Merge pull request 'develop' (#31) from develop into master

Reviewed-on: #31
This commit is contained in:
Milan Meduna 2021-02-03 19:32:35 +01:00
commit a7d1feae0e
27 changed files with 545 additions and 65 deletions

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@ -1,4 +1,4 @@
WorldEdit v1.2
WorldEdit v1.3
==============
The ultimate in-game world editing tool for [Minetest](http://minetest.net/)! Tons of functionality to help with building, fixing, and more.
@ -11,37 +11,40 @@ For more information, see the [forum topic](https://forum.minetest.net/viewtopic
Installing
----------
If you are using Windows, consider installing this mod using [MODSTER](https://forum.minetest.net/viewtopic.php?id=6497), a super simple mod installer that will take care of everything for you. If you are using MODSTER, skip directly to step 6 in the instructions below.
There is a nice installation guide over at the [Minetest Wiki](http://wiki.minetest.com/wiki/Installing_mods). Here is a short summary:
1. Download the mod from the [official releases page](https://github.com/Uberi/Minetest-WorldEdit/releases). The download links are labelled "Source Code". If you are using Windows, you will probably want to download the ZIP version.
2. You should have a file named `SOMETHING.zip` or `SOMETHING.tar.gz`.
1. Download the mod from the [official releases page](https://github.com/Uberi/Minetest-WorldEdit/releases). The download links are labelled "Source Code". If you are using Windows, you'll want to download the ZIP version.
2. You should have a file named `Minetest-WorldEdit-x.x.zip`.
3. Extract this file using your archiver of choice. If you are using Windows, open the ZIP file and move the folder inside to a safe place outside of the ZIP file.
4. Make sure that you now have a folder with a file named README.md inside it. If you just have another folder inside this folder, use this nested folder instead.
4. Make sure that you now have a folder with a file named README.md inside it. If you just have another folder inside this folder, use the nested folder instead.
5. Move this folder into the `MINETEST_FOLDER/mods` folder, where `MINETEST_FOLDER` is the folder Minetest is located in.
6. Open Minetest to a world selection screen.
7. Select a world you want to use WorldEdit in by left clicking on it once, and press the **Configure** button.
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable MP** button.
7. Select a world you want to use WorldEdit in by left clicking on it once and press the **Configure** button.
8. You should have a mod selection screen. Select the one named something like `Minetest-WorldEdit` by left clicking once and press the **Enable Modpack** button.
9. Press the **Save** button. You can now use WorldEdit in that world. Repeat steps 7 to 9 to enable WorldEdit for other worlds too.
If you are having trouble, try asking for help in the [IRC channel](http://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online) or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
If you are having trouble, try asking for help in the [IRC channel](https://webchat.freenode.net/?channels=#minetest) (faster but may not always have helpers online)
or ask on the [forum topic](https://forum.minetest.net/viewtopic.php?id=572) (slower but more likely to get help).
Usage
-----
WorldEdit works primarily through the WorldEdit GUI and chat commands. Depending on your key bindings, you can invoke chat entry with the "t" key, and open the chat console with the "F10" key.
WorldEdit works primarily through the WorldEdit GUI and chat commands. Depending on your key bindings, you can invoke chat entry with the "T" key and open the chat console with the "F10" key.
WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the `worldedit` privelege. This is available by default in single player, but in multiplayer the permission must be explicitly given by someone with the right credentials, using the follwoing chat command: `/grant <player name> worldedit`. This privelege can later be removed using the following chat command: `/revoke <player name> worldedit`.
WorldEdit has a huge potential for abuse by untrusted players. Therefore, users will not be able to use WorldEdit unless they have the `worldedit` privilege.
This is available by default in singleplayer, but in multiplayer the permission must be explicitly given by someone with the right credentials,
using the following chat command: `/grant <player name> worldedit`. This privilege can later be removed using the following chat command: `/revoke <player name> worldedit`.
Certain functions/commands such as WorldEdit `//lua` and `//luatransform` chat commands additionally require the `server` privilege. This is because it is extremely dangerous to give access to these commands to untrusted players, since they essentially are able to control the computer the server is running on. Give this privilege only to people you trust with your computer.
