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TheShadowOfHassen 2024-03-10 23:11:06 -04:00
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commit dcaab7a22c
521 changed files with 1269 additions and 1124 deletions

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@ -9,6 +9,7 @@ I, ShadowOfHassen installed the programs with a clean self contained minetest.ex
basic:
3D armor
3D armor flyswim
basic materials
redef
beds_redo

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# Auto detect text files and perform LF normalization
* text=auto

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[mod] 3d_armor_flyswim
=======================
Licence code LGPL v2.1
"Headanim" code by LoneWolfHT MIT Licence
Cape Textures - CC0
Blender Model/B3Ds as per base MTG - CC BY-SA 3.0
"3d_armor_trans.png" CC-BY-SA 3.0

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_, __, _, __, _, _ _, __,
~_) | \ / \ |_) |\/| / \ |_)
_) |_/ |~| | \ | | \ / | \
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
__, _, , _ _ _, _ _, _, _ _ _ _, _ _, _ _ _, _ _,
|_ | \ | | |\ | / _ (_ | | | |\/| |\/| | |\ | / _
| |_, \| | | \| \ / , ) |/\| | | | | | | | \| \ /
~ ~ ~ ) ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
~'
---------------------------
## Information
---------------------------
This is a small utility mod which adds some new animations to the default animations found in player_api animations, the new animations are:
|Animation| Start | End | FPS |
|---------|-------|-----|-----|
|Swim | 246 | 279 | 30 |
|Swim Atk | 285 | 318 | 30 |
|Fly | 325 | 334 | 30 |
|Fly Atk | 340 | 349 | 30 |
|Fall | 355 | 364 | 30 |
|Fall Atk | 365 | 374 | 30 |
|Duck Std | 380 | 380 | 30 |
|Duck | 381 | 399 | 30 |
|Climb | 410 | 429 | 30 |
I have done my best to trigger the animations in the correct circumstances when viewing the player model in 3rd person.
I have only tested this against minetest versions 5.0 to 5.6
Mod now works with just player_api, 3d_armor is an optional depends.
Works with simple_skins - https://forum.minetest.net/viewtopic.php?f=11&t=9100
Works with skinsdb - https://forum.minetest.net/viewtopic.php?t=17899
Works with clothing 2 - https://forum.minetest.net/viewtopic.php?p=395157
When using skinsdb capes must be supplied by clothing 2.
![swim animation](https://github.com/sirrobzeroone/3d_armor_flyswim/blob/main/swimming_animated.gif)
---------------------------
## Mod explanations and interactions
---------------------------
**player_api**
fly,swim,crouch,climb animations work, enabling capes will do nothing as you cant wear them
Below here assumed you stil have player_api enabled/installed:
**simple skins**
fly,swim,crouch,climb animations work, enabling capes will do nothing as you cant wear them
**3d_armor**
You have the option to have capes on or off upto you, capes are considered armor
**3d_armor and simple_skins**
You have the option to have capes on or off upto you, capes are considered armor
**skinsdb**
Fly,swim,crouch,climb animations work, enabling capes will do nothing as you cant wear them
**3d_armor and skinsdb**
Fly,swim,crouch,climb animations work you can enable capes but they wont be visible on your character but will still provide any bonuses
**3d_armor, skinsdb and clothing 2**
Fly,swim,crouch,climb animations work, visual cape provided by clothing_2 however can also enable capes but they wont be visible and it's a bit strange wearing two capes. So recommened left disabled.
---------------------------
## Animation rules/triggers
---------------------------
Swimming - You must be in at least 2 nodes depth of liquid/flowing liquid and moving otherwise your character will simply wade through the liquid or float (stand). If you sink close to the bottom while submerged in the liquid your character will automatically stand on the bottom.
Swim through - Hold shift down while swimming, you will sink but will also now be able to swim through 1x1 tunnels.
Flying - Character/player must have fly_privs you must have at least 2 nodes of airlike nodes between you and the ground otherwise your character will simply/stand or walk ready to land. You also need some type of movement horizontally to trigger the animation otherwise your character will simply stand in the air to emulate hovering.
Falling - Character/player must have 4 nodes of airlike nodes between them and the ground. Easiest to trigger if fly_privs have been removed but you can fall with fly_privs. Max falling speed is set by terminal velocity, however holding shift down will let you exceed terminal velocity.
Crouching - Press shift while standing in the open and then walk forward.
Crouching under - Simply walk through a gap 1.5 nodes tall. Player/character must be facing the space and walking forwards.
---------------------------
## Turn off Animation or Crouch Rule
---------------------------
From MT Main Menu go to "Settings" then "All Settings" then "Mods" then "3d_armor_flyswim"
**capes_add_to_3darmor** - Default is enabled - Makes capes an armor item avaliable via 3d_armor (1 test cape included)
**example_cape** - Default is enabled - The example cape "Someones Cape" is avaliable which grants fly_privs when worn and a 100% speed increase
**fly_anim** - Default is enabled - Will show the flying animation
**fall_anim** - Default is enabled - Will show the falling animation
**fall_tv** - Default is 100 - This is terminal velocity, 100 represents approximatly 100kp/h however player/character speed will oscilate around this speed. Without this limit when falling characters simply accelerate endlessly (until they hit chunk load edge).
**swim_anim** - Default is enabled - Will show swim animation
**swim_sneak** - Default is enabled - Will allow character/player to swim through a hole 1x1 in size when underwater.
**climb_anim** - Default is enabled - Will show climb animation
**crouch_anim** - Default is enabled - Will show crouch/duck animation
**crouch_sneak** - Default is enabled - Will allow character/player to walk through a gap 1.5 nodes high when on land.
---------------------------
## Why are Capes Included?
---------------------------
I found it best to keep capes included in this mod with the option to enable or disable. This is because capes needs the new b3d player model so they
are displayed as part of armor instead of part of the player. However as I didn't want to force anyone into using capes as armor items I created a second
optional player model which keeps capes with the player textures.
The above would create a circular dependancy if capes was it's own mod. Capes would have a dependency on Fly/Swim but Fly/Swim needs to know if Capes mod
is present so as to load the correct b3d player model.
Given the above I have kept capes inside this mod with an option to enable/disable it under Settings>>All Settings>>Mods>>3d_armor_flyswim by default capes are set to Enabled/true
Capes provide minimal additional armor, about half as much as wooden boots by default.
--------------------------------------------
## What nodes are set as Flyable/Swimmable?
--------------------------------------------
Any node which has the drawtype set as "airlike", "liquid" and "flowingliquid" will automatically be flyable or swimmable.
Big thanks to Gundul for pointing out a better way to do this.
--------------------------------------------
## Headanimation is incorporated
--------------------------------------------
I have incorporated "headanim" mod content by LoneWolfHT as it was easier to include and then customise for this mod than try to interface
with "headanim". Full credit to LoneWolfHT for the functionality. I did modify the functionality a little so visually when in 3rd person view
Sams head will:
~ Regular animations when looking down Sams chin now rests on his chest (about a 60 degree angle).
~ Regular animations when looking up Sam only bends head back to the same 60 degrees.
~ Swimming and flying you can look down full 90 degrees, straight ahead 0 degrees, however head motion is restricted to 30 degrees back.
Make sure you disable "headanim" if you have it installed, although I found no serious issues with both enabled the mods
could fight one another for control of head position.

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Addition of Fly and Swimming animations to 3d_armour base character model, used when swimming and flyinf or falling avaliable for other mods to make use of.

