(Re-)add nodes from MTG (#536)

Adds fire, flowers, vessels, walls, and xpanes
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35
mods/mtg/fire/README.txt Normal file
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Minetest Game mod: fire
=======================
See license.txt for license information.
Authors of source code
----------------------
Originally by Perttu Ahola (celeron55) <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
Authors of media (textures and sounds)
--------------------------------------
Everything not listed in here:
Copyright (C) 2012 Perttu Ahola (celeron55) <celeron55@gmail.com> (CC BY-SA 3.0)
Muadtralk (CC BY-SA 3.0)
fire_basic_flame_animated.png
Gambit (CC BY-SA 3.0)
fire_flint_steel.png
dobroide (CC BY 3.0)
http://www.freesound.org/people/dobroide/sounds/4211/
fire_small.ogg
Dynamicell (CC BY 3.0)
http://www.freesound.org/people/Dynamicell/sounds/17548/
fire_large.ogg
fire_fire.*.ogg
fire_small.ogg and fire_large.ogg are unused but kept temporarily to not break
other mods that may use them.
Benboncan (CC BY 3.0)
https://www.freesound.org/people/Benboncan/sounds/66457/
fire_flint_and_steel.ogg

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mods/mtg/fire/init.lua Normal file
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-- fire/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("fire")
minetest.register_node("fire:permanent_flame", {
description = S("Permanent Flame"),
drawtype = "firelike",
tiles = {
{
name = "fire_basic_flame_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1
},
},
},
inventory_image = "fire_basic_flame.png",
paramtype = "light",
light_source = 13,
walkable = false,
buildable_to = true,
sunlight_propagates = true,
floodable = true,
damage_per_second = 4,
groups = {igniter = 2, dig_immediate = 3},
drop = ""
})

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License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2012-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012-2016 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures and sounds)
---------------------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 Perttu Ahola (celeron55) <celeron55@gmail.com>
Copyright (C) 2012-2016 Muadtralk
Copyright (C) 2013-2016 Gambit
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/
-----------------------
Attribution 3.0 Unported (CC BY 3.0)
Copyright (C) 2005 dobroide
Copyright (C) 2006 Dynamicell
Copyright (C) 2009 Benboncan
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by/3.0/

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# textdomain: fire
Permanent Flame=Permanente Flamme
Flint and Steel=Feuerstein und Stahl

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# textdomain: fire
Permanent Flame=Llama permanente
Flint and Steel=Yesca y pedernal

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# textdomain: fire
Permanent Flame=Flamme permanente
Flint and Steel=Briquet à silex en acier

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# textdomain: fire
Permanent Flame=Fiamma permanente
Flint and Steel=Acciarino

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# textdomain: fire
Permanent Flame=Api Abadi
Flint and Steel=Pemetik Api

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# textdomain: fire
Permanent Flame=Вечный Огонь
Flint and Steel=Огниво и Сталь

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# textdomain: fire
Permanent Flame=Permanent Eld
Flint and Steel=Flinta och Stål

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# textdomain: fire
Permanent Flame=
Flint and Steel=

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name = fire
description = Minetest Game mod: fire
depends = default

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Minetest Game mod: flowers
==========================
See license.txt for license information.
Authors of source code
----------------------
Originally by Ironzorg (MIT) and VanessaE (MIT)
Various Minetest developers and contributors (MIT)
Authors of media (textures)
---------------------------
RHRhino (CC BY-SA 3.0):
flowers_dandelion_white.png
flowers_geranium.png
flowers_rose.png
flowers_tulip.png
flowers_viola.png
Gambit (CC BY-SA 3.0):
flowers_mushroom_brown.png
flowers_mushroom_red.png
flowers_waterlily.png
yyt16384 (CC BY-SA 3.0):
flowers_waterlily_bottom.png -- Derived from Gambit's texture
paramat (CC BY-SA 3.0):
flowers_dandelion_yellow.png -- Derived from RHRhino's texture
flowers_tulip_black.png -- Derived from RHRhino's texture
flowers_chrysanthemum_green.png

