thomasthespacefox wrote:Wuzzy: heads up: minetest's content browser is saying 'Unsupported file type 'zip' or broken archive.' when i try to update mineclone 2
edit: I tried downloading it off ContentDB directly and THAT didn't even work... it just took me to the contentDB homepage when i clicked 'download'.
Wuzzy wrote:Sigh. Apparently Content DB doesn't support Git branches. Everything must be on the master branch, apparently. Whatever, so I just go ahead and release version 0.51.0 then, to make Content DB happy.
Changelog:
- Add German translations for a couple of mods (still WIP)
- Fix translatability problems with a couple other mods
Edit: Version 0.51.1 is here! Fixes a crash when breeding sheep that originally got spawned by breeding.
Swiftpaw wrote:JiCeyCraft wrote:Hum, Wuzzy, the colors of the Nether are (how to say?) a bit too red-flashy for me. Can't you return to the original darker colors, please?
Wouldn't that be a texture pack problem? Try another texture pack maybe to see if that does something?
Swiftpaw wrote:Does anyone know if there are plans to make version numbers visible as well as an auto or manual-update system for mods that have new versions available?
print("[Mod] name (date) ver - loaded - end with "..math.floor(collectgarbage("count")).." KB")
local ModPack = "Plantlife" -- if part of one
local title = "Ferns" -- former "Archae Plantae"
local version = "0.2.1" -- if used
local lastcommit = "01.01.2018" -- date of last code change
local mname = "ferns" -- former "archaeplantae"
print("[Mod] "..ModPack.." / "..title.." ("..lastcommit..") "..version.." - loaded - end with "..math.floor(collectgarbage("count")).." KB")
Mem time Start with: 467
[Mod] time *(version/date) - loaded - sum: 472 KB
[Mod] sightview *(version/date) - loaded - endwith 548 KB
[Mod] no-guests *(version/date) - loaded - end with 393 KB
[Mod] lamps *(version/date) - loaded - end with 428 KB
[Mod] euban *(version/date) - loaded - end with 819 KB
[Mod] bows () - loaded - end with 598 KB
...
Festus1965 wrote:Swiftpaw wrote:Does anyone know if there are plans to make version numbers visible as well as an auto or manual-update system for mods that have new versions available?
are you asking as a admin of a server or a gamer,
<snip>[/code]
Does anyone know if there are plans to make version numbers visible as well as an auto or manual-update system for mods that have new versions available?
"Haloween Kürbis" würde ich mit "Kürbislaterne" Übersetzen
being able to see whatever the other players are holding and to see if they are, for instance looking up or down, or to see if they are sneaking. It would also be cool if you could add potions and enchantments.
I also found that I can't really name things would it be possible to add the ability to name any mob and the animation a bit better.
A way to see mod versions and pending updates in both the Minetest GUI as well as from the command line on a headless server for example would be great. I know the online content browser system is new, but hopefully dealing with mod versions and updates is a planned feature. Also the GUI needs an overhaul anyway as it doesn't have any DPI scaling. Minecraft scales the GUI, so would be nice to see that in Minetest so it's not teensy tinsey text on 4K etc monitors.
--basic settings
local item_drop_settings = {} --settings table
item_drop_settings.age = 1.0 --how old a dropped item (_insta_collect==false) has to be before collecting
item_drop_settings.radius_magnet = 2.0 --radius of item magnet. MUST BE LARGER THAN radius_collect!