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------------------------------------------------------------
-- ___ _ __ ___ _ --
-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
-- |__/ --
-- Crouch and Climb --
------------------------------------------------------------
-- Example Cape --
------------------------------------------------------------
armor:register_armor("3d_armor_flyswim:demo_cape", {
description = "Someones Cape",
inventory_image = "3d_armor_flyswim_demo_cape_inv.png",
groups = {armor_capes=1, physics_speed=1, armor_use=1000},
armor_groups = {fleshy=5},
damage_groups = {cracky=3, snappy=3, choppy=2, crumbly=2, level=1},
on_equip = function(player)
local privs = minetest.get_player_privs(player:get_player_name())
privs.fly = true
minetest.set_player_privs(player:get_player_name(), privs)
end,
on_unequip = function(player)
local privs = minetest.get_player_privs(player:get_player_name())
privs.fly = nil
minetest.set_player_privs(player:get_player_name(), privs)
end,
})

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------------------------------------------------------------
-- ___ _ __ ___ _ --
-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
-- |__/ --
-- Crouch and Climb --
------------------------------------------------------------
-- Functions --
------------------------------------------------------------
----------------------------------------
-- Get Player model and textures
function armor_fly_swim.get_player_model()
-- player_api only (simple_skins uses)
local player_mod = "character_sf.b3d"
local texture = {"character.png",
"3d_armor_trans.png"}
-- 3d_armor only nil capes (simple_skins uses)
if armor_fly_swim.is_3d_armor and
not armor_fly_swim.add_capes and
not armor_fly_swim.is_skinsdb then
player_mod = "3d_armor_character_sf.b3d"
texture = {armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png"}
end
-- 3d_armor only with capes (simple_skins uses)
if armor_fly_swim.is_3d_armor and
armor_fly_swim.add_capes and
not armor_fly_swim.is_skinsdb then
player_mod = "3d_armor_character_sfc.b3d"
texture = {armor.default_skin..".png",
"3d_armor_trans.png",
"3d_armor_trans.png"}
end
-- skins_db with 3d_armor or without
if armor_fly_swim.is_skinsdb then
player_mod = "skinsdb_3d_armor_character_5.b3d"
texture = {"blank.png",
"blank.png",
"blank.png",
"blank.png"}
end
return player_mod,texture
end
----------------------------------------
-- Get WASD, pressed = true
function armor_fly_swim.get_wasd_state(controls)
local rtn = false
if controls.up == true or
controls.down == true or
controls.left == true or
controls.right == true then
rtn = true
end
return rtn
end
----------------------------------------
-- Check specific node fly/swim
-- 1=player feet, 2=one below feet,
-- Thanks Gundul
function node_fsable(pos,num,type)
local draw_ta = {"airlike"}
local draw_tl = {"liquid","flowingliquid"}
local compare = draw_ta
local node = minetest.get_node({x=pos.x,y=pos.y-(num-1),z=pos.z})
local n_draw
if minetest.registered_nodes[node.name] then
n_draw = minetest.registered_nodes[node.name].drawtype
else
n_draw = "normal"
end
if type == "s" then
compare = draw_tl
end
for k,v in ipairs(compare) do
if n_draw == v then
return true
end
end
return false
end
-----------------------------------------------
-- Check X number nodes down fly/Swimmable
function node_down_fsable(pos,num,type)
local draw_ta = {"airlike"}
local draw_tl = {"liquid","flowingliquid"}
local i = 0
local nodes = {}
local result ={}
local compare = draw_ta
while (i < num ) do
table.insert(nodes, minetest.get_node({x=pos.x,y=pos.y-i,z=pos.z}))
i=i+1
end
if type == "s" then
compare = draw_tl
end
local n_draw
for k,v in pairs(nodes) do
local n_draw
if minetest.registered_nodes[v.name] then
n_draw = minetest.registered_nodes[v.name].drawtype
else
n_draw = "normal"
end
for k2,v2 in ipairs(compare) do
if n_draw == v2 then
table.insert(result,"t")
end
end
end
if #result == num then
return true
else
return false
end
end
------------------------------------------
-- Workaround for slab edge crouch
function crouch_wa(player,pos)
local is_slab = 0
local pos_w = {}
local angle = (player:get_look_horizontal())*180/math.pi -- Convert Look direction to angles
-- +Z North
if angle <= 45 or angle >= 315 then
pos_w={x=pos.x,y=pos.y+1,z=pos.z+1}
-- -X West
elseif angle > 45 and angle < 135 then
pos_w={x=pos.x-1,y=pos.y+1,z=pos.z}
-- -Z South
elseif angle >= 135 and angle <= 225 then
pos_w={x=pos.x,y=pos.y+1,z=pos.z-1}
-- +X East
elseif angle > 225 and angle < 315 then
pos_w={x=pos.x+1,y=pos.y+1,z=pos.z}
end
local check = minetest.get_node(pos_w)
if minetest.registered_nodes[check.name] then
local check_g = minetest.get_item_group(check.name, "slab")
if check_g ~= 0 then
is_slab = 1
end
end
-- return 1 or 0, need to update to bool
return is_slab
end