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-- flowers/init.lua
-- Minetest 0.4 mod: default
-- See README.txt for licensing and other information.
-- Namespace for functions
flowers = {}
-- Load support for MT game translation.
local S = minetest.get_translator("flowers")
--
-- Flowers
--
-- Aliases for original flowers mod
minetest.register_alias("flowers:flower_rose", "flowers:rose")
minetest.register_alias("flowers:flower_tulip", "flowers:tulip")
minetest.register_alias("flowers:flower_dandelion_yellow", "flowers:dandelion_yellow")
minetest.register_alias("flowers:flower_geranium", "flowers:geranium")
minetest.register_alias("flowers:flower_viola", "flowers:viola")
minetest.register_alias("flowers:flower_dandelion_white", "flowers:dandelion_white")
-- Flower registration
local function add_simple_flower(name, desc, box, f_groups)
-- Common flowers' groups
f_groups.snappy = 3
f_groups.flower = 1
f_groups.flora = 1
f_groups.attached_node = 1
minetest.register_node("flowers:" .. name, {
description = desc,
drawtype = "plantlike",
waving = 1,
tiles = {"flowers_" .. name .. ".png"},
inventory_image = "flowers_" .. name .. ".png",
wield_image = "flowers_" .. name .. ".png",
sunlight_propagates = true,
paramtype = "light",
walkable = false,
buildable_to = true,
groups = f_groups,
sounds = default.node_sound_leaves_defaults(),
selection_box = {
type = "fixed",
fixed = box
}
})
end
flowers.datas = {
{
"rose",
S("Red Rose"),
{-2 / 16, -0.5, -2 / 16, 2 / 16, 5 / 16, 2 / 16},
{color_red = 1, flammable = 1}
},
{
"tulip",
S("Orange Tulip"),
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
{color_orange = 1, flammable = 1}
},
{
"dandelion_yellow",
S("Yellow Dandelion"),
{-4 / 16, -0.5, -4 / 16, 4 / 16, -2 / 16, 4 / 16},
{color_yellow = 1, flammable = 1}
},
{
"chrysanthemum_green",
S("Green Chrysanthemum"),
{-4 / 16, -0.5, -4 / 16, 4 / 16, -1 / 16, 4 / 16},
{color_green = 1, flammable = 1}
},
{
"geranium",
S("Blue Geranium"),
{-2 / 16, -0.5, -2 / 16, 2 / 16, 2 / 16, 2 / 16},
{color_blue = 1, flammable = 1}
},
{
"viola",
S("Viola"),
{-5 / 16, -0.5, -5 / 16, 5 / 16, -1 / 16, 5 / 16},
{color_violet = 1, flammable = 1}
},
{
"dandelion_white",
S("White Dandelion"),
{-5 / 16, -0.5, -5 / 16, 5 / 16, -2 / 16, 5 / 16},
{color_white = 1, flammable = 1}
},
{
"tulip_black",
S("Black Tulip"),
{-2 / 16, -0.5, -2 / 16, 2 / 16, 3 / 16, 2 / 16},
{color_black = 1, flammable = 1}
},
}
for _,item in pairs(flowers.datas) do
add_simple_flower(unpack(item))
end
--
-- Mushrooms
--
minetest.register_node("flowers:mushroom_red", {
description = S("Red Mushroom"),
tiles = {"flowers_mushroom_red.png"},
inventory_image = "flowers_mushroom_red.png",
wield_image = "flowers_mushroom_red.png",
drawtype = "plantlike",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
buildable_to = true,
groups = {mushroom = 1, snappy = 3, attached_node = 1, flammable = 1},
sounds = default.node_sound_leaves_defaults(),
on_use = minetest.item_eat(-5),
selection_box = {
type = "fixed",
fixed = {-4 / 16, -0.5, -4 / 16, 4 / 16, -1 / 16, 4 / 16},
}
})
minetest.register_node("flowers:mushroom_brown", {
description = S("Brown Mushroom"),
tiles = {"flowers_mushroom_brown.png"},
inventory_image = "flowers_mushroom_brown.png",
wield_image = "flowers_mushroom_brown.png",
drawtype = "plantlike",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
buildable_to = true,
groups = {mushroom = 1, food_mushroom = 1, snappy = 3, attached_node = 1, flammable = 1},
sounds = default.node_sound_leaves_defaults(),
on_use = minetest.item_eat(1),
selection_box = {
type = "fixed",
fixed = {-3 / 16, -0.5, -3 / 16, 3 / 16, -2 / 16, 3 / 16},
}
})
--
-- Waterlily
--
local waterlily_def = {
description = S("Waterlily"),
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "facedir",
tiles = {"flowers_waterlily.png", "flowers_waterlily_bottom.png"},
inventory_image = "flowers_waterlily.png",
wield_image = "flowers_waterlily.png",
liquids_pointable = true,
walkable = false,
buildable_to = true,
floodable = true,
groups = {snappy = 3, flower = 1, flammable = 1},
sounds = default.node_sound_leaves_defaults(),
node_placement_prediction = "",
node_box = {
type = "fixed",
fixed = {-0.5, -31 / 64, -0.5, 0.5, -15 / 32, 0.5}
},
selection_box = {
type = "fixed",
fixed = {-7 / 16, -0.5, -7 / 16, 7 / 16, -15 / 32, 7 / 16}
},
on_place = function(itemstack, placer, pointed_thing)
local pos = pointed_thing.above
local node = minetest.get_node(pointed_thing.under)
local def = minetest.registered_nodes[node.name]
if def and def.on_rightclick then
return def.on_rightclick(pointed_thing.under, node, placer, itemstack,
pointed_thing)
end
if def and def.liquidtype == "source" and
minetest.get_item_group(node.name, "water") > 0 then
minetest.set_node(pos, {name = "flowers:waterlily" ..
(def.waving == 3 and "_waving" or ""),
param2 = math.random(0, 3)})
itemstack:take_item()
end
return itemstack
end
}
local waterlily_waving_def = table.copy(waterlily_def)
waterlily_waving_def.waving = 3
waterlily_waving_def.drop = "flowers:waterlily"
waterlily_waving_def.groups.not_in_creative_inventory = 1
minetest.register_node("flowers:waterlily", waterlily_def)
minetest.register_node("flowers:waterlily_waving", waterlily_waving_def)