Certain functions/commands such as WorldEdit `//lua` and `//luatransform` chat commands additionally require the `server` privilege.
This is because it is extremely dangerous to give access to these commands to untrusted players, since they essentially are able to control the computer the server is running on.
Give this privilege only to people you trust with your computer.
For in-game information about these commands, type `/help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `/help /copy` to display information relevant to copying a region.
For in-game information about these commands, type `//help <command name>` in the chat. For example, to learn more about the `//copy` command, simply type `//help copy` to display information relevant to copying a region.
Interface
---------
WorldEdit is accessed in-game in two main ways.
The GUI adds a screen to each player's inventory that gives access to various WorldEdit functions. The [tutorial](Tutorial.md) and the [Chat Commands Reference](ChatCommands.md) may be helpful in learning to use it.
The GUI adds a screen to each player's inventory that gives access to various WorldEdit functions. The [tutorial](Tutorial.md) may be helpful in learning to use it.
The chat interface adds many chat commands that perform various WorldEdit powered tasks. It is documented in the [Chat Commands Reference](ChatCommands.md).
@ -49,9 +52,11 @@ Compatibility
-------------
This mod supports Minetest versions 5.0 and newer. Older versions of WorldEdit may work with older versions of Minetest, but are not recommended or supported.
WorldEdit works quite well with other mods, and does not have any known mod conflicts.
WorldEdit works quite well with other mods and does not have any known mod conflicts.
WorldEdit GUI requires one of [sfinv](https://github.com/minetest/minetest_game/tree/master/mods/sfinv) (included in minetest_game), [Unified Inventory](https://forum.minetest.net/viewtopic.php?t=12767) or [Inventory++](https://forum.minetest.net/viewtopic.php?id=6204) or [Smart Inventory](https://forum.minetest.net/viewtopic.php?t=16597).
WorldEdit GUI requires one of [sfinv](https://github.com/minetest/minetest_game/tree/master/mods/sfinv) (included in minetest_game),
[Unified Inventory](https://forum.minetest.net/viewtopic.php?t=12767),
[Inventory++](https://forum.minetest.net/viewtopic.php?id=6204) or [Smart Inventory](https://forum.minetest.net/viewtopic.php?t=16597).
If you use any other inventory manager mods, note that they may conflict with the WorldEdit GUI. If this is the case, it may be necessary to disable them.
@ -59,7 +64,7 @@ WorldEdit API
-------------
WorldEdit exposes all significant functionality in a simple Lua interface.
Adding WorldEdit as a dependency to your mod gives you access to all of the `worldedit` functions. The API is useful for tasks such as high-performance node manipulation, alternative interfaces, and map creation.
Adding WorldEdit as a dependency to your mod gives you access to all of the `worldedit` functions. The API is useful for tasks such as high-performance node manipulation, alternative interfaces and map creation.
AGPLv3 compatible mods may further include WorldEdit files in their own mods. This can be useful if a modder wishes to completely avoid any dependency on WorldEdit. Note that it is required to give credit to the authors in this case.
@ -79,13 +84,16 @@ Nodes
-----
Node names are required for many types of commands that identify or modify specific types of nodes. They can be specified in a number of ways.
First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block". Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
First, by description - the tooltip that appears when hovering over the item in an inventory. This is case insensitive and includes values such as "Cobblestone" and "bronze block".
Note that certain commands (namely, `//replace` and `//replaceinverse`) do not support descriptions that contain spaces in the `<searchnode>` field.
Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus". Nodes defined in the `default` mod always take precedence over other nodes when searching for the correct one, and if there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
Second, by name - the node name that is defined by code, but without the mod name prefix. This is case sensitive and includes values such as "piston_normal_off" and "cactus".
If there are multiple possible nodes (such as "a:celery" and "b:celery"), one is chosen in no particular order.
Finally, by full name - the unambiguous identifier of the node, prefixes and all. This is case sensitive and includes values such as "default:stone" and "mesecons:wire_00000000_off".