item_drop_settings.radius_collect = 0.2 --radius of collection
item_drop_settings.player_collect_height = 1.0 --added to their pos y value
item_drop_settings.collection_safety = false --do this to prevent items from flying away on laggy servers
item_drop_settings.random_item_velocity = true --this sets random item velocity if velocity is 0
item_drop_settings.drop_single_item = false --if true, the drop control drops 1 item instead of the entire stack, and sneak+drop drops the stack
-- drop_single_item is disabled by default because it is annoying to throw away items from the intentory screen
item_drop_settings.magnet_time = 0.75 -- how many seconds an item follows the player before giving up
local get_gravity = function()
return tonumber(minetest.settings:get("movement_gravity")) or 9.81
end
local check_pickup_achievements = function(object, player)
local itemname = ItemStack(object:get_luaentity().itemstring):get_name()
if minetest.get_item_group(itemname, "tree") ~= 0 then
awards.unlock(player:get_player_name(), "mcl:mineWood")
elseif itemname == "mcl_mobitems:blaze_rod" then
awards.unlock(player:get_player_name(), "mcl:blazeRod")
elseif itemname == "mcl_mobitems:leather" then
awards.unlock(player:get_player_name(), "mcl:killCow")
elseif itemname == "mcl_core:diamond" then
awards.unlock(player:get_player_name(), "mcl:diamonds")
end
end
local enable_physics = function(object, luaentity, ignore_check)
if luaentity.physical_state == false or ignore_check == true then
luaentity.physical_state = true
object:set_properties({
physical = true
})
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=-get_gravity(),z=0})
end
end
local disable_physics = function(object, luaentity, ignore_check, reset_movement)
if luaentity.physical_state == true or ignore_check == true then
luaentity.physical_state = false
object:set_properties({
physical = false
})
if reset_movement ~= false then
object:set_velocity({x=0,y=0,z=0})
object:set_acceleration({x=0,y=0,z=0})
end
end
end
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
if player:get_hp() > 0 or not minetest.settings:get_bool("enable_damage") then
local pos = player:get_pos()
local inv = player:get_inventory()
local checkpos = {x=pos.x,y=pos.y + item_drop_settings.player_collect_height,z=pos.z}
--magnet and collection
for _,object in ipairs(minetest.get_objects_inside_radius(checkpos, item_drop_settings.radius_magnet)) do
if not object:is_player() and object:get_luaentity() and object:get_luaentity().name == "__builtin:item" and object:get_luaentity()._magnet_timer and (object:get_luaentity()._insta_collect or (object:get_luaentity().age > item_drop_settings.age)) then
object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
local collected = false
if object:get_luaentity()._magnet_timer >= 0 and object:get_luaentity()._magnet_timer < item_drop_settings.magnet_time and inv and inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
-- Collection
if vector.distance(checkpos, object:get_pos()) <= item_drop_settings.radius_collect and not object:get_luaentity()._removed then
-- Ignore if itemstring is not set yet
if object:get_luaentity().itemstring ~= "" then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 16,
gain = 1.0,
})
check_pickup_achievements(object, player)
-- Destroy entity
-- This just prevents this section to be run again because object:remove() doesn't remove the item immediately.
object:get_luaentity()._removed = true
object:remove()
collected = true
end
-- Magnet
else
--move this to the front so players can see animation before collection
if not collected then
if object:get_luaentity()._magnet_timer > 1 then
object:get_luaentity()._magnet_timer = -item_drop_settings.magnet_time
object:get_luaentity()._magnet_active = false
elseif object:get_luaentity()._magnet_timer < 0 then
object:get_luaentity()._magnet_timer = object:get_luaentity()._magnet_timer + dtime
end
end
object:get_luaentity()._magnet_active = true
object:get_luaentity()._collector_timer = 0
-- Move object to player
disable_physics(object, object:get_luaentity())
object:move_to(checkpos)
--fix eternally falling items
minetest.after(0, function(object)
local lua = object:get_luaentity()
if lua then
object:set_acceleration({x=0, y=0, z=0})
end
end, object)
--this is a safety to prevent items flying away on laggy servers
if item_drop_settings.collection_safety == true then
if object:get_luaentity().init ~= true then
object:get_luaentity().init = true
minetest.after(1, function(args)
local playername = args[1]
local player = minetest.get_player_by_name(playername)
local object = args[2]
local lua = object:get_luaentity()
if player == nil or not player:is_player() or object == nil or lua == nil or lua.itemstring == nil then
return
end
if inv:room_for_item("main", ItemStack(object:get_luaentity().itemstring)) then
inv:add_item("main", ItemStack(object:get_luaentity().itemstring))
if not object:get_luaentity()._removed then
minetest.sound_play("item_drop_pickup", {
pos = pos,
max_hear_distance = 16,
gain = 1.0,
})
end
check_pickup_achievements(object, player)
object:get_luaentity()._removed = true
object:remove()
else
enable_physics(object, object:get_luaentity())
end
end, {player:get_player_name(), object})
end
end
end
end
end
end
end
end
end)
local minigroups = { "shearsy", "swordy", "shearsy_wool", "swordy_cobweb" }
local basegroups = { "pickaxey", "axey", "shovely" }
local materials = { "wood", "gold", "stone", "iron", "diamond" }
-- Checks if the given node would drop its useful drop if dug by a tool
-- with the given tool capabilities. Returns true if it will yield its useful
-- drop, false otherwise.