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2012-2016 Ironzorg, VanessaE
Copyright (C) 2012-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 RHRhino
Copyright (C) 2015-2016 Gambit
Copyright (C) 2016 yyt16384
Copyright (C) 2017 paramat
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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# textdomain: flowers
Red Rose=Rote Rose
Orange Tulip=Orange Tulpe
Yellow Dandelion=Gelber Löwenzahn
Green Chrysanthemum=Grüne Chrysantheme
Blue Geranium=Blaue Geranie
Viola=Veilchen
White Dandelion=Weißer Löwenzahn
Black Tulip=Schwarze Tulpe
Red Mushroom=Roter Pilz
Brown Mushroom=Brauner Pilz
Waterlily=Wasserlilie

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# textdomain: flowers
Red Rose=Rosa roja
Orange Tulip=Tulipán naranja
Yellow Dandelion=Diente de León amarillo
Green Chrysanthemum=Crisantemo verde
Blue Geranium=Geranio azul
Viola=Violeta
White Dandelion=Diente de León blanco
Black Tulip=Tulipán negro
Red Mushroom=Champiñón rojo
Brown Mushroom=Champiñón café
Waterlily=Nenúfar

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# textdomain: flowers
Red Rose=Rose rouge
Orange Tulip=Tulipe orange
Yellow Dandelion=Pissenlit jaune
Green Chrysanthemum=Chrysanthème vert
Blue Geranium=Géranium bleu
Viola=Violette
White Dandelion=Pissenlit blanc
Black Tulip=Tulipe noire
Red Mushroom=Champignon rouge
Brown Mushroom=Champignon brun
Waterlily=Nénuphar

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# textdomain: flowers
Red Rose=Rosa rossa
Orange Tulip=Tulipano arancione
Yellow Dandelion=Dente di leone giallo
Green Chrysanthemum=Crisantemo verde
Blue Geranium=Geranio blu
Viola=Viola
White Dandelion=Dente di leone bianco
Black Tulip=Tulipano nero
Red Mushroom=Fungo rosso
Brown Mushroom=Fungo marrone
Waterlily=Ninfea

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# textdomain: flowers
Red Rose=Ros Merah
Orange Tulip=Tulip Jingga
Yellow Dandelion=Dandelion Kuning
Green Chrysanthemum=Kekwa Hijau
Blue Geranium=Geranium Biru
Viola=Violet
White Dandelion=Dandelion Putih
Black Tulip=Tulip Hitam
Red Mushroom=Cendawan Merah
Brown Mushroom=Cendawan Perang
Waterlily=Teratai

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# textdomain: flowers
Red Rose=Красная Роза
Orange Tulip=Оранжевый Тюльпан
Yellow Dandelion=Желтый Одуванчик
Green Chrysanthemum=Зелёная Хризантема
Blue Geranium=Синяя Герань
Viola=Фиалка
White Dandelion=Белый Одуванчик
Black Tulip=Черный Тюльпан
Red Mushroom=Мухомор
Brown Mushroom=Коричневый Гриб
Waterlily=Кувшинка