The node name "air" can be used anywhere a normal node name can, and acts as a blank node. This is useful for clearing or removing nodes. For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
The node name "air" can be used anywhere a normal node name can and acts as a blank node. This is useful for clearing or removing nodes.
For example, `//set air` would remove all the nodes in the current WorldEdit region. Similarly, `//sphere 10 air`, when WorldEdit position 1 underground, would dig a large sphere out of the ground.
Regions
-------
@ -93,11 +101,11 @@ Most WorldEdit commands operate on regions. Regions are a set of two positions t
Each positions together define two opposing corners of the cube. With two opposing corners it is possible to determine both the location and dimensions of the region.
Regions are not saved between server restarts. They start off as empty regions, and cannot be used with most WorldEdit commands until they are set to valid values.
Regions are not saved between server restarts. They start off as empty regions and cannot be used with most WorldEdit commands until they are set to valid values.
Markers
-------
Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2, and represent position 1 and 2 of the WorldEdit region, respectively.
Entities are used to mark the location of the WorldEdit regions. They appear as boxes containing the number 1 or 2 and represent the first and second position of the WorldEdit region, respectively.
To remove the entities, simply punch them. This does not reset the positions themselves.
@ -105,9 +113,11 @@ Schematics
----------
WorldEdit supports two different types of schematics.
The first is the WorldEdit Schematic format, with the file extension ".we", and in some older versions, ".wem". There have been several previous versions of the WorldEdit Schematic format, but WorldEdit is capable of loading any past versions, and will always support them - there is no need to worry about schematics becoming obselete.
The first is the WorldEdit Schematic format, with the file extension ".we", and in some older versions, ".wem".
There have been several previous versions of the WorldEdit Schematic format, but WorldEdit is capable of loading any past versions, and will always support them - there is no need to worry about schematics becoming obsolete.
As of version 5, WorldEdit schematics include a header. The header is seperated from the content by a colon (`:`). It contains fields seperated by commas (`,`). Currently only one field is used, which contains the version in ASCII decimal.
As of version 5, WorldEdit schematics include a header. The header is seperated from the content by a colon (`:`). It may contain fields seperated by commas (`,`).
Currently only one field is used, which contains the version as an ASCII decimal.
The current version of the WorldEdit Schematic format is essentially an array of node data tables in Lua 5.1 table syntax preceded by a header.
Specifically it looks like this:
@ -130,13 +140,15 @@ The ordering of the values and minor aspects of the syntax, such as trailing com
The WorldEdit Schematic format is accessed via the WorldEdit API, or WorldEdit serialization chat commands such as `//serialize` and `//deserialize`.
The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document. Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`.
The second is the Minetest Schematic format (MTS). The details of this format may be found in the Minetest documentation and are out of the scope of this document.
Access to this format is done via specialized MTS commands such as `//mtschemcreate` and `//mtschemplace`.
Authors
-------
WorldEdit would not be possible without the contributions of many developers and designers. Below, they are listed alphabetically:
Alexander Weber
ANAND
beyondlimits
Carter Kolwey
cornernote
@ -145,6 +157,7 @@ WorldEdit would not be possible without the contributions of many developers and
electricface
est31
Eugen Wesseloh
h3ndrik
HybridDog
Isidor Zeuner
Jean-Patrick Guerrero
@ -171,9 +184,9 @@ WorldEdit would not be possible without the contributions of many developers and
License
-------
Copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
Copyright (c) 2012 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
This mod is licensed under the [GNU Affero General Public License](http://www.gnu.org/licenses/agpl-3.0.html).
This mod is licensed under the [GNU Affero General Public License](https://www.gnu.org/licenses/agpl-3.0.html).
Basically, this means everyone is free to use, modify, and distribute the files, as long as these modifications are also licensed the same way.
Most importantly, the Affero variant of the GPL requires you to publish your modifications in source form, even if the mod is run only on the server, and not distributed.