local check_can_drop = function(node_name, tool_capabilities)
local handy = minetest.get_item_group(node_name, "handy")
local dig_immediate = minetest.get_item_group(node_name, "dig_immediate")
if handy == 1 or dig_immediate == 2 or dig_immediate == 3 then
return true
else
local toolgroupcaps
if tool_capabilities then
toolgroupcaps = tool_capabilities.groupcaps
else
return false
end
-- Compare node groups with tool capabilities
for m=1, #minigroups do
local minigroup = minigroups[m]
local g = minetest.get_item_group(node_name, minigroup)
if g ~= 0 then
local plus = minigroup .. "_dig"
if toolgroupcaps[plus] then
return true
end
end
end
for b=1, #basegroups do
local basegroup = basegroups[b]
local g = minetest.get_item_group(node_name, basegroup)
if g ~= 0 then
for m=g, #materials do
local plus = basegroup .. "_dig_"..materials[m]
if toolgroupcaps[plus] then
return true
end
end
end
end
return false
end
end
function minetest.handle_node_drops(pos, drops, digger)
-- NOTE: This function override allows digger to be nil.
-- This means there is no digger. This is a special case which allows this function to be called
-- by hand. Creative Mode is intentionally ignored in this case.
local doTileDrops = minetest.settings:get_bool("mcl_doTileDrops", true)
if (digger ~= nil and minetest.settings:get_bool("creative_mode")) or doTileDrops == false then
return
end
-- Check if node will yield its useful drop by the digger's tool
local dug_node = minetest.get_node(pos)
local toolcaps
if digger ~= nil then
local tool = digger:get_wielded_item()
toolcaps = tool:get_tool_capabilities()
if not check_can_drop(dug_node.name, toolcaps) then
return
end
end
--[[ Special node drops when dug by shears by reading _mcl_shears_drop
from the node definition.
Definition of _mcl_shears_drop:
* true: Drop itself when dug by shears
* table: Drop every itemstring in this table when dub by shears
]]
local nodedef = minetest.registered_nodes[dug_node.name]
if toolcaps ~= nil and toolcaps.groupcaps and toolcaps.groupcaps.shearsy_dig and nodedef._mcl_shears_drop then
if nodedef._mcl_shears_drop == true then
drops = { dug_node.name }
else
drops = nodedef._mcl_shears_drop
end
end
for _,item in ipairs(drops) do
local count
if type(item) == "string" then
count = ItemStack(item):get_count()
else
count = item:get_count()
end
local drop_item = ItemStack(item)
drop_item:set_count(1)
for i=1,count do
local obj = core.add_item(pos, drop_item)
if obj ~= nil then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
obj:set_velocity({x=1/x, y=obj:get_velocity().y, z=1/z})
end
end
end
end
-- Drop single items by default
function minetest.item_drop(itemstack, dropper, pos)
if dropper and dropper:is_player() then
local v = dropper:get_look_dir()
local p = {x=pos.x, y=pos.y+1.2, z=pos.z}
local cs = itemstack:get_count()
if dropper:get_player_control().sneak then
cs = 1
end
local item = itemstack:take_item(cs)
local obj = core.add_item(p, item)
if obj then
v.x = v.x*4
v.y = v.y*4 + 2
v.z = v.z*4
obj:set_velocity(v)
-- Force collection delay
obj:get_luaentity()._insta_collect = false
return itemstack
end
end
end
--modify builtin:item
local time_to_live = tonumber(minetest.settings:get("item_entity_ttl"))
if not time_to_live then
time_to_live = 300
end
core.register_entity(":__builtin:item", {
initial_properties = {
hp_max = 1,
physical = true,
collide_with_objects = false,
collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
pointable = false,
visual = "wielditem",
visual_size = {x = 0.4, y = 0.4},
textures = {""},
spritediv = {x = 1, y = 1},
initial_sprite_basepos = {x = 0, y = 0},
is_visible = false,
infotext = "",
},
-- Itemstring of dropped item. The empty string is used when the item is not yet initialized yet.