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# textdomain: flowers
Red Rose=Röd ros
Orange Tulip=Orange Tulpan
Yellow Dandelion=Gul Maskros
Green Chrysanthemum=Grön Krysantemum
Blue Geranium=Blå Geranium
Viola=Violett Viola
White Dandelion=Vit Maskros
Black Tulip=Svart Tulpan
Red Mushroom=Röd Svamp
Brown Mushroom=Brun Svamp
Waterlily=Näckros

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# textdomain: flowers
Red Rose=
Orange Tulip=
Yellow Dandelion=
Green Chrysanthemum=
Blue Geranium=
Viola=
White Dandelion=
Black Tulip=
Red Mushroom=
Brown Mushroom=
Waterlily=

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name = flowers
description = Minetest Game mod: flowers
depends = default

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Minetest Game mod: vessels
==========================
See license.txt for license information.
Authors of source code
----------------------
Originally by Vanessa Ezekowitz (LGPLv2.1+)
Modified by Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
Various Minetest developers and contributors (LGPLv2.1+)
Authors of media (textures)
---------------------------
All not listed below, Vanessa Ezekowitz (CC BY-SA 3.0)
The following textures were modified by Thomas-S (CC BY-SA 3.0):
vessels_drinking_glass.png
vessels_drinking_glass_inv.png
vessels_glass_bottle.png
vessels_steel_bottle.png
The following texture was created by Wuzzy (CC BY-SA 3.0):
vessels_shelf_slot.png (based on vessels_glass_bottle.png)

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mods/mtg/vessels/init.lua Normal file
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-- vessels/init.lua
-- Minetest 0.4 mod: vessels
-- See README.txt for licensing and other information.
-- Load support for MT game translation.
local S = minetest.get_translator("vessels")
minetest.register_node("vessels:shelf", {
description = S("Vessels Shelf"),
tiles = {"default_wood.png", "default_wood.png", "default_wood.png",
"default_wood.png", "vessels_shelf.png", "vessels_shelf.png"},
paramtype2 = "facedir",
is_ground_content = false,
groups = {choppy = 3, oddly_breakable_by_hand = 2, flammable = 3},
sounds = default.node_sound_wood_defaults()
})
minetest.register_node("vessels:glass_bottle", {
description = S("Empty Glass Bottle"),
drawtype = "plantlike",
tiles = {"vessels_glass_bottle.png"},
inventory_image = "vessels_glass_bottle.png",
wield_image = "vessels_glass_bottle.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25}
},
groups = {vessel = 1, dig_immediate = 3, attached_node = 1},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("vessels:drinking_glass", {
description = S("Empty Drinking Glass"),
drawtype = "plantlike",
tiles = {"vessels_drinking_glass.png"},
inventory_image = "vessels_drinking_glass_inv.png",
wield_image = "vessels_drinking_glass.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25}
},
groups = {vessel = 1, dig_immediate = 3, attached_node = 1},
sounds = default.node_sound_glass_defaults(),
})
minetest.register_node("vessels:steel_bottle", {
description = S("Empty Heavy Steel Bottle"),
drawtype = "plantlike",
tiles = {"vessels_steel_bottle.png"},
inventory_image = "vessels_steel_bottle.png",
wield_image = "vessels_steel_bottle.png",
paramtype = "light",
is_ground_content = false,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.25, -0.5, -0.25, 0.25, 0.3, 0.25}
},
groups = {vessel = 1, dig_immediate = 3, attached_node = 1},
sounds = default.node_sound_defaults(),
})
minetest.register_craft( {
type = "cooking",
output = "default:steel_ingot",
recipe = "vessels:steel_bottle",
})
minetest.register_craft({
type = "fuel",
recipe = "vessels:shelf",
burntime = 30,
})

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License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2012-2016 Vanessa Ezekowitz
Copyright (C) 2012-2016 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2012-2016 Various Minetest developers and contributors
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2012-2016 Vanessa Ezekowitz
Copyright (C) 2016 Thomas-S
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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# textdomain: vessels
Vessels Shelf=
Empty Glass Bottle=
Empty Drinking Glass=
Empty Heavy Steel Bottle=
Glass Fragments=
Empty Vessels Shelf=
Vessels Shelf (@1 items)=