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------------------------------------------------------------
-- ___ _ __ ___ _ --
-- | __| |_ _ / _|___ / __|_ __ _(_)_ __ --
-- | _|| | || | > _|_ _| \__ \ V V / | ' \ --
-- |_| |_|\_, | \_____| |___/\_/\_/|_|_|_|_| --
-- |__/ --
-- Crouch and Climb --
------------------------------------------------------------
-- Sirrobzeroone --
-- Licence code LGPL v2.1 --
-- Cape Textures - CC0 --
-- Blender Model/B3Ds as per base MTG - CC BY-SA 3.0 --
-- except "3d_armor_trans.png" CC-BY-SA 3.0 --
------------------------------------------------------------
----------------------------
-- Settings
armor_fly_swim = {}
local modname = minetest.get_current_modname()
local modpath = minetest.get_modpath(modname)
armor_fly_swim.add_capes = minetest.settings:get_bool("capes_add_to_3darmor" ,false)
armor_fly_swim.example_cape = minetest.settings:get_bool("example_cape" ,false)
local fly_anim = minetest.settings:get_bool("fly_anim" ,true)
local fall_anim = minetest.settings:get_bool("fall_anim" ,true)
local fall_tv = tonumber(minetest.settings:get("fall_tv" ,true)) or 100
-- Convert kp/h back to number of -y blocks per 0.05 of a second.
fall_tv = -1*(fall_tv/3.7)
local swim_anim = minetest.settings:get_bool("swim_anim" ,true)
local swim_sneak = minetest.settings:get_bool("swim_sneak" ,true)
local climb_anim = minetest.settings:get_bool("climb_anim" ,true)
local crouch_anim = minetest.settings:get_bool("crouch_anim" ,true)
local crouch_sneak = minetest.settings:get_bool("crouch_sneak" ,true)
-----------------------
-- Conditional mods
armor_fly_swim.is_3d_armor = minetest.get_modpath("3d_armor")
armor_fly_swim.is_skinsdb = minetest.get_modpath("skinsdb")
-------------------------------------
-- Adding new armor item for Capes
if armor_fly_swim.add_capes == true then
if minetest.global_exists("armor") and armor.elements then
table.insert(armor.elements, "capes")
end
end
----------------------------
-- Initiate files
dofile(modpath .. "/i_functions.lua")
if armor_fly_swim.example_cape and
armor_fly_swim.add_capes and
armor_fly_swim.is_3d_armor then
dofile(modpath .. "/i_example_cape.lua")
end
-------------------------------------
-- Get Player model to use
local player_mod, texture = armor_fly_swim.get_player_model()
--------------------------------------
-- Player model with Swim/Fly/Capes
player_api.register_model(player_mod, {
animation_speed = 30,
textures = texture,
animations = {
stand = {x=0, y=79},
lay = {x=162, y=166},
walk = {x=168, y=187},
mine = {x=189, y=198},
walk_mine = {x=200, y=219},
sit = {x=81, y=160},
swim = {x=246, y=279},
swim_atk = {x=285, y=318},
fly = {x=325, y=334},
fly_atk = {x=340, y=349},
fall = {x=355, y=364},
fall_atk = {x=365, y=374},
duck_std = {x=380, y=380},
duck = {x=381, y=399},
climb = {x=410, y=429},
},
})
----------------------------------------
-- Setting model on join and clearing
-- local_animations
minetest.register_on_joinplayer(function(player)
player_api.set_model(player,player_mod)
player_api.player_attached[player:get_player_name()] = false
player:set_local_animation({},{},{},{},30)
end)
------------------------------------------------
-- Global step to check if player meets --
-- Conditions for Swimming, Flying(falling) --
-- Crouching or Climbing --
------------------------------------------------
minetest.register_globalstep(function()
for _, player in pairs(minetest.get_connected_players()) do
local controls = player:get_player_control()
local controls_wasd = armor_fly_swim.get_wasd_state(controls)
local attached_to = player:get_attach()
local privs = minetest.get_player_privs(player:get_player_name())
local pos = player:get_pos()
local pmeta = player:get_meta()
local cur_anim = player_api.get_animation(player)
local ladder = {}
ladder.n = {is = false, pos = pos}
ladder.n_a = {is = false, pos = {x=pos.x,y=pos.y +1,z=pos.z}}
ladder.n_b = {is = false, pos = {x=pos.x,y=pos.y -1,z=pos.z}}
local is_slab = crouch_wa(player,pos)
local attack = ""
local ani_spd = 30
local offset = 0
local tdebug = false
-- reset player collisionbox, eye height, speed override
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3}})
player:set_properties({eye_height = 1.47})
-- used to store and reset the players physics.speed settings
-- back to what they were before fly_swim adjusted them
if pmeta:get_int("flyswim_std_under_slab") == 1 then
player:set_physics_override({speed = pmeta:get_float("flyswim_org_phy_or")})
pmeta:set_int("flyswim_std_under_slab", 0)
end
local vel = player:get_velocity()
-- basically 3D Pythagorean Theorem km/h
local play_s = (math.sqrt(math.pow(math.abs(vel.x),2) +
math.pow(math.abs(vel.y),2) +
math.pow(math.abs(vel.z),2) ))*3.6
-- Sets terminal velocity to about 100Km/hr beyond
-- this speed chunk load issues become more noticable
--(-1*(vel.y+1)) - catch those holding shift and over
-- acceleratering when falling so dynamic end point
-- so player dosent bounce back up
if vel.y < fall_tv and controls.sneak ~= true then
local tv_offset_y = -1*((-1*(vel.y+1)) + vel.y)
player:add_player_velocity({x=0, y=tv_offset_y, z=0})
end
-- Check for Swinging/attacking and set string
if controls.LMB or controls.RMB then
attack = "_atk"
end
-- get ladder pos node
local t_node = minetest.registered_nodes[minetest.get_node(ladder.n.pos).name]
if t_node and t_node.climbable then
ladder.n.is = true
end
---------------------------------------------------------
-- Start of Animation Cases --
---------------------------------------------------------
-------------------------------------
-- Crouch Slab/Node Exception Case
-- If player still udner slab/swimming in tunnel
-- and they let go of shift this stops them
-- standing up
local node_check = minetest.get_node({x=pos.x,y=pos.y+1,z=pos.z})
local nc_draw = "normal"
local nc_slab = 0
local nc_node = 0
if minetest.registered_nodes[node_check.name] then
nc_slab = minetest.get_item_group(node_check.name, "slab")
nc_draw = minetest.registered_nodes[node_check.name].drawtype
if nc_draw ~= "liquid" and
nc_draw ~= "flowingliquid" and
nc_draw ~= "airlike" then
nc_node = 1
end
end
if crouch_sneak and
nc_slab == 1 and
not attached_to and
not controls.sneak and
not node_fsable(pos,2,"a") then
local animiation = "duck_std"
-- when player moving
if controls_wasd then
local play_or_2 =player:get_physics_override()
pmeta:set_int("flyswim_std_under_slab", 1)
pmeta:set_float("flyswim_org_phy_or", play_or_2.speed)
player:set_physics_override({speed = play_or_2.speed*0.2})
animation = "duck"
end
if crouch_anim == true then
player_api.set_animation(player, animation ,ani_spd/2)
end
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
player:set_properties({eye_height = 1.27})
if tdebug then minetest.debug("crouch catch") end
elseif swim_sneak and
nc_node == 1 and
node_down_fsable(pos,1,"s") and
not attached_to and
not controls.sneak then
player_api.set_animation(player, "swim",ani_spd)
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
player:set_properties({eye_height = 0.7})
offset = 90
if tdebug then minetest.debug("swim through catch") end
-----------------------------
-- Climb
elseif climb_anim and
ladder.n.is and
(controls.jump or controls.sneak) then
-- Moved inside climb to save unessecary node checking
for k,def in pairs(ladder) do
if k ~= "n" then
local node = minetest.registered_nodes[minetest.get_node(def.pos).name]
if node and node.climbable then
def.is = true
end
end
end
if (controls.sneak and ladder.n_b.is) or
(controls.jump and ladder.n_a.is) then
player_api.set_animation(player, "climb",ani_spd)
if tdebug then minetest.debug("climb") end
end
-----------------------------
-- Swim
elseif swim_anim == true and
controls_wasd and
node_down_fsable(pos,2,"s") and
not attached_to then
player_api.set_animation(player,"swim"..attack ,ani_spd)
offset = 90
if tdebug then minetest.debug("swim") end
elseif swim_sneak == true and
swim_anim == true and
controls.sneak and
node_down_fsable(pos,1,"s") and
not attached_to then
player_api.set_animation(player, "swim",ani_spd)
player:set_properties({collisionbox = {-0.4, 0, -0.4, 0.4, 0.5, 0.4}})
player:set_properties({eye_height = 0.7})
offset = 90
if tdebug then minetest.debug("swim through") end
-----------------------------
-- Sneak
-- first elseif Crouch-walk workaround.
-- First slab player enters counts as a true slab
-- and has an edge. As such the shift edge detection
-- kicks in and player can't move forwards. This
-- case sets the player collision box to 1 high for that first slab
elseif crouch_anim and
controls.sneak and
controls.up and
not node_fsable(pos,2,"a") and
not attached_to and
play_s <= 1 and is_slab == 1 then
if crouch_anim == true then
player_api.set_animation(player, "duck",ani_spd/2)
player:set_properties({eye_height = 1.27})
end
if crouch_sneak == true then
-- Workaround set collision box to 1 high
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}})
end
if tdebug then minetest.debug("crouch_1") end
elseif crouch_anim and
controls.sneak and
not node_fsable(pos,2,"a") and
not attached_to then
local animation = "duck_std"
if controls_wasd then animation = "duck" end
player_api.set_animation(player, animation, ani_spd/2)
player:set_properties({eye_height = 1.27})
if crouch_sneak == true then
player:set_properties({collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.45, 0.3}})
end
if tdebug then minetest.debug("crouch_2") end
-----------------------------
-- Flying
elseif fly_anim == true and
privs.fly == true and
node_down_fsable(pos,3,"a") and
not attached_to then
-- Vel.y value is a compromise for code simplicity,
-- Flyers wont get fall animation until below -18m/s
if controls_wasd then
player_api.set_animation(player, "fly"..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fly") end
elseif fall_anim == true and
vel.y < -18.0 then
player_api.set_animation(player, "fall"..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fly_fall") end
end
-----------------------------
-- Falling
elseif fall_anim == true and
node_down_fsable(pos,5,"a") and
vel.y < -0.5 and
not attached_to then
player_api.set_animation(player, "fall"..attack, ani_spd)
offset = 90
if tdebug then minetest.debug("fall") end
end
---------------------------------------------------------
-- Post MT 5.3 Head Animation --
---------------------------------------------------------
-- this function was added in 5.3 which has the bone position
-- change break animations fix - i think (MT #9807)
-- I'm not too sure how to directly test for the bone fix/ MT version
-- so I simply check for this function.
local check_v = minetest.is_creative_enabled
if check_v ~= nil then
local look_degree = -math.deg(player:get_look_vertical())
if look_degree > 29 and offset ~= 0 then
offset = offset - (look_degree-30)
elseif look_degree > 60 and offset == 0 then
offset = offset - (look_degree-60)
elseif look_degree < -60 and offset == 0 then
offset = offset - (look_degree+60)
end
-- Code by LoneWolfHT - Headanim mod MIT Licence --
player:set_bone_position("Head", vector.new(0, 6.35, 0),vector.new(look_degree + offset, 0, 0))
-- Code by LoneWolfHT - Headanim mod MIT Licence --
end
--minetest.chat_send_all(play_s.." km/h") -- for diagnosing chunk emerge issues when falling currently unsolved
end
end)