-- The itemstring MUST be set immediately to a non-empty string after creating the entity.
-- The hand is NOT permitted as dropped item. ;-)
-- Item entities will be deleted if they still have an empty itemstring on their first on_step tick.
itemstring = '',
-- If true, item will fall
physical_state = true,
-- If item entity is currently flowing in water
_flowing = false,
-- Number of seconds this item entity has existed so far
age = 0,
set_item = function(self, itemstring)
self.itemstring = itemstring
if self.itemstring == "" then
-- item not yet known
return
end
local stack = ItemStack(itemstring)
local count = stack:get_count()
local max_count = stack:get_stack_max()
if count > max_count then
count = max_count
self.itemstring = stack:get_name().." "..max_count
end
local s = 0.2 + 0.1 * (count / max_count)
local c = s
local itemtable = stack:to_table()
local itemname = nil
local description = ""
if itemtable then
itemname = stack:to_table().name
end
local item_texture = nil
local item_type = ""
if core.registered_items[itemname] then
item_texture = core.registered_items[itemname].inventory_image
item_type = core.registered_items[itemname].type
description = core.registered_items[itemname].description
end
local prop = {
is_visible = true,
visual = "wielditem",
textures = {itemname},
visual_size = {x = s, y = s},
collisionbox = {-c, -c, -c, c, c, c},
automatic_rotate = math.pi * 0.5,
infotext = description,
}
self.object:set_properties(prop)
if item_drop_settings.random_item_velocity == true then
minetest.after(0, function(self)
if not self or not self.object or not self.object:get_luaentity() then
return
end
local vel = self.object:get_velocity()
if vel and vel.x == 0 and vel.z == 0 then
local x = math.random(1, 5)
if math.random(1,2) == 1 then
x = -x
end
local z = math.random(1, 5)
if math.random(1,2) == 1 then
z = -z
end
local y = math.random(2,4)
self.object:set_velocity({x=1/x, y=y, z=1/z})
end
end, self)
end
end,
get_staticdata = function(self)
return core.serialize({
itemstring = self.itemstring,
always_collect = self.always_collect,
age = self.age,
_insta_collect = self._insta_collect,
_flowing = self._flowing,
_removed = self._removed,
})
end,
on_activate = function(self, staticdata, dtime_s)
if string.sub(staticdata, 1, string.len("return")) == "return" then
local data = core.deserialize(staticdata)
if data and type(data) == "table" then
self.itemstring = data.itemstring
self.always_collect = data.always_collect
if data.age then
self.age = data.age + dtime_s
else
self.age = dtime_s
end
--remember collection data
-- If true, can collect item without delay
self._insta_collect = data._insta_collect
self._flowing = data._flowing
self._removed = data._removed
end
else
self.itemstring = staticdata
end
if self._removed then
self._removed = true
self.object:remove()
return
end
if self._insta_collect == nil then
-- Intentionally default, since delayed collection is rare
self._insta_collect = true
end
if self._flowing == nil then
self._flowing = false
end
self._magnet_timer = 0
self._magnet_active = false
-- How long ago the last possible collector was detected. nil = none in this session