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@ -1,13 +1,11 @@
WorldEdit Tutorial
==================
This is a step-by-step tutorial outlining the basic usage of WorldEdit. For more information, see the [README](README.md).
This is a step-by-step tutorial outlining the basic usage of WorldEdit.
Let's start with a few assumptions:
* You have a compatible version of Minetest working.
* See the [README](README.md) for compatibility information.
* You have a compatible version of Minetest working, that is 5.0 or later.
* You have WorldEdit installed as a mod.
* If using Windows, [MODSTER](https://forum.minetest.net/viewtopic.php?pid=101463) makes installing mods totally painless.
* Simply download the file, extract the archive, and move it to the correct mod folder for Minetest.
* See the installation instructions in [README](README.md) if you need more details.
* You are familiar with the basics of the game.
@ -59,7 +57,7 @@ Look at the place between the two markers: it is now filled with MESE blocks!
The `//set <node>` command fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
Now, try a few different variations, such as `//set torch`, `//set cobble`, and `//set water`.
Now, try a few different variations, such as `//set torch`, `//set cobble`, and `//set water source`.
### WorldEdit GUI
@ -75,7 +73,7 @@ Look at the place between the two markers: it is now filled with MESE blocks!
The "Set Nodes" function fills the region with whatever node you want. It is a region-oriented command, which means it works inside the WorldEdit region only.
Now, try a few different variations on the node name, such as "torch", "cobble", and "water".
Now, try a few different variations on the node name, such as "torch", "cobble", and "water source".
Step 3: Position commands
-------------------------
@ -117,4 +115,4 @@ A very useful command to check out is the `//save <schematic>` command, which ca
This only scratches the surface of what WorldEdit is capable of. Most of the functions in the WorldEdit GUI correspond to chat commands, and so the [Chat Commands Reference](ChatCommands.md) may be useful if you get stuck.
It is helpful to explore the various buttons in the interface and check out what they do. Learning the chat command interface is also useful if you use WorldEdit intensively - an experienced chat command user can usually work faster than an experienced WorldEdit GUI user.
It is helpful to explore the various buttons in the interface and check out what they do. Learning the chat command interface is also useful if you use WorldEdit intensively - an experienced chat command user can usually work faster than an experienced WorldEdit GUI user.