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@ -0,0 +1,8 @@
name = 3d_armor_flyswim
description = Adds Flying, Swimming, Crouching and Climbing animations to base character model for 3d_armor
depends = player_api
optional_depends = 3d_armor, simple_skins, skinsdb, clothing
author = sirrobzeroone
title = 3D Armor Flyswim
release = 13392

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@ -0,0 +1,32 @@
# Make capes part of 3d Armor when enabled
capes_add_to_3darmor (Add Capes to 3d Armor) bool true
# Disable the Example Cape "Someones Cape"
example_cape (The Example Cape "Someones Cape" which grants fly_privs when worn and a 100% speed increase) bool true
# Enable Fly Animation
fly_anim (Enable fly animation) bool true
# Enable Fall Animation
fall_anim (Enable fall animation) bool true
# Terminal Velocity Speed kp/h
fall_tv (Set terminal velocity speed - recommend not exceeding 100 kp/h) int 100
# Enable Swim Animation
swim_anim (Enable swim animation) bool true
# Enable Swim Sneak - swim through 1x1 hole
swim_sneak (Enable swim sneak) bool true
# Enable Climb Animation
climb_anim (Enable climb animation) bool true
# Enable Crouch/Duck Animation
crouch_anim (Enable crouch/duck animation) bool true
# Enable Crouch/Duck - through through 1.5 hole
crouch_sneak (Enable crouch/duck animation) bool true

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@ -3,6 +3,9 @@
-- Load support for MT game translation.
local S = minetest.get_translator("butterflies")
-- Legacy compatibility, when pointabilities don't exist, pointable is set to true.
local pointable_compat = not minetest.features.item_specific_pointabilities
-- register butterflies
local butter_list = {
{"white", S("White Butterfly")},
@ -33,6 +36,7 @@ for i in ipairs (butter_list) do
sunlight_propagates = true,
buildable_to = true,
walkable = false,
pointable = pointable_compat,
groups = {catchable = 1},
selection_box = {
type = "fixed",

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@ -3,6 +3,8 @@
-- Load support for MT game translation.
local S = minetest.get_translator("fireflies")
-- Legacy compatibility, when pointabilities don't exist, pointable is set to true.
local pointable_compat = not minetest.features.item_specific_pointabilities
minetest.register_node("fireflies:firefly", {
description = S("Firefly"),
@ -23,6 +25,7 @@ minetest.register_node("fireflies:firefly", {
sunlight_propagates = true,
buildable_to = true,
walkable = false,
pointable = pointable_compat,
groups = {catchable = 1},
selection_box = {
type = "fixed",
@ -91,6 +94,7 @@ minetest.register_node("fireflies:hidden_firefly", {
minetest.register_tool("fireflies:bug_net", {
description = S("Bug Net"),
inventory_image = "fireflies_bugnet.png",
pointabilities = {nodes = {["group:catchable"] = true}},
on_use = function(itemstack, player, pointed_thing)
local player_name = player and player:get_player_name() or ""
if not pointed_thing or pointed_thing.type ~= "node" or

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@ -1,2 +0,0 @@
title = MINETEST GAME
description = All the default mods included in Minetest Game. Beds has been removed and replaced with Beds Redo (still called beds) in the MOLEUS folder.

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@ -1,86 +0,0 @@
# Changelog
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
## [Unreleased]
### Changed
- [Tweaked ore generation to better fit Minetest's new defaults.](https://github.com/minetest-mods/moreores/pull/45)
- Three layers (two underground and one high air/space) are now used instead of just one layer.
- Chunk size is no longer used as clust size anymore. Clust sizes are usually
just 3 nodes and not the whole area ("chunk"), where the ores are generated.
- Adjusted several default values.
- Mithril is now generated *below* diamond. Note that there was a change
in Minetest 5.0.0 where most ore generation was shifted to much lower
altitude (shifting diamond generation altitude below mithril generation altitude).
- The mithril ores are now also grouped together and not just found as a
single node in one chunk.
- The same overall ore density is retained in the deep layer.
- Switch to GitHub Actions.
- Benefits include faster responses, easier management, and more.
## [2.1.0] - 2021-06-28
### Added
- More Ores tools now have [`toolranks`](https://github.com/lisacvuk/minetest-toolranks) support.
- Hungarian translation.
### Changed
- Migrated translations to the
[Minetest translation file format](https://rubenwardy.com/minetest_modding_book/lua_api.html#translation-file-format).
## [2.0.0] - 2019-11-25
### Added
- More Ores nodes/items/tools can now be placed in item frames
from the [`frame`](https://github.com/minetest-mods/frame) mod.
- Polish translation.
### Changed
- The minimum supported Minetest version is now 5.0.0.
- Copper rails are now registered using functions from the `carts` mod,
making them interoperate seamlessly with default rails.
- Copper rails can no longer be placed in the air.
## [1.1.0] - 2019-03-23
### Added
- Brazilian and Dutch translations.
### Changed
- Ores are now slower to mine and cannot be mined using wooden tools anymore.
- Updated intllib support to avoid using deprecated functions.
### Deprecated
- Deprecated hoes to follow Minetest Game's deprecation of hoes
made of "rare" materials.
- Hoes are still available in existing worlds, but they
cannot be crafted anymore.
### Fixed
- Hoes now use the `farming` mod's handling function and can no longer
turn desert sand into dirt.
- Handle tin which is now included in [Minetest Game](https://github.com/minetest/minetest_game).
If it is detected, then the tin nodes and items from More Ores won't be registered.
## 1.0.0 - 2017-02-19
- Initial versioned release.
[Unreleased]: https://github.com/minetest-mods/moreores/compare/v2.1.0...HEAD
[2.1.0]: https://github.com/minetest-mods/moreores/compare/v2.0.0...v2.1.0
[2.0.0]: https://github.com/minetest-mods/moreores/compare/v1.1.0...v2.0.0
[1.1.0]: https://github.com/minetest-mods/moreores/compare/v1.0.0...v1.1.0

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@ -1,10 +0,0 @@
# Contributing to More Ores
Thank you for your interest in More Ores! Before contributing,
be sure to know about these few guidelines:
- Contributions have to be licensed under the zlib license (or compatible)
for code, and CC BY-SA 3.0 (or compatible) for assets.
- Make sure to update the changelog, keeping the
[changelog format](http://keepachangelog.com/en/1.0.0/) we use.
- Don't bump the version yourself. Maintainers will do this when necessary.

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@ -1,13 +0,0 @@
# zlib license
Copyright © 2011-2020 Hugo Locurcio and contributors
**This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software.**
Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.