self._collector_timer = nil
-- Used to apply additional force
self._force = nil
self._forcestart = nil
self._forcetimer = 0
self.object:set_armor_groups({immortal = 1})
self.object:set_velocity({x = 0, y = 2, z = 0})
self.object:set_acceleration({x = 0, y = -get_gravity(), z = 0})
self:set_item(self.itemstring)
end,
try_merge_with = function(self, own_stack, object, entity)
if self.age == entity.age or entity._removed then
-- Can not merge with itself and remove entity
return false
end
local stack = ItemStack(entity.itemstring)
local name = stack:get_name()
if own_stack:get_name() ~= name or
own_stack:get_meta() ~= stack:get_meta() or
own_stack:get_wear() ~= stack:get_wear() or
own_stack:get_free_space() == 0 then
-- Can not merge different or full stack
return false
end
local count = own_stack:get_count()
local total_count = stack:get_count() + count
local max_count = stack:get_stack_max()
if total_count > max_count then
return false
end
-- Merge the remote stack into this one
local pos = object:get_pos()
pos.y = pos.y + ((total_count - count) / max_count) * 0.15
self.object:move_to(pos)
self.age = 0 -- Handle as new entity
own_stack:set_count(total_count)
self:set_item(own_stack:to_string())
entity._removed = true
object:remove()
return true
end,
on_step = function(self, dtime)
if self._removed then
return
end
self.age = self.age + dtime
if self._collector_timer ~= nil then
self._collector_timer = self._collector_timer + dtime
end
if time_to_live > 0 and self.age > time_to_live then
self._removed = true
self.object:remove()
return
end
-- Delete corrupted item entities. The itemstring MUST be non-empty on its first step,
-- otherwise there might have some data corruption.
if self.itemstring == "" then
minetest.log("warning", "Item entity with empty itemstring found at "..minetest.pos_to_string(self.object:get_pos()).. "! Deleting it now.")
self._removed = true
self.object:remove()
end
local p = self.object:get_pos()
local node = core.get_node_or_nil(p)
local in_unloaded = (node == nil)
-- If no collector was found for a long enough time, declare the magnet as disabled
if self._magnet_active and (self._collector_timer == nil or (self._collector_timer > item_drop_settings.magnet_time)) then
self._magnet_active = false
enable_physics(self.object, self)
return
end
if in_unloaded then
-- Don't infinetly fall into unloaded map
disable_physics(self.object, self)
return
end
-- Destroy item in lava, fire or special nodes
local nn = node.name
local def = minetest.registered_nodes[nn]
local lg = minetest.get_item_group(nn, "lava")
local fg = minetest.get_item_group(nn, "fire")
local dg = minetest.get_item_group(nn, "destroys_items")
if (def and (lg ~= 0 or fg ~= 0 or dg == 1)) then
if dg ~= 2 then
minetest.sound_play("builtin_item_lava", {pos = self.object:get_pos(), gain = 0.5})
end
self._removed = true
self.object:remove()
return
end
-- Push item out when stuck inside solid opaque node
if def and def.walkable and def.groups and def.groups.opaque == 1 then
local shootdir
local cx = p.x % 1
local cz = p.z % 1
local order = {}
-- First prepare the order in which the 4 sides are to be checked.