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@ -1,7 +1,7 @@
--- Worldedit.
--- WorldEdit mod for the Minetest engine
-- @module worldedit
-- @release 1.2
-- @copyright 2013 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote).
-- @release 1.3
-- @copyright 2012 sfan5, Anthony Zhang (Uberi/Temperest), and Brett O'Donnell (cornernote)
-- @license GNU Affero General Public License version 3 (AGPLv3)
-- @author sfan5
-- @author Anthony Zang (Uberi/Temperest)
@ -11,7 +11,7 @@
worldedit = {}
local ver = {major=1, minor=2}
local ver = {major=1, minor=3}
worldedit.version = ver
worldedit.version_string = string.format("%d.%d", ver.major, ver.minor)

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@ -0,0 +1,123 @@
-- test the serialization function
package.path = "../?.lua;" .. package.path
ser = require("serialize")
local mock_file = {}
_G.mock_file = mock_file
function mock_file:read(arg)
if arg == "*l" then
local l = self.lines[self.pointer or 1]
self.pointer = (self.pointer or 1) + 1
return l
end
end
function mock_file:close()
return nil
end
function mock_file:write(text)
self.content = self.content..text
end
function mock_file:create(lines)
local f = {}
setmetatable(f, mock_file)
f.lines = lines or {}
f.write = self.write
f.close = self.close
f.read = self.read
f.content = ""
return f
end
local testtable = {
key = "value",
[1] = "eins",
[true] = {
a = "b",
c = false,
},
["es:cape1"] = "foo:bar",
["es&ca\npe2"] = "baz&bam\nbim",
["es&&ca&\npe3"] = "baz&&bam&\nbim",
["es&:cape4"] = "foo\n:bar"
}
local testser = [[LUA_SER v=1
B1:T
Sa:Sb
Sc:B0
E
Skey:Svalue
Ses&&&&ca&&&npe3:Sbaz&&&&bam&&&nbim
N1:Seins
Ses&&&:cape4:Sfoo&n&:bar
Ses&&ca&npe2:Sbaz&&bam&nbim
Ses&:cape1:Sfoo&:bar
E
END_SER
]]
local function check_write(tb, conf)
f = mock_file:create()
ser.write_to_fd(tb, f, conf or {})
return f.content
end
function string:split()
local fields = {}
self:gsub("[^\n]+", function(c) fields[#fields+1] = c end)
return fields
end
local function check_read(text)
f = mock_file:create(text:split())
return ser.read_from_fd(f)
end
local noskip = [[LUA_SER v=1
N1:T
E
E
END_SER
]]
local skip = [[LUA_SER v=1
E
END_SER
]]
describe("write_to_fd", function()
it("serializes a table correctly", function()
assert.equals(check_write(testtable), testser)
end)
it("does not skip empty tables", function()
assert.equals(check_write({{}}),noskip)
end)
it("skips empty tables when needed", function()
assert.equals(check_write({{}},{skip_empty_tables=true}),skip)
end)
end)
describe("read_from_fd", function ()
it("reads a table correctly", function()
assert.same(check_read(testser),testtable)
end)
it("handles some edge cases correctly", function()
assert.same(check_read(noskip), {{}})
assert.same(check_read(skip), {})
end)
it("Read back table", function()
local tb = {}
for k=1,262 do
tb[k] = { "Foo", "bar", k}
end
assert.same(check_read(check_write(tb)), tb)
end)
end)

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@ -3,5 +3,4 @@ depends= bucket,default,vessels,stairs
description = Adds a juice press and two juice storage containers. Most fruits and several veggies can be juiced. The resulting drinks can be 'ate' to gain health, or if you are using the thirsty mod, to regain hydration.
author = Nathan, Napiophelios
optional_depends = hunger,thirsty,plantlife,farming_plus,crops,farming,minetest_doc_modpack,fruits,ethereal
release = 1004
title = Drinks