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@ -1,72 +0,0 @@
# More Ores
More Ores for [Minetest](https://www.minetest.net/), a free and open source infinite
world block sandbox game.
[**Forum topic**](https://forum.minetest.net/viewtopic.php?f=11&t=549)
## Installation
### Download the mod
To install More Ores, clone this Git repository into your Minetest's `mods/`
directory:
```bash
git clone https://github.com/minetest-mods/moreores.git
```
You can also
[download a ZIP archive](https://github.com/minetest-mods/moreores/archive/master.zip)
of More Ores.
### Enable the mod
Once you have installed More Ores, you need to enable it in Minetest.
The procedure is as follows:
#### Using the client's main menu
This is the easiest way to enable More Ores when playing in singleplayer
(or on a server hosted from a client).
1. Start Minetest and switch to the **Local Game** tab.
2. Select the world you want to enable More Ores in.
3. Click **Configure**, then enable `moreores` by double-clicking it
(or ticking the **Enabled** checkbox).
4. Save the changes, then start a game on the world you enabled More Ores on.
5. More Ores should now be running on your world.
#### Using a text editor
This is the recommended way to enable the mod on a server without using a GUI.
1. Make sure Minetest is not currently running (otherwise, it will overwrite
the changes when exiting).
2. Open the world's `world.mt` file using a text editor.
3. Add the following line at the end of the file:
```text
load_mod_moreores = true
```
If the line is already present in the file, then replace `false` with `true`
on that line.
4. Save the file, then start a game on the world you enabled More Ores on.
5. More Ores should now be running on your world.
## Version compatibility
More Ores is currently primarily tested with Minetest 5.1.0.
It may or may not work with newer or older versions. Issues arising in older
versions than 5.0.0 will generally not be fixed.
## License
Copyright © 2011-2020 Hugo Locurcio and contributors
- More Ores code is licensed under the zlib license, see
[`LICENSE.md`](LICENSE.md) for details.
- Unless otherwise specified, More Ores textures are licensed under
[CC BY-SA 3.0 Unported](https://creativecommons.org/licenses/by-sa/3.0/).

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@ -1,102 +0,0 @@
------------------------------------------------------------------------------
------------------------------ CONFIGURATION ---------------------------------
------------------------------------------------------------------------------
------------------------------------------------------------------------------
-------- Change settings by changing the values after the "=". ---------------
------------------------------------------------------------------------------
-- The higher ore generation by Moleus Ore Tweaks are not affected by these values
-- Chunk sizes for ore generation (bigger = ore deposits are more scattered around)
-- Tin
moreores.tin_chunk_size_high = 10
moreores.tin_chunk_size = 13
moreores.tin_chunk_size_deep = 10
-- Silver
moreores.silver_chunk_size_high = 11
moreores.silver_chunk_size = 13
moreores.silver_chunk_size_deep = 11
-- Mithril
moreores.mithril_chunk_size_high = 19
moreores.mithril_chunk_size = 21
moreores.mithril_chunk_size_deep = 19
-- Amount of ore per chunk (higher = bigger ore deposits)
-- Tin
moreores.tin_ore_per_chunk_high = 5
moreores.tin_ore_per_chunk = 4
moreores.tin_ore_per_chunk_deep = 5
-- Silver
moreores.silver_ore_per_chunk_high = 4
moreores.silver_ore_per_chunk = 2
moreores.silver_ore_per_chunk_deep = 4
-- Mithril
moreores.mithril_ore_per_chunk_high = 3
moreores.mithril_ore_per_chunk = 2
moreores.mithril_ore_per_chunk_deep = 4
-- Clust sizes for ore generation (bigger = ores in ore deposits are less bound together)
-- Tin
moreores.tin_clust_size_high = 3
moreores.tin_clust_size = 3
moreores.tin_clust_size_deep = 3
-- Silver
moreores.silver_clust_size_high = 3
moreores.silver_clust_size = 3
moreores.silver_clust_size_deep = 3
-- Mithril
moreores.mithril_clust_size_high = 3
moreores.mithril_clust_size = 3
moreores.mithril_clust_size_deep = 3
if minetest.get_modpath("mcl_core") then
-- Example adjustments for MineClone2
moreores.tin_max_depth_high = 0
moreores.tin_min_depth_high = -10
moreores.tin_max_depth = -11
moreores.tin_min_depth = -57
-- Similar adjustments for silver and mithril
moreores.silver_max_depth_high = 0
moreores.silver_min_depth_high = -10
moreores.silver_max_depth = -11
moreores.silver_min_depth = -57
moreores.mithril_max_depth_high = 0
moreores.mithril_min_depth_high = -20
moreores.mithril_max_depth = -21
moreores.mithril_min_depth = -57
else
-- Maximal and minimal depths of ore generation (Y coordinate, 0 being sea level by default)
-- Tin
moreores.tin_max_depth_high = 31000
moreores.tin_min_depth_high = 1025
moreores.tin_max_depth = -64 -- For v6 mapgen, -32 fits better
moreores.tin_min_depth = -127
moreores.tin_max_depth_deep = -128
moreores.tin_min_depth_deep = -31000
-- Silver
moreores.silver_max_depth_high = 31000
moreores.silver_min_depth_high = 1025
moreores.silver_max_depth = -64 -- For v6 mapgen, -32 fits better
moreores.silver_min_depth = -127 -- For v6 mapgen, -63 fits better
moreores.silver_max_depth_deep = -128 -- For v6 mapgen, -64 fits better
moreores.silver_min_depth_deep = -31000
-- Mithril
moreores.mithril_max_depth_high = 31000
moreores.mithril_min_depth_high = 2049
moreores.mithril_max_depth = -2048 -- For v6 mapgen, -256 fits better
moreores.mithril_min_depth = -4095 -- For v6 mapgen, -511 fits better
moreores.mithril_max_depth_deep = -4096 -- For v6 mapgen, -512 fits better
moreores.mithril_min_depth_deep = -31000
end