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# textdomain: vessels
Vessels Shelf=Gefäßregal
Empty Glass Bottle=Leere Glasflasche
Empty Drinking Glass=Leeres Trinkglas
Empty Heavy Steel Bottle=Leere schwere Stahlflasche
Glass Fragments=Glasfragmente
Empty Vessels Shelf=Leeres Gefäßregal
Vessels Shelf (@1 items)=Gefäßregal (@1 Gegenstände)

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# textdomain: vessels
Vessels Shelf=Estante de vasijas
Empty Glass Bottle=Botella de vidrio vacía
Empty Drinking Glass=Vaso para beber vacío
Empty Heavy Steel Bottle=Botella de acero vacía
Glass Fragments=Fragmentos de vidrio
Empty Vessels Shelf=Estante de vasijas vacío
Vessels Shelf (@1 items)=Estante de vasijas (@1 objetos)

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# textdomain: vessels
Vessels Shelf=Etagère à récipient
Empty Glass Bottle=Bouteille de verre vide
Empty Drinking Glass=Verre vide
Empty Heavy Steel Bottle=Bouteille d'acier lourde vide
Glass Fragments=Fragments de verre
Empty Vessels Shelf=Etagère à récipient vide
Vessels Shelf (@1 items)=Etagère à récipient (@1 articles)

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# textdomain: vessels
Vessels Shelf=Scaffale per contenitori
Empty Glass Bottle=Bottiglia di vetro vuota
Empty Drinking Glass=Bicchiere di vetro vuoto
Empty Heavy Steel Bottle=Bottigia di metallo pesante vuota
Glass Fragments=Frammenti di vetro
Empty Vessels Shelf=Scaffale per contenitori vuoto
Vessels Shelf (@1 items)=Scaffale per contenitori (@1 oggetti)

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# textdomain: vessels
Vessels Shelf=Rak Bekas Kaca
Empty Glass Bottle=Botol Kaca Kosong
Empty Drinking Glass=Gelas Minuman Kosong
Empty Heavy Steel Bottle=Botol Keluli Berat Kosong
Glass Fragments=Serpihan Kaca
Empty Vessels Shelf=Rak Bekas Kaca Kosong
Vessels Shelf (@1 items)=Rak Bekas Kaca (@1 barang)

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# textdomain: vessels
Vessels Shelf=Полка с Сосудами
Empty Glass Bottle=Пустая Стеклянная Бутылка
Empty Drinking Glass=Пустая Питьевая Бутылка
Empty Heavy Steel Bottle=Пустая Стальная Бутылка
Glass Fragments=Стеклянные Осколки
Empty Vessels Shelf=Полка с Пустыми Сосудами
Vessels Shelf (@1 items)=Полка с Сосудами (@1 предметы)

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# textdomain: vessels
Vessels Shelf=Fartygshylla
Empty Glass Bottle=Tom Glasflska
Empty Drinking Glass=Tom Drycksflaska
Empty Heavy Steel Bottle=Tom Tung Stål Flaska
Glass Fragments=Glasbitar
Empty Vessels Shelf=Tom Fartygshylla
Vessels Shelf (@1 items)=Fartygshylla (@1 saker)

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name = vessels
description = Minetest Game mod: vessels
depends = default

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Minetest Game mod: walls
========================
See license.txt for license information.
Authors of source code
----------------------
Auke Kok <sofar@foo-projects.org> (LGPLv2.1+)

