diamond=Diamante
Clay Lump=Fragmento de arcilla
Steel Ingot=Lingote de acero
Copper Ingot=Lingote de cobre
Tin Ingot=Lingote de estaño
Bronze Ingot=Lingote de bronce
Gold Ingot=Lingote de oro
Mese Crystal Fragment=Fragmento de cristal de mese
Clay Brick=Ladrillo de arcilla
Obsidian Shard=Esquirla de obsidiana
Flint=Pedernal
Blueberries=Arándanos
Book=Libro
Book with Text=Libro escrito
Bronze Ingot=Lingote de bronce
Clay Brick=Ladrillo de arcilla
Clay Lump=Bola de arcilla
Coal Lump=Carbón
Copper Ingot=Lingote de cobre
Copper Lump=Pepita de cobre
Diamond=Diamante
Flint=Pedernal
Gold Ingot=Lingote de oro
Gold Lump=Pepita de oro
Iron Lump=Pepita de hierro
Mese Crystal=Cristal de mese
Mese Crystal Fragment=Fragmento de cristal de mese
Obsidian Shard=Esquirla de obsidiana
Paper=Papel
Steel Ingot=Lingote de acero
Stick=Palo
Tin Ingot=Lingote de estaño
Tin Lump=Pepita de estaño
Furnace is empty=El horno está vacío
100% (output full)=100% (salida completa)
@1%=@1%
Empty=Vacío
Not cookable=No se puede cocinar
Empty=Vacío
Furnace active=Horno activado
Furnace inactive=Horno desactivado
(Item: @1; Fuel: @2)=(Objeto: @1; Combustible: @2)
@ -62,19 +68,19 @@ Obsidian Block=Bloque de obsidiana
Dirt=Tierra
Dirt with Grass=Tierra con pasto
Dirt with Grass and Footsteps=Tierra con pasto y pisadas
Dirt with Dry Grass=Tierra con pasto seco
Dirt with Savanna Grass=Tierra con hierba de sabana
Dirt with Snow=Tierra con nieve
Dirt with Rainforest Litter=Tierra con hojarasca de selva tropical
Dirt with Coniferous Litter=Tierra con hojarasca de coníferas
Dry Dirt=Tierra Seca
Dry Dirt with Dry Grass=Tierra seca con pasto seco
Savanna Dirt=Tierra de sabana
Savanna Dirt with Savanna Grass=Tierra de sabana con hierba de sabana
Permafrost=Permafrost
Permafrost with Stones=Permafrost pedregoso
Permafrost with Moss=Permafrost musgoso
Sand=Arena
Desert Sand=Arena desértica
Silver Sand=Arena plateada
Gravel=Gravilla
Gravel=Grava
Clay=Arcilla
Snow=Nieve
Snow Block=Bloque de nieve
@ -124,7 +130,7 @@ Papyrus=Papiro
Dry Shrub=Arbusto seco
Jungle Grass=Pasto de jungla
Grass=Pasto
Dry Grass=Pasto seco
Savanna Grass=Hierba de sabana
Fern=Helecho
Marram Grass=Carrizo
Bush Stem=Tallo de arbusto
@ -156,6 +162,7 @@ Empty Bookshelf=Librería vacía
Bookshelf (@1 written, @2 empty books)=Librería(@1 escritos, @2 libros en blanco)
Bookshelf=Librería
Text too long=Texto demasiado largo
"@1"="@1"
Wooden Sign=Cartel de madera
Steel Sign=Cartel de acero
Wooden Ladder=Escalera de madera
@ -174,7 +181,11 @@ Glass=Vidrio
Obsidian Glass=Vidrio de obsidiana
Brick Block=Bloque de ladrillo
Mese Lamp=Lámpara de mese
Mese Post Light=Poste de luz de mese
Apple Wood Mese Post Light=Poste de luz de madera de manzano
Acacia Wood Mese Post Light=Poste de luz de madera de acacia
Jungle Wood Mese Post Light=Poste de luz de madera de jungla
Pine Wood Mese Post Light=Poste de luz de madera de pino
Aspen Wood Mese Post Light=Poste de luz de madera de álamo
Cloud=Nube
Wooden Pickaxe=Pico de madera
Stone Pickaxe=Pico de piedra
@ -203,9 +214,12 @@ Diamond Sword=Espada de diamante
Key=Llave
Torch=Antorcha
@1 will intersect protection on growth.=@1 intersectará con protección cuando crezca.
Title:=Título:
Contents:=Contenidos:
Save=Guardar
by @1=por @1
Page @1 of @2=Página @1 de @2
"@1"="@1"
##### not used anymore #####
Dirt with Dry Grass=Tierra con pasto seco
Dry Dirt=Tierra Seca
Dry Dirt with Dry Grass=Tierra seca con pasto seco
Dry Grass=Pasto seco
Mese Post Light=Poste de luz de mese