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@ -1,575 +0,0 @@
--[[
=====================================================================
** More Ores **
By Calinou, with the help of Nore.
Copyright © 2011-2020 Hugo Locurcio and contributors.
Licensed under the zlib license. See LICENSE.md for more information.
=====================================================================
--]]
moreores = {}
local modpath = minetest.get_modpath("moreores")
local S = minetest.get_translator("moreores")
moreores.S = S
dofile(modpath .. "/_config.txt")
-- `mg` mapgen support
if minetest.get_modpath("mg") then
dofile(modpath .. "/mg.lua")
end
-- `frame` support
local use_frame = minetest.get_modpath("frame")
local is_mcl_core_present = minetest.get_modpath("mcl_core") ~= nil
local is_mcl_sounds_present = minetest.get_modpath("mcl_sounds") ~= nil
local is_mcl_copper_present = minetest.registered_items["mcl_copper:copper_ingot"] ~= nil
local stone_ingredient = is_mcl_core_present and "mcl_core:stone" or "default:stone"
local copper_ingredient =
is_mcl_core_present and "mcl_copper:copper_ingot" or 'default:copper_ingot'
if is_mcl_sounds_present then
local default_stone_sounds = mcl_sounds.node_sound_stone_defaults()
local default_metal_sounds = mcl_sounds.node_sound_metal_defaults()
else
local default_stone_sounds = default.node_sound_stone_defaults()
local default_metal_sounds = default.node_sound_metal_defaults()
end
-- Returns the crafting recipe table for a given material and item.
local function get_recipe(material, item)
if is_mcl_core_present then
material = material:gsub("default:", "mcl_core:")
end
if item == "sword" then
return {
{material},
{material},
{"group:stick"},
}
end
if item == "shovel" then
return {
{material},
{"group:stick"},
{"group:stick"},
}
end
if item == "axe" then
return {
{material, material},
{material, "group:stick"},
{"", "group:stick"},
}
end
if item == "pick" then
return {
{material, material, material},
{"", "group:stick", ""},
{"", "group:stick", ""},
}
end
if item == "block" then
return {
{material, material, material},
{material, material, material},
{material, material, material},
}
end
if item == "lockedchest" then
return {
{"group:wood", "group:wood", "group:wood"},
{"group:wood", material, "group:wood"},
{"group:wood", "group:wood", "group:wood"},
}
end
end
local function add_ore(modname, description, mineral_name, oredef, extra_node_def)
if mineral_name == "copper" and is_mcl_copper_present then
return
end
local img_base = modname .. "_" .. mineral_name
local toolimg_base = modname .. "_tool_"..mineral_name
local tool_base = modname .. ":"
local tool_post = "_" .. mineral_name
local item_base = tool_base .. mineral_name
local ingot = item_base .. "_ingot"
local lump_item = item_base .. "_lump"
local function merge_tables(t1, t2)
for k, v in pairs(t2) do
if type(v) == "table" and type(t1[k]) == "table" then
-- If both t1[k] and v are tables, merge them recursively
merge_tables(t1[k], v)
else
-- Otherwise, simply set the value
t1[k] = v
end
end
return t1
end
if oredef.makes.ore then
local node_def_tbl = {
description = S("@1 Ore", S(description)),
tiles = {"default_stone.png^" .. modname .. "_mineral_" .. mineral_name ..
".png"},
groups = {cracky = 2},
sounds = default_stone_sounds,
drop = lump_item,
}
if extra_node_def then
node_def_tbl = merge_tables(node_def_tbl, extra_node_def)
end
minetest.register_node(modname .. ":mineral_" .. mineral_name, node_def_tbl)
if use_frame then
frame.register(modname .. ":mineral_" .. mineral_name)
end
end
if oredef.makes.block then
local block_item = item_base .. "_block"
minetest.register_node(block_item, {
description = S("@1 Block", S(description)),
tiles = {img_base .. "_block.png"},
groups = {snappy = 1, bendy = 2, cracky = 1, melty = 2, level = 2},
is_ground_content = false,
sounds = default_metal_sounds,
})
minetest.register_alias(mineral_name.."_block", block_item)
if oredef.makes.ingot then
minetest.register_craft( {
output = block_item,
recipe = get_recipe(ingot, "block")
})
minetest.register_craft( {
output = ingot .. " 9",
recipe = {
{block_item},
}
})
end
if use_frame then
frame.register(block_item)
end
end
if oredef.makes.lump then
minetest.register_craftitem(lump_item, {
description = S("@1 Lump", S(description)),
inventory_image = img_base .. "_lump.png",
})
minetest.register_alias(mineral_name .. "_lump", lump_item)
if oredef.makes.ingot then
minetest.register_craft({
type = "cooking",
output = ingot,
recipe = lump_item,
})
end
if use_frame then
frame.register(lump_item)
end
end
if oredef.makes.ingot then
minetest.register_craftitem(ingot, {
description = S("@1 Ingot", S(description)),
inventory_image = img_base .. "_ingot.png",
})
minetest.register_alias(mineral_name .. "_ingot", ingot)
if use_frame then
frame.register(ingot)
end
end
if oredef.makes.chest then
if not is_mcl_core_present then
minetest.register_craft( {
output = "default:chest_locked",
recipe = {
{ingot},
{"default:chest"},
}
})
minetest.register_craft( {
output = "default:chest_locked",
recipe = get_recipe(ingot, "lockedchest")
})
end
end
oredef.oredef_high.ore_type = "scatter"
oredef.oredef_high.ore = modname .. ":mineral_" .. mineral_name
oredef.oredef_high.wherein = stone_ingredient
oredef.oredef.ore_type = "scatter"
oredef.oredef.ore = modname .. ":mineral_" .. mineral_name
oredef.oredef.wherein = stone_ingredient
oredef.oredef_deep.ore_type = "scatter"
oredef.oredef_deep.ore = modname .. ":mineral_" .. mineral_name
oredef.oredef_deep.wherein = stone_ingredient
minetest.register_ore(oredef.oredef_high)
minetest.register_ore(oredef.oredef)
minetest.register_ore(oredef.oredef_deep)
for tool_name, tooldef in pairs(oredef.tools) do
local tdef = {
description = "",
inventory_image = toolimg_base .. tool_name .. ".png",
tool_capabilities = {
max_drop_level = 3,
groupcaps = tooldef.groupcaps,
damage_groups = tooldef.damage_groups,
full_punch_interval = oredef.full_punch_interval,
},
sound = {breaks = "default_tool_breaks"},
_repair_material = ingot,
_mcl_toollike_wield = true,
mcl_diggroups = tooldef._mcl_diggroups,
groups = tooldef.groups,
}
if tool_name == "sword" then
tdef.description = S("@1 Sword", S(description))
if tdef.groups then
tdef.groups = merge_tables(tdef.groups, {sword = 1})
else
tdef.groups = {sword = 1}
end
end
if tool_name == "pick" then
tdef.description = S("@1 Pickaxe", S(description))
if tdef.groups then
tdef.groups = merge_tables(tdef.groups, {pickaxe = 1, tool=1})
else
tdef.groups = {pickaxe = 1, tool=1}
end
end
if tool_name == "axe" then
tdef.description = S("@1 Axe", S(description))
if tdef.groups then
tdef.groups = merge_tables(tdef.groups, {axe = 1, tool=1})
else
tdef.groups = {axe = 1, tool=1}
end
end
if tool_name == "shovel" then
tdef.description = S("@1 Shovel", S(description))
if tdef.groups then
tdef.groups = merge_tables(tdef.groups, {shovel = 1, tool=1})
else
tdef.groups = {shovel = 1, tool=1}
end
tdef.wield_image = toolimg_base .. tool_name .. ".png^[transformR90"
end
local fulltool_name = tool_base .. tool_name .. tool_post
if tool_name == "hoe" and minetest.get_modpath("farming") then
tdef.max_uses = tooldef.max_uses
tdef.material = ingot
tdef.description = S("@1 Hoe", S(description))
farming.register_hoe(fulltool_name, tdef)
end
-- Hoe registration is handled above.
-- There are no crafting recipes for hoes, as they have been
-- deprecated from Minetest Game:
-- https://github.com/minetest/minetest_game/commit/9c459e77a
if tool_name ~= "hoe" then
minetest.register_tool(fulltool_name, tdef)
if oredef.makes.ingot then