56
mods/mtg/walls/init.lua Normal file
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-- walls/init.lua
walls = {}
local fence_collision_extra = minetest.settings:get_bool("enable_fence_tall") and 3/8 or 0
-- Load support for MT game translation.
local S = minetest.get_translator("walls")
walls.register = function(wall_name, wall_desc, wall_texture_table, wall_mat, wall_sounds)
--make wall_texture_table paramenter backwards compatible for mods passing single texture
if type(wall_texture_table) ~= "table" then
wall_texture_table = { wall_texture_table }
end
-- inventory node, and pole-type wall start item
minetest.register_node(wall_name, {
description = wall_desc,
drawtype = "nodebox",
node_box = {
type = "connected",
fixed = {-1/4, -1/2, -1/4, 1/4, 1/2, 1/4},
-- connect_bottom =
connect_front = {-3/16, -1/2, -1/2, 3/16, 3/8, -1/4},
connect_left = {-1/2, -1/2, -3/16, -1/4, 3/8, 3/16},
connect_back = {-3/16, -1/2, 1/4, 3/16, 3/8, 1/2},
connect_right = { 1/4, -1/2, -3/16, 1/2, 3/8, 3/16},
},
collision_box = {
type = "connected",
fixed = {-1/4, -1/2, -1/4, 1/4, 1/2 + fence_collision_extra, 1/4},
-- connect_top =
-- connect_bottom =
connect_front = {-1/4,-1/2,-1/2,1/4,1/2 + fence_collision_extra,-1/4},
connect_left = {-1/2,-1/2,-1/4,-1/4,1/2 + fence_collision_extra,1/4},
connect_back = {-1/4,-1/2,1/4,1/4,1/2 + fence_collision_extra,1/2},
connect_right = {1/4,-1/2,-1/4,1/2,1/2 + fence_collision_extra,1/4},
},
connects_to = { "group:wall", "group:stone", "group:fence" },
paramtype = "light",
is_ground_content = false,
tiles = wall_texture_table,
walkable = true,
groups = { cracky = 3, wall = 1, stone = 2 },
sounds = wall_sounds,
})
end
walls.register("walls:cobble", S("Cobblestone Wall"), {"default_cobble.png"},
"default:cobble", default.node_sound_stone_defaults())
walls.register("walls:mossycobble", S("Mossy Cobblestone Wall"), {"default_mossycobble.png"},
"default:mossycobble", default.node_sound_stone_defaults())
walls.register("walls:desertcobble", S("Desert Cobblestone Wall"), {"default_desert_cobble.png"},
"default:desert_cobble", default.node_sound_stone_defaults())

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License of source code
----------------------
GNU Lesser General Public License, version 2.1
Copyright (C) 2015 Auke Kok <sofar@foo-projects.org>
This program is free software; you can redistribute it and/or modify it under the terms
of the GNU Lesser General Public License as published by the Free Software Foundation;
either version 2.1 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU Lesser General Public License for more details:
https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html

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# textdomain: walls
Cobblestone Wall=
Mossy Cobblestone Wall=
Desert Cobblestone Wall=

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# textdomain: walls
Cobblestone Wall=Kopfsteinpflastermauer
Mossy Cobblestone Wall=Mosige Kopfsteinpflastermauer
Desert Cobblestone Wall=Wüstenkopfsteinpflastermauer

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# textdomain: walls
Cobblestone Wall=Pared de adoquines
Mossy Cobblestone Wall=Pared de adoquines musgosos
Desert Cobblestone Wall=Pared de adoquines desérticos

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# textdomain: walls
Cobblestone Wall=Mur en pavé
Mossy Cobblestone Wall=Mur en pavé moussu
Desert Cobblestone Wall=Mur en pavé du désert

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# textdomain: walls
Cobblestone Wall=Muro di ciottoli
Mossy Cobblestone Wall=Muro di ciottoli muschiosi
Desert Cobblestone Wall=Muro di ciottoli del deserto

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# textdomain: walls
Cobblestone Wall=Pagar Batu Buntar
Mossy Cobblestone Wall=Pagar Batu Buntar Berlumut
Desert Cobblestone Wall=Pagar Batu Buntar Gurun

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# textdomain: walls
Cobblestone Wall=Булыжниковая Ограда
Mossy Cobblestone Wall=Мшистая Булыжниковая Ограда
Desert Cobblestone Wall=Ограда Из Пустынного Булыжника

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# textdomain: walls
Cobblestone Wall=Kullerstens Vägg
Mossy Cobblestone Wall=Mossig Kullerstens Vägg
Desert Cobblestone Wall=Öken Kullerstens Vägg

3
mods/mtg/walls/mod.conf Normal file
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name = walls
description = Minetest Game mod: walls
depends = default

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Minetest Game mod: xpanes
=========================
See license.txt for license information.
Authors of source code
----------------------
Originally by xyz (MIT)
BlockMen (MIT)
sofar (MIT)
Various Minetest developers and contributors (MIT)
Authors of media (textures)
---------------------------
xyz (CC BY-SA 3.0):
All textures not mentioned below.
Gambit (CC BY-SA 3.0):
xpanes_bar.png
paramat (CC BY-SA 3.0):
xpanes_bar_top.png
Krock (CC0 1.0):
xpanes_edge.png
TumeniNodes (CC BY-SA 3.0):
xpanes_door_steel_bar.png
xpanes_item_steel_bar.png
xpanes_trapdoor_steel_bar.png
xpanes_trapdoor_steel_bar_side.png
xpanes_steel_bar_door_close.ogg
xpanes_steel_bar_door_open.ogg