View File

@ -4,36 +4,41 @@ Locked Chest (owned by @1)=Coffre verrouillé (possédé par @1)
You do not own this chest.=Ce coffre ne vous appartient pas.
a locked chest=un coffre verrouillé
Chest=Coffre
Stick=Baton
Paper=Papier
Title:=Titre :
Contents:=Contenu :
Save=Sauvegarder
by @1=de @1
Page @1 of @2=Page @1 sur @2
"@1" by @2=« @1 » de @2
Book=Livre
Book with Text=Livre avec du texte
Skeleton Key=Squelette
Key to @1's @2=Clé pour @2 de @1
Coal Lump=Morceau de charbon
Iron Lump=Morceau de fer
Copper Lump=Morceau de cuivre
Tin Lump=Morceau d'étain
Mese Crystal=Cristal de Mese
Gold Lump=Morceau d'or
Diamond=Diamant
Clay Lump=Morceau d'argile
Steel Ingot=Lingot d'acier
Copper Ingot=Lingot de cuivre
Tin Ingot=Lingot d'étain
Bronze Ingot=Lingot de bronze
Gold Ingot=Lingot d'or
Mese Crystal Fragment=Fragment de cristal de Mese
Clay Brick=Brique d'argile
Obsidian Shard=Tesson d'obsidienne
Flint=Silex
Blueberries=Myrtille
Book=Livre
Book with Text=Livre avec du texte
Bronze Ingot=Lingot de bronze
Clay Brick=Brique d'argile
Clay Lump=Morceau d'argile
Coal Lump=Morceau de charbon
Copper Ingot=Lingot de cuivre
Copper Lump=Morceau de cuivre
Diamond=Diamant
Flint=Silex
Gold Ingot=Lingot d'or
Gold Lump=Morceau d'or
Iron Lump=Morceau de fer
Mese Crystal=Cristal de Mese
Mese Crystal Fragment=Fragment de cristal de Mese
Obsidian Shard=Tesson d'obsidienne
Paper=Papier
Steel Ingot=Lingot d'acier
Stick=Baton
Tin Ingot=Lingot d'étain
Tin Lump=Morceau d'étain
Furnace is empty=Le four est vide
100% (output full)=100% (Sortie pleine)
@1%=@1%
Empty=Vide
Not cookable=Ne se cuit pas
Empty=Vide
Furnace active=Four actif
Furnace inactive=Four inactif
(Item: @1; Fuel: @2)=(Article: @1; Carburant: @2)
@ -62,12 +67,12 @@ Obsidian Block=Block d'obsidienne
Dirt=Terre
Dirt with Grass=Terre avec de l'herbe
Dirt with Grass and Footsteps=Terre avec de l'herbe et des traces de pas
Dirt with Dry Grass=Terre avec de l'herbe sèche
Dirt with Savanna Grass=
Dirt with Snow=Terre avec de la neige
Dirt with Rainforest Litter=Terre avec sol de forêt humide
Dirt with Coniferous Litter=Terre avec sol de forêt de conifère
Dry Dirt=Terre sèche
Dry Dirt with Dry Grass=Terre sèche avec de l'herbe sèche
Savanna Dirt=
Savanna Dirt with Savanna Grass=
Permafrost=Pergélisol
Permafrost with Stones=Pergélisol avec de la pierre
Permafrost with Moss=Pergélisol avec de la mousse
@ -124,7 +129,7 @@ Papyrus=Papyrus
Dry Shrub=Arbuste sec
Jungle Grass=Herbe de la jungle
Grass=Herbe
Dry Grass=Herbe sèche
Savanna Grass=
Fern=Fougère
Marram Grass=Ammophile
Bush Stem=Tige de buisson
@ -156,6 +161,7 @@ Empty Bookshelf=Bibliothèque vide
Bookshelf (@1 written, @2 empty books)=Bibliothèque (@1 écrits, @2 livres vides)
Bookshelf=Bibliothèque
Text too long=Texte trop longue
"@1"=« @1 »
Wooden Sign=Panneau en bois
Steel Sign=Panneau en acier
Wooden Ladder=Echelle en bois
@ -174,7 +180,11 @@ Glass=Verre
Obsidian Glass=Verre d'obsidienne
Brick Block=Bloc de brique
Mese Lamp=Lampe de Mese
Mese Post Light=Réverbère de Mese
Apple Wood Mese Post Light=
Acacia Wood Mese Post Light=
Jungle Wood Mese Post Light=
Pine Wood Mese Post Light=
Aspen Wood Mese Post Light=
Cloud=Nuage
Wooden Pickaxe=Pioche en bois
Stone Pickaxe=Pioche en pierre
@ -203,9 +213,12 @@ Diamond Sword=Epée en diamant
Key=Clé
Torch=Torche
@1 will intersect protection on growth.=@1 chevauchera la zone protégée avec la croissance.
Title:=Titre :
Contents:=Contenu :
Save=Sauvegarder
by @1=de @1
Page @1 of @2=Page @1 sur @2
"@1"=« @1 »
##### not used anymore #####
Dirt with Dry Grass=Terre avec de l'herbe sèche
Dry Dirt=Terre sèche
Dry Dirt with Dry Grass=Terre sèche avec de l'herbe sèche
Dry Grass=Herbe sèche
Mese Post Light=Réverbère de Mese

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