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@ -1,3 +1,8 @@
-- what mapgen are we using
local mg_name = minetest.get_mapgen_setting("mg_name")
-- temp vars
local tmp1, tmp2, tmp3
-- decoration function
local function register_plant(name, min, max, spawnon, spawnby, num, rarety)
@ -35,9 +40,6 @@ end
register_plant("potato_3", 15, 40, nil, "", -1, farming.potato)
register_plant("tomato_7", 5, 20, nil, "", -1, farming.tomato)
register_plant("corn_7", 12, 22, nil, "", -1, farming.corn)
register_plant("coffee_5", 20, 45, {"default:dirt_with_dry_grass",
"default:dirt_with_rainforest_litter",
"default:dry_dirt_with_dry_grass"}, "", -1, farming.coffee)
register_plant("raspberry_4", 3, 10, nil, "", -1, farming.raspberry)
register_plant("rhubarb_3", 3, 15, nil, "", -1, farming.rhubarb)
register_plant("blueberry_4", 3, 10, nil, "", -1, farming.blueberry)
@ -47,23 +49,24 @@ register_plant("onion_5", 5, 22, nil, "", -1, farming.onion)
register_plant("garlic_5", 3, 30, nil, "group:tree", 1, farming.garlic)
register_plant("pea_5", 25, 50, nil, "", -1, farming.peas)
register_plant("beetroot_5", 1, 15, nil, "", -1, farming.beetroot)
register_plant("mint_4", 1, 75, {"default:dirt_with_grass",
"default:dirt_with_coniferous_litter"}, "group:water", 1, farming.mint)
register_plant("cabbage_6", 2, 10, nil, "", -1, farming.cabbage)
register_plant("lettuce_5", 5, 30, nil, "", -1, farming.lettuce)
register_plant("blackberry_4", 3, 10, nil, "", -1, farming.blackberry)
register_plant("soy_6", 20, 50, {"default:dirt_with_dry_grass",
"default:dirt_with_rainforest_litter",
"default:dry_dirt_with_dry_grass"}, "", -1, farming.soy)
register_plant("vanilla_7", 5, 35, nil, "", -1, farming.vanilla)
register_plant("mint_4", 1, 75, {
"default:dirt_with_grass", "default:dirt_with_coniferous_litter"},
"group:water", 1, farming.mint)
if minetest.get_mapgen_setting("mg_name") == "v6" then
-- v6 mapgen compatibility for specific crops
if mg_name == "v6" then
register_plant("carrot_8", 1, 30, nil, "group:water", 1, farming.carrot)
register_plant("cucumber_4", 1, 20, nil, "group:water", 1, farming.cucumber)
register_plant("melon_8", 1, 20, nil, "group:water", 1, farming.melon)
register_plant("pumpkin_8", 1, 20, nil, "group:water", 1, farming.pumpkin)
register_plant("coffee_5", 20, 45, nil, "", -1, farming.coffee)
register_plant("soy_6", 20, 50, nil, "", -1, farming.soy)
else
-- v7 maps have a beach so plants growing near water is limited to 6 high
register_plant("carrot_8", 1, 15, nil, "", -1, farming.carrot)
@ -71,8 +74,15 @@ else
register_plant("melon_8", 1, 6, {"default:dirt_with_dry_grass",
"default:dirt_with_rainforest_litter"}, "", -1, farming.melon)
register_plant("pumpkin_8", 1, 6, nil, "", -1, farming.pumpkin)
register_plant("coffee_5", 20, 45, {"default:dirt_with_dry_grass",
"default:dirt_with_rainforest_litter",
"default:dry_dirt_with_dry_grass"}, "", -1, farming.coffee)
register_plant("soy_6", 20, 50, {"default:dirt_with_dry_grass",
"default:dirt_with_rainforest_litter",
"default:dry_dirt_with_dry_grass"}, "", -1, farming.soy)
end
if farming.hemp then
minetest.register_decoration({
deco_type = "simple",
@ -94,6 +104,7 @@ minetest.register_decoration({
})
end
if farming.chili then
minetest.register_decoration({
deco_type = "simple",
@ -115,10 +126,18 @@ minetest.register_decoration({
})
end
if farming.pepper then
local tmp1 = {"default:dirt_with_rainforest_litter"} -- v7
if mg_name == "v6" then
tmp1 = {"default:dirt_with_grass"} -- v6
end
minetest.register_decoration({
deco_type = "simple",
place_on = {"default:dirt_with_rainforest_litter"},
place_on = tmp1,
sidelen = 16,
noise_params = {
offset = 0,
@ -136,10 +155,22 @@ minetest.register_decoration({
})
end
if farming.pineapple then
tmp1 = {"default:dirt_with_dry_grass", "default:dry_dirt_with_dry_grass"}
tmp2 = nil
tmp3 = -1
if mg_name == "v6" then
tmp1 = {"default:dirt_with_grass"}
tmp2 = "default:desert_sand"
tmp3 = 1
end
minetest.register_decoration({
deco_type = "simple",
place_on = {"default:dirt_with_dry_grass", "default:dry_dirt_with_dry_grass"},
place_on = tmp1,
sidelen = 16,
noise_params = {
offset = 0,
@ -151,14 +182,24 @@ minetest.register_decoration({
},
y_min = 18,
y_max = 30,
decoration = {"farming:pineapple_8"}
decoration = {"farming:pineapple_8"},
spawn_by = tmp2,
num_spawn_by = tmp3
})
end
tmp1 = {"default:dry_dirt_with_dry_grass"}
tmp2 = {"savanna"}
if mg_name == "v6" then
tmp1 = {"default:dirt_with_grass"}
tmp2 = {"jungle"}
end
minetest.register_decoration({
name = "farming:cotton_wild",
deco_type = "simple",
place_on = {"default:dry_dirt_with_dry_grass"},
place_on = tmp1,
sidelen = 16,
noise_params = {
offset = -0.1,
@ -168,7 +209,7 @@ minetest.register_decoration({
octaves = 3,
persist = 0.7
},
biomes = {"savanna"},
biomes = tmp2,
y_max = 31000,
y_min = 1,
decoration = "farming:cotton_wild"