182
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-- xpanes/init.lua
-- Load support for MT game translation.
local S = minetest.get_translator("xpanes")
local function is_pane(pos)
return minetest.get_item_group(minetest.get_node(pos).name, "pane") > 0
end
local function connects_dir(pos, name, dir)
local aside = vector.add(pos, minetest.facedir_to_dir(dir))
if is_pane(aside) then
return true
end
local connects_to = minetest.registered_nodes[name].connects_to
if not connects_to then
return false
end
local list = minetest.find_nodes_in_area(aside, aside, connects_to)
if #list > 0 then
return true
end
return false
end
local function swap(pos, node, name, param2)
if node.name == name and node.param2 == param2 then
return
end
minetest.swap_node(pos, {name = name, param2 = param2})
end
local function update_pane(pos)
if not is_pane(pos) then
return
end
local node = minetest.get_node(pos)
local name = node.name
if name:sub(-5) == "_flat" then
name = name:sub(1, -6)
end
local any = node.param2
local c = {}
local count = 0
for dir = 0, 3 do
c[dir] = connects_dir(pos, name, dir)
if c[dir] then
any = dir
count = count + 1
end
end
if count == 0 then
swap(pos, node, name .. "_flat", any)
elseif count == 1 then
swap(pos, node, name .. "_flat", (any + 1) % 4)
elseif count == 2 then
if (c[0] and c[2]) or (c[1] and c[3]) then
swap(pos, node, name .. "_flat", (any + 1) % 4)
else
swap(pos, node, name, 0)
end
else
swap(pos, node, name, 0)
end
end
minetest.register_on_placenode(function(pos, node)
if minetest.get_item_group(node, "pane") then
update_pane(pos)
end
for i = 0, 3 do
local dir = minetest.facedir_to_dir(i)
update_pane(vector.add(pos, dir))
end
end)
minetest.register_on_dignode(function(pos)
for i = 0, 3 do
local dir = minetest.facedir_to_dir(i)
update_pane(vector.add(pos, dir))
end
end)
xpanes = {}
function xpanes.register_pane(name, def)
for i = 1, 15 do
minetest.register_alias("xpanes:" .. name .. "_" .. i, "xpanes:" .. name .. "_flat")
end
local flatgroups = table.copy(def.groups)
flatgroups.pane = 1
minetest.register_node(":xpanes:" .. name .. "_flat", {
description = def.description,
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
inventory_image = def.inventory_image,
wield_image = def.wield_image,
paramtype2 = "facedir",
tiles = {
def.textures[3],
def.textures[3],
def.textures[3],
def.textures[3],
def.textures[1],
def.textures[1]
},
groups = flatgroups,
drop = "xpanes:" .. name .. "_flat",
sounds = def.sounds,
use_texture_alpha = def.use_texture_alpha or false,
node_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/32, 1/2, 1/2, 1/32}},
},
selection_box = {
type = "fixed",
fixed = {{-1/2, -1/2, -1/32, 1/2, 1/2, 1/32}},
},
connect_sides = { "left", "right" },
})
local groups = table.copy(def.groups)
groups.pane = 1
groups.not_in_creative_inventory = 1
minetest.register_node(":xpanes:" .. name, {
drawtype = "nodebox",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
description = def.description,
tiles = {def.textures[3], def.textures[3], def.textures[1]},
groups = groups,
drop = "xpanes:" .. name .. "_flat",
sounds = def.sounds,
use_texture_alpha = def.use_texture_alpha or false,
node_box = {
type = "connected",
fixed = {{-1/32, -1/2, -1/32, 1/32, 1/2, 1/32}},
connect_front = {{-1/32, -1/2, -1/2, 1/32, 1/2, -1/32}},
connect_left = {{-1/2, -1/2, -1/32, -1/32, 1/2, 1/32}},
connect_back = {{-1/32, -1/2, 1/32, 1/32, 1/2, 1/2}},
connect_right = {{1/32, -1/2, -1/32, 1/2, 1/2, 1/32}},
},
connects_to = {"group:pane", "group:stone", "group:glass", "group:wood", "group:tree"},
})
end
xpanes.register_pane("pane", {
description = S("Glass Pane"),
textures = {"default_glass.png","xpanes_pane_half.png","xpanes_edge.png"},
inventory_image = "default_glass.png",
wield_image = "default_glass.png",
sounds = default.node_sound_glass_defaults(),
groups = {snappy=2, cracky=3, oddly_breakable_by_hand=3}
})
xpanes.register_pane("obsidian_pane", {
description = S("Obsidian Glass Pane"),
textures = {"default_obsidian_glass.png","xpanes_pane_half.png","xpanes_edge_obsidian.png"},
inventory_image = "default_obsidian_glass.png",
wield_image = "default_obsidian_glass.png",
sounds = default.node_sound_glass_defaults(),
groups = {snappy=2, cracky=3}
})
xpanes.register_pane("bar", {
description = S("Steel Bars"),
textures = {"xpanes_bar.png","xpanes_bar.png","xpanes_bar_top.png"},
inventory_image = "xpanes_bar.png",
wield_image = "xpanes_bar.png",
sounds = default.node_sound_metal_defaults(),
groups = {cracky=2}
})