minetest.register_craft({
output = fulltool_name,
recipe = get_recipe(ingot, tool_name)
})
end
end
-- Toolranks support
if minetest.get_modpath("toolranks") then
minetest.override_item(fulltool_name, {
original_description = tdef.description,
description = toolranks.create_description(tdef.description, 0, 1),
after_use = toolranks.new_afteruse})
end
minetest.register_alias(tool_name .. tool_post, fulltool_name)
if use_frame then
frame.register(fulltool_name)
end
end
end
local oredefs = {
silver = {
description = "Silver",
makes = {ore = true, block = true, lump = true, ingot = true, chest = true},
oredef_high= {
clust_scarcity = moreores.silver_chunk_size_high ^ 3,
clust_num_ores = moreores.silver_ore_per_chunk_high,
clust_size = moreores.silver_clust_size_high,
y_min = moreores.silver_min_depth_high,
y_max = moreores.silver_max_depth_high,
},
oredef = {
clust_scarcity = moreores.silver_chunk_size ^ 3,
clust_num_ores = moreores.silver_ore_per_chunk,
clust_size = moreores.silver_clust_size,
y_min = moreores.silver_min_depth,
y_max = moreores.silver_max_depth,
},
oredef_deep = {
clust_scarcity = moreores.silver_chunk_size_deep ^ 3,
clust_num_ores = moreores.silver_ore_per_chunk_deep,
clust_size = moreores.silver_clust_size_deep,
y_min = moreores.silver_min_depth_deep,
y_max = moreores.silver_max_depth_deep,
},
tools = {
pick = {
groupcaps = {
cracky = {times = {[1] = 2.60, [2] = 1.00, [3] = 0.60}, uses = 100, maxlevel = 1},
},
damage_groups = {fleshy = 4},
groups = {dig_speed_class=4, enchantability=14},
_mcl_diggroups = {
pickaxey = { speed = 6, level = 4, uses = 126 }
},
},
hoe = {
max_uses = 150,
},
shovel = {
groupcaps = {
crumbly = {times = {[1] = 1.10, [2] = 0.40, [3] = 0.25}, uses = 100, maxlevel = 1},
},
damage_groups = {fleshy = 3},
groups = {dig_speed_class=4, enchantability=14},
_mcl_diggroups = {
shovely = { speed = 6, level = 4, uses = 126 }
},
},
axe = {
groupcaps = {
choppy = {times = {[1] = 2.50, [2] = 0.80, [3] = 0.50}, uses = 100, maxlevel = 1},
fleshy = {times = {[2] = 1.10, [3] = 0.60}, uses = 100, maxlevel = 1},
},
damage_groups = {fleshy = 5},
groups = {dig_speed_class=4, enchantability=14},
_mcl_diggroups = {
axey = { speed = 6, level = 4, uses = 126 }
},
},
sword = {
groupcaps = {
fleshy = {times = {[2] = 0.70, [3] = 0.30}, uses = 100, maxlevel = 1},
snappy = {times = {[1] = 1.70, [2] = 0.70, [3] = 0.30}, uses = 100, maxlevel = 1},
choppy = {times = {[3] = 0.80}, uses = 100, maxlevel = 0},
},
damage_groups = {fleshy = 6},
_mcl_diggroups = {
swordy = { speed = 6, level = 4, uses = 126 },
swordy_cobweb = { speed = 6, level = 4, uses = 126 }
},
},
},
full_punch_interval = 1.0,
extra_node_def = {
_mcl_blast_resistance = 3,
_mcl_hardness = 4,
_mcl_silk_touch_drop = true,
groups = {pickaxey = 4}
}
},
mithril = {
description = "Mithril",
makes = {ore = true, block = true, lump = true, ingot = true, chest = false},
oredef_high = {
clust_scarcity = moreores.mithril_chunk_size_high ^ 3,
clust_num_ores = moreores.mithril_ore_per_chunk_high,
clust_size = moreores.mithril_clust_size_high,
y_min = moreores.mithril_min_depth_high,
y_max = moreores.mithril_max_depth_high,
},
oredef = {
clust_scarcity = moreores.mithril_chunk_size ^ 3,
clust_num_ores = moreores.mithril_ore_per_chunk,
clust_size = moreores.mithril_clust_size,
y_min = moreores.mithril_min_depth,
y_max = moreores.mithril_max_depth,
},
oredef_deep = {
clust_scarcity = moreores.mithril_chunk_size_deep ^ 3,
clust_num_ores = moreores.mithril_ore_per_chunk_deep,
clust_size = moreores.mithril_clust_size_deep,
y_min = moreores.mithril_min_depth_deep,
y_max = moreores.mithril_max_depth_deep,
},
tools = {
pick = {
groupcaps = {
cracky = {times = {[1] = 2.60, [2] = 1.00, [3] = 0.60}, uses = 3126, maxlevel = 3},
},
damage_groups = {fleshy = 6},
groups = {dig_speed_class=5, enchantability=10},
_mcl_diggroups = {
pickaxey = { speed = 8, level = 5, uses = 3126 }
},
},
hoe = {
max_uses = 2000,
},
shovel = {
groupcaps = {
crumbly = {times = {[1] = 1.10, [2] = 0.40, [3] = 0.25}, uses = 3126, maxlevel = 3},
},
damage_groups = {fleshy = 6},
groups = {dig_speed_class=5, enchantability=10},
_mcl_diggroups = {
shovely = { speed = 8, level = 5, uses = 3126 }
},
},
axe = {
groupcaps = {
choppy = {times = {[1] = 2.50, [2] = 0.80, [3] = 0.50}, uses = 3126, maxlevel = 3},
fleshy = {times = {[2] = 1.10, [3] = 0.60}, uses = 3126, maxlevel = 3},
},
damage_groups = {fleshy = 10},
groups = {dig_speed_class=5, enchantability=10},
_mcl_diggroups = {
axey = { speed = 8, level = 5, uses = 3126 }
},
},
sword = {
groupcaps = {
fleshy = {times = {[2] = 0.70, [3] = 0.30}, uses = 3126, maxlevel = 3},
snappy = {times = {[1] = 1.70, [2] = 0.70, [3] = 0.30}, uses = 3126, maxlevel = 3},
choppy = {times = {[3] = 0.80}, uses = 3126, maxlevel = 0},
},
damage_groups = {fleshy = 7},
_mcl_diggroups = {
swordy = { speed = 8, level = 5, uses = 3126 },
swordy_cobweb = { speed = 8, level = 5, uses = 3126 }
},
},
},
full_punch_interval = 0.45,
extra_node_def = {
_mcl_blast_resistance = 3,
_mcl_hardness = 5,
_mcl_silk_touch_drop = true,
groups = {pickaxey = 5}
},
}
}
-- If tin is available in the `default` mod, don't register More Ores' variant of tin
local default_tin
if minetest.registered_items["default:tin_ingot"] then
default_tin = true
else
default_tin = false
end
if default_tin then
minetest.register_alias("moreores:mineral_tin", "default:stone_with_tin")
minetest.register_alias("moreores:tin_lump", "default:tin_lump")
minetest.register_alias("moreores:tin_ingot", "default:tin_ingot")
minetest.register_alias("moreores:tin_block", "default:tinblock")
else
oredefs.tin = {
description = "Tin",
makes = {ore = true, block = true, lump = true, ingot = true, chest = false},
oredef_high = {
clust_scarcity = moreores.tin_chunk_size_high ^ 3,
clust_num_ores = moreores.tin_ore_per_chunk_high,
clust_size = moreores.tin_clust_size_high,
y_min = moreores.tin_min_depth_high,
y_max = moreores.tin_max_depth_high,
},
oredef = {
clust_scarcity = moreores.tin_chunk_size ^ 3,
clust_num_ores = moreores.tin_ore_per_chunk,
clust_size = moreores.tin_clust_size,
y_min = moreores.tin_min_depth,
y_max = moreores.tin_max_depth,
},
oredef_deep = {
clust_scarcity = moreores.tin_chunk_size_deep ^ 3,
clust_num_ores = moreores.tin_ore_per_chunk_deep,
clust_size = moreores.tin_clust_size_deep,
y_min = moreores.tin_min_depth_deep,
y_max = moreores.tin_max_depth_deep,
},
tools = {},
extra_node_def = {
_mcl_blast_resistance = 3,
_mcl_hardness = 3,
_mcl_silk_touch_drop = true,
groups = {pickaxey = 3}
},
}
-- Bronze has some special cases, because it is made from copper and tin
minetest.register_craft({
type = "shapeless",
output = "default:bronze_ingot 3",
recipe = {
"moreores:tin_ingot",
copper_ingredient,
copper_ingredient,
},
})
end
-- Copper rail (unique node)
if minetest.get_modpath("carts") then
carts:register_rail("moreores:copper_rail", {
description = S("Copper Rail"),
tiles = {
"moreores_copper_rail.png",
"moreores_copper_rail_curved.png",
"moreores_copper_rail_t_junction.png",
"moreores_copper_rail_crossing.png",
},
inventory_image = "moreores_copper_rail.png",
wield_image = "moreores_copper_rail.png",
groups = carts:get_rail_groups(),
}, {})
end
minetest.register_craft({
output = "moreores:copper_rail 24",
recipe = {
{copper_ingredient, "", copper_ingredient},
{copper_ingredient, "group:stick", copper_ingredient},
{copper_ingredient, "", copper_ingredient},
},
})
for orename, def in pairs(oredefs) do
-- Register everything
add_ore("moreores", def.description, orename, def, def.extra_node_def)
end