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@ -141,9 +141,9 @@ function homedecor.handle_inventory(name, def, original_def)
stack:get_count()
end
local can_dig = def.can_dig
local can_dig = def.can_dig or default_can_dig
def.can_dig = function(pos, player)
return default.can_interact_with_node(player, pos) and (can_dig and (can_dig(pos, player) or true))
return default.can_interact_with_node(player, pos) and (can_dig and can_dig(pos, player) == true)
end
def.on_key_use = function(pos, player)

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@ -212,6 +212,19 @@ end
local aux_timer = 0
function lib_mount.drive(entity, dtime, is_mob, moving_anim, stand_anim, jump_height, can_fly, can_go_down, can_go_up, enable_crash)
-- Sanity checks
if entity.driver and not entity.driver:get_attach() then entity.driver = nil end
if entity.passenger and not entity.passenger:get_attach() then
entity.passenger = nil
end
if entity.passenger2 and not entity.passenger2:get_attach() then
entity.passenger2 = nil
end
if entity.passenger3 and not entity.passenger3:get_attach() then
entity.passenger3 = nil
end
aux_timer = aux_timer + dtime
if can_fly and can_fly == true then

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@ -243,16 +243,16 @@ minetest.register_node(":mobs:cheeseblock", {
description = S("Cheese Block"),
tiles = {"mobs_cheeseblock.png"},
is_ground_content = false,
groups = {crumbly = 3},
groups = {oddly_breakable_by_hand = 3},
sounds = default.node_sound_dirt_defaults()
})
minetest.register_craft({
output = "mobs:cheeseblock",
recipe = {
{"mobs:cheese", "mobs:cheese", "mobs:cheese"},
{"mobs:cheese", "mobs:cheese", "mobs:cheese"},
{"mobs:cheese", "mobs:cheese", "mobs:cheese"},
{"group:food_cheese", "group:food_cheese", "group:food_cheese"},
{"group:food_cheese", "group:food_cheese", "group:food_cheese"},
{"group:food_cheese", "group:food_cheese", "group:food_cheese"},
}
})

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@ -109,6 +109,7 @@ mobs:alias_mob("mobs:lava_flan", "mobs_monster:lava_flan") -- compatibility
minetest.register_craftitem(":mobs:lava_orb", {
description = S("Lava orb"),
inventory_image = "zmobs_lava_orb.png",
light_source = 14,
})
minetest.register_alias("zmobs:lava_orb", "mobs:lava_orb")
@ -178,7 +179,8 @@ minetest.register_tool(":mobs:pick_lava", {
},
damage_groups = {fleshy = 6, fire = 1},
},
groups = {pickaxe = 1}
groups = {pickaxe = 1},
light_source = 14
})
minetest.register_craft({

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@ -1,4 +1,4 @@
name = mobs_monster
depends = default, mobs
optional depends = lucky_block, toolranks, intllib
description = Adds many types of monster.
optional_depends = lucky_block, toolranks, intllib
description = Adds many types of monsters.

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@ -0,0 +1,3 @@
connor kenway
gamer 20n
CC BY-SA 3.0

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@ -0,0 +1,3 @@
kiro
gamer 20n
CC BY-SA 3.0

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@ -0,0 +1,3 @@
shay patrick cormac
gamer 20n
CC BY-SA 3.0

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@ -0,0 +1,3 @@
james heller
gamer 20n
CC BY-SA 3.0

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@ -0,0 +1,3 @@
altair
gamer 20n
CC BY-SA 3.0

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@ -0,0 +1,3 @@
starkiller
gamer 20n
CC BY-SA 3.0

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@ -15,6 +15,6 @@ Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
http://creativecommons.org/licenses/by-sa/3.0/
Note: This mod has been amended to add new features like transparent and glowing
stairs, sloped stairs, recipes to return stairs back into blocks and also to be
used as fuel for furnaces, and alternative placement functions that use
on_rotate and sneak key.
stairs, slopes, recipes to return stairs / slopes back into blocks and also for
stairs to be used as fuel for furnaces, also alternative placement functions
that use on_rotate and sneak key.