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2014-2016 xyz
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2016 Auke Kok <sofar@foo-projects.org>
Copyright (C) 2014-2016 Various Minetest developers and contributors
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or
substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
For more details:
https://opensource.org/licenses/MIT
Licenses of media (textures)
----------------------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 xyz
Copyright (C) 2013-2016 Gambit
Copyright (C) 2016 paramat
Copyright (C) 2019 TumeniNodes
You are free to:
Share — copy and redistribute the material in any medium or format.
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as you follow the license terms.
Under the following terms:
Attribution — You must give appropriate credit, provide a link to the license, and
indicate if changes were made. You may do so in any reasonable manner, but not in any way
that suggests the licensor endorses you or your use.
ShareAlike — If you remix, transform, or build upon the material, you must distribute
your contributions under the same license as the original.
No additional restrictions — You may not apply legal terms or technological measures that
legally restrict others from doing anything the license permits.
Notices:
You do not have to comply with the license for elements of the material in the public
domain or where your use is permitted by an applicable exception or limitation.
No warranties are given. The license may not give you all of the permissions necessary
for your intended use. For example, other rights such as publicity, privacy, or moral
rights may limit how you use the material.
For more details:
http://creativecommons.org/licenses/by-sa/3.0/

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# textdomain: xpanes
Glass Pane=
Obsidian Glass Pane=
Steel Bars=
Steel Bar Door=
Steel Bar Trapdoor=

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# textdomain: xpanes
Glass Pane=Glasscheibe
Obsidian Glass Pane=Obsidianglasscheibe
Steel Bars=Stahlgitter
Steel Bar Door=Stahlgittertür
Steel Bar Trapdoor=Stahlgitterfalltür

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# textdomain: xpanes
Glass Pane=Panel de vidrio
Obsidian Glass Pane=Panel de vidrio de obsidiana
Steel Bars=Barras de acero
Steel Bar Door=Puerta de barras de acero
Steel Bar Trapdoor=Trampilla de barras de acero

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# textdomain: xpanes
Glass Pane=Panneau de verre
Obsidian Glass Pane=Panneau de verre d'obsidienne
Steel Bars=Barreaux d'acier
Steel Bar Door=Porte en barreaux d'acier
Steel Bar Trapdoor=Trappe en barreaux d'acier

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# textdomain: xpanes
Glass Pane=Pannello di vetro
Obsidian Glass Pane=Pannello di vetro d'ossidiana
Steel Bars=Sbarre d'acciaio
Steel Bar Door=Porta con sbarre d'acciaio
Steel Bar Trapdoor=Botola con sbarre d'acciaio

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# textdomain: xpanes
Glass Pane=Kaca Tingkap
Obsidian Glass Pane=Kaca Tingkap Obsidia
Steel Bars=Jeriji Keluli
Steel Bar Door=Pintu Jeriji Keluli
Steel Bar Trapdoor=Pintu Kolong Jeriji Keluli

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# textdomain: xpanes
Glass Pane=Стеклянная Панель
Obsidian Glass Pane=Стеклянная Панель Из Обсидиана
Steel Bars=Стальная Решётка
Steel Bar Door=Стальная Решётчатая Дверь
Steel Bar Trapdoor=Стальной Решётчатый Люк

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# textdomain: xpanes
Glass Pane=Glasruta
Obsidian Glass Pane=Obsidian Glasruta
Steel Bars=Stålgaller
Steel Bar Door=Stålgallers Dörr
Steel Bar Trapdoor=Stålgallers Fallucka

4
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name = xpanes
description = Minetest Game mod: xpanes
depends = default
optional_depends = doors

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