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@ -1,20 +0,0 @@
# textdomain: moreores
# Translation by Xanthin
@1 Ore=@1erz
@1 Lump=@1klumpen
@1 Ingot=@1barren
@1 Block=@1block
@1 Pickaxe=@1spitzhacke
@1 Shovel=@1schaufel
@1 Axe=@1axt
@1 Sword=@1schwert
Copper=Kupfer
Tin=Zinn
Bronze=Bronze
Silver=Silber
Gold=Gold
Mithril=Mithril
Copper Rail=Kupferschiene

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@ -1,20 +0,0 @@
# textdomain: moreores
# Translation by kaeza
@1 Ore=Mineral de @1
@1 Lump=Pepita de @1
@1 Ingot=Lingote de @1
@1 Block=Bloque de @1
@1 Pickaxe=Pico de @1
@1 Shovel=Pala de @1
@1 Axe=Hacha de @1
@1 Sword=Espada de @1
Copper=Cobre
Tin=Estaño
Bronze=Bronce
Silver=Plata
Gold=Oro
Mithril=Mitrilo
Copper Rail=Riel de Cobre

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@ -1,21 +0,0 @@
# textdomain: moreores
# Translation by Calinou
@1 Ore=Minerai en @1
@1 Lump=Roche en @1
@1 Ingot=Lingot en @1
@1 Block=Bloc en @1
@1 Pickaxe=Pioche en @1
@1 Shovel=Pelle en @1
@1 Axe=Hache en @1
@1 Sword=Épée en @1
@1 Hoe=Houe en @1
Copper=cuivre
Tin=étain
Bronze=bronze
Silver=argent
Gold=or
Mithril=mithril
Copper Rail=Rail en cuivre

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@ -1,20 +0,0 @@
# textdomain: moreores
# Translation by An0n3m0us
@1 Ore=@1 érc
@1 Lump=@1 rög
@1 Ingot=@1 öntvény
@1 Block=@1 blokk
@1 Pickaxe=@1 csákány
@1 Shovel=@1 ásó
@1 Axe=@1 fejsze
@1 Sword=@1 kard
Copper=Réz
Tin=Ón
Bronze=Bronz
Silver=Ezüst
Gold=Arany
Mithril=Mithril
Copper Rail=Réz sín

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@ -1,20 +0,0 @@
# textdomain: moreores
# Translation by Pagliaccio
@1 Ore=Minerale di @1
@1 Lump=@1 grezzo
@1 Ingot=Lingotto di @1
@1 Block=Blocco di @1
@1 Pickaxe=Piccone di @1
@1 Shovel=Badile di @1
@1 Axe=Ascia di @1
@1 Sword=Spada di @1
Copper=Rame
Tin=Stagno
Bronze=Bronzo
Silver=Argento
Gold=Oro
Mithril=Mithril
Copper Rail=Binario di rame

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@ -1,17 +0,0 @@
# textdomain: moreores
@1 Ore=@1 Erts
@1 Lump=@1 Klomp
@1 Ingot=@1 Staaf
@1 Block=@1 Blok
@1 Pickaxe=@1 Pikhouweel
@1 Shovel=@1 Schep
@1 Axe=@1 Bijl
@1 Sword=@1 Zwaard
Copper=Koper
Tin=Tin
Bronze=Brons
Silver=Silver
Gold=Goud
Mithril=Mithril

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@ -1,20 +0,0 @@
# textdomain: moreores
# Translation by mat9117
@1 Ore=@1 Ruda
@1 Lump=@1 Bryłka
@1 Ingot=@1 Sztabka
@1 Block=@1 Blok
@1 Pickaxe=@1 Kilof
@1 Shovel=@1 Łopatka
@1 Axe=@1 Siekiera
@1 Sword=@1 Miecz
Copper=Miedź
Tin=Cyna
Bronze=Brąz
Silver=Srebro
Gold=Złoto
Mithril=Mithril
Copper Rail=Miedziany tor

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@ -1,21 +0,0 @@
# textdomain: moreores
# Translation by github.com/caiorrs
@1 Ore=Minério de @1
@1 Lump=Pepita de @1
@1 Ingot=Lingote de @1
@1 Block=Bloco de @1
@1 Pickaxe=Picareta de @1
@1 Shovel=Pá de @1
@1 Axe=Machado de @1
@1 Sword=Espada de @1
Copper=Cobre
Tin=Estanho
Bronze=Bronze
Silver=Prata
Gold=Ouro
Mithril=Mitrilo
Copper Rail=Trilho de Cobre

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@ -1,26 +0,0 @@
# textdomain: moreores
# Translation by Mahmutelmas06
# mahmutelmas06@hotmail.com
# Türkçe Çeviri
# Turkish translation
# Language 2 letter iso code is "tr"
@1 Ore=@1 madeni
@1 Lump=@1 yığını
@1 Ingot=@1 külçesi
@1 Block=@1 blok
@1 Pickaxe=@1 kazma
@1 Shovel=@1 kürek
@1 Axe=@1 balta
@1 Sword=@1 kılıç
Copper=Bakır
Tin=Kalay
Bronze=Bronz
Silver=Gümüş
Gold=Altın
Mithril=Mithril
Copper Rail=Bakır ray

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@ -1,18 +0,0 @@
# textdomain: moreores
@1 Ore=
@1 Lump=
@1 Ingot=
@1 Block=
@1 Pickaxe=
@1 Shovel=
@1 Axe=
@1 Sword=
Copper=
Tin=
Bronze=
Silver=
Gold=
Mithril=
Copper Rail=

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@ -1,55 +0,0 @@
--[[
More Ores: `mg` mod support
Copyright © 2011-2020 Hugo Locurcio and contributors.
Licensed under the zlib license. See LICENSE.md for more information.
--]]
if not minetest.registered_items["default:tin_ingot"] then
mg.register_ore({
name = "moreores:mineral_tin",
wherein = "default:stone",
seeddiff = 8,
maxvdistance = 10.5,
maxheight = 8,
seglenghtn = 15,
seglenghtdev = 6,
segincln = 0,
segincldev = 0.6,
turnangle = 57,
forkturnangle = 57,
numperblock = 2
})
end
mg.register_ore({
name = "moreores:mineral_silver",
wherein = "default:stone",
seeddiff = 9,
maxvdistance = 10.5,
maxheight = -2,
seglenghtn = 15,
seglenghtdev = 6,
sizen = 60,
sizedev = 30,
segincln = 0,
segincldev = 0.6,
turnangle = 57,
forkturnangle = 57,
numperblock = 2
})
mg.register_ore({
name = "moreores:mineral_mithril",
wherein = "default:stone",
seeddiff = 10,
maxvdistance = 10.5,
maxheight = -512,
seglenghtn = 2,
seglenghtdev = 4,
sizen = 12,
sizedev = 5,
segincln = 0,
segincldev = 0.6,
turnangle = 57,
})

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@ -1,6 +0,0 @@
name = moreores
title = Silver + Mithril (moreores)
description = Adds Silver and Mithril, and their tool sets. Armor sets are added in 3d_armor.
optional_depends = carts,farming,frame,mg,toolranks,mcl_core,mcl_sounds
min_minetest_version = 5.0.0
supported_games = mineclone2,mineclonia,minetest_game

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# Vilja Pix v2.0
A sophisticated texture pack for Minetest.
Vilja Pix v2.0 was originally made by Jozet / bosapara, which was based on "Vilja" by Kasbrick.

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