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@ -494,6 +494,140 @@ function stairs.register_slope(
end
-- Node will be called stairs:slope_inner_<subname>
function stairs.register_slope_inner(
subname, recipeitem, groups, images, description, snds, wat)
local stair_images = set_textures(images, wat)
local new_groups = table.copy(groups)
new_groups.stair = 1
local light, alpha, propa = get_node_vars(recipeitem)
minetest.register_node(":stairs:slope_inner_" .. subname, {
description = description,
drawtype = "mesh",
mesh = "stairs_slope_inner.obj",
tiles = stair_images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
use_texture_alpha = alpha,
light_source = light,
sunlight_propagates = propa,
groups = new_groups,
sounds = snds,
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
{-0.5, 0, -0.5, 0, 0.5, 0}
}
},
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0.5, 0.5, 0.5},
{-0.5, 0, -0.5, 0, 0.5, 0}
}
},
on_place = function(itemstack, placer, pointed_thing)
return stair_place(itemstack, placer, pointed_thing,
"stairs:slope_inner_" .. subname)
end
})
-- slope recipe
minetest.register_craft({
output = "stairs:slope_inner_" .. subname .. " 6",
recipe = {
{"", recipeitem, recipeitem},
{recipeitem, recipeitem, recipeitem}
}
})
-- slope to original material recipe
minetest.register_craft({
output = recipeitem,
recipe = {
{"stairs:slope_inner_" .. subname, "stairs:slope_inner_" .. subname}
}
})
set_burn(recipeitem, "stairs:slope_inner_" .. subname, 0.5)
end
-- Node will be called stairs:slope_outer_<subname>
function stairs.register_slope_outer(
subname, recipeitem, groups, images, description, snds, wat)
local stair_images = set_textures(images, wat)
local new_groups = table.copy(groups)
new_groups.stair = 1
local light, alpha, propa = get_node_vars(recipeitem)
minetest.register_node(":stairs:slope_outer_" .. subname, {
description = description,
drawtype = "mesh",
mesh = "stairs_slope_outer.obj",
tiles = stair_images,
paramtype = "light",
paramtype2 = "facedir",
is_ground_content = false,
use_texture_alpha = alpha,
light_source = light,
sunlight_propagates = propa,
groups = new_groups,
sounds = snds,
selection_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0, 0.5, 0.5}
},
},
collision_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.5, 0.5, 0, 0.5},
{-0.5, 0, 0, 0, 0.5, 0.5}
},
},
on_place = function(itemstack, placer, pointed_thing)
return stair_place(itemstack, placer, pointed_thing,
"stairs:slope_outer_" .. subname)
end
})
-- slope recipe
minetest.register_craft({
output = "stairs:slope_outer_" .. subname .. " 6",
recipe = {
{"", "", recipeitem},
{"", recipeitem, recipeitem}
}
})
-- slope to original material recipe
minetest.register_craft({
output = recipeitem,
recipe = {
{"stairs:slope_outer_" .. subname, "stairs:slope_outer_" .. subname}
}
})
set_burn(recipeitem, "stairs:slope_outer_" .. subname, 0.5)
end
-- Nodes will be called stairs:{stair,slab}_<subname>
function stairs.register_stair_and_slab(
subname, recipeitem, groups, images, desc_stair, desc_slab, sounds, wat)
@ -530,6 +664,12 @@ function stairs.register_all(
stairs.register_slope(
subname, recipeitem, groups, images, desc .. " Slope", snds, wat)
stairs.register_slope_inner(
subname, recipeitem, groups, images, desc .. " Slope", snds, wat)
stairs.register_slope_outer(
subname, recipeitem, groups, images, desc .. " Slope", snds, wat)
end

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@ -0,0 +1,83 @@
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# www.blender.org
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vt 1.0 1.0
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vt 0.0 1.0
vt 0.0 0.0
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@ -0,0 +1,50 @@
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# www.blender.org
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