-- 1st: closest
-- 2nd: other direction
-- 3rd and 4th: other axis
local cxcz = function(o, cw, one, zero)
if cw > 0 then
table.insert(o, { [one]=1, y=0, [zero]=0 })
table.insert(o, { [one]=-1, y=0, [zero]=0 })
else
table.insert(o, { [one]=-1, y=0, [zero]=0 })
table.insert(o, { [one]=1, y=0, [zero]=0 })
end
return o
end
if math.abs(cx) > math.abs(cz) then
order = cxcz(order, cx, "x", "z")
order = cxcz(order, cz, "z", "x")
else
order = cxcz(order, cz, "z", "x")
order = cxcz(order, cx, "x", "z")
end
-- Check which one of the 4 sides is free
for o=1, #order do
local nn = minetest.get_node(vector.add(p, order[o])).name
local def = minetest.registered_nodes[nn]
if def and def.walkable == false and nn ~= "ignore" then
shootdir = order[o]
break
end
end
-- If none of the 4 sides is free, shoot upwards
if shootdir == nil then
shootdir = { x=0, y=1, z=0 }
local nn = minetest.get_node(vector.add(p, shootdir)).name
if nn == "ignore" then
-- Do not push into ignore
return
end
end
-- Set new item moving speed accordingly
local newv = vector.multiply(shootdir, 3)
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity(newv)
disable_physics(self.object, self, false, false)
if shootdir.y == 0 then
self._force = newv
p.x = math.floor(p.x)
p.y = math.floor(p.y)
p.z = math.floor(p.z)
self._forcestart = p
self._forcetimer = 1
end
return
end
-- This code is run after the entity got a push from above “push away” code.
-- It is responsible for making sure the entity is entirely outside the solid node
-- (with its full collision box), not just its center.
if self._forcetimer > 0 then
local cbox = self.object:get_properties().collisionbox
local ok = false
if self._force.x > 0 and (p.x > (self._forcestart.x + 0.5 + (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.x < 0 and (p.x < (self._forcestart.x + 0.5 - (cbox[4] - cbox[1])/2)) then ok = true
elseif self._force.z > 0 and (p.z > (self._forcestart.z + 0.5 + (cbox[6] - cbox[3])/2)) then ok = true
elseif self._force.z < 0 and (p.z < (self._forcestart.z + 0.5 - (cbox[6] - cbox[3])/2)) then ok = true end
-- Item was successfully forced out. No more pushing
if ok then
self._forcetimer = -1
self._force = nil
enable_physics(self.object, self)
else
self._forcetimer = self._forcetimer - dtime
end
return
elseif self._force then
self._force = nil
enable_physics(self.object, self)
return
end
-- Move item around on flowing liquids
if def and def.liquidtype == "flowing" then
--[[ Get flowing direction (function call from flowlib), if there's a liquid.
NOTE: According to Qwertymine, flowlib.quickflow is only reliable for liquids with a flowing distance of 7.
Luckily, this is exactly what we need if we only care about water, which has this flowing distance. ]]
local vec = flowlib.quick_flow(p, node)
-- Just to make sure we don't manipulate the speed for no reason
if vec.x ~= 0 or vec.y ~= 0 or vec.z ~= 0 then
-- Minecraft Wiki: Flowing speed is "about 1.39 meters per second"
local f = 1.39
-- Set new item moving speed into the direciton of the liquid
local newv = vector.multiply(vec, f)
self.object:set_acceleration({x = 0, y = 0, z = 0})
self.object:set_velocity({x = newv.x, y = -0.22, z = newv.z})
self.physical_state = true
self._flowing = true
self.object:set_properties({
physical = true
})
return
end
elseif self._flowing == true then
-- Disable flowing physics if not on/in flowing liquid
self._flowing = false
enable_physics(self.object, self, true)
return
end
-- If node is not registered or node is walkably solid and resting on nodebox
local nn = minetest.get_node({x=p.x, y=p.y-0.5, z=p.z}).name
local v = self.object:get_velocity()
if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
if self.physical_state then
local own_stack = ItemStack(self.object:get_luaentity().itemstring)
-- Merge with close entities of the same item
for _, object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
local obj = object:get_luaentity()
if obj and obj.name == "__builtin:item"
and obj.physical_state == false then
if self:try_merge_with(own_stack, object, obj) then
return
end
end
end
disable_physics(self.object, self)
end
else
if self._magnet_active == false then
enable_physics(self.object, self)
end
end
end,
-- Note: on_punch intentionally left out. The player should *not* be able to collect items by punching
})
if minetest.settings:get_bool("log_mods") then
minetest.log("action", "mcl_item_entity loaded")
end
BlazeGamingUnltd wrote:Whenever I try to run Mineclone 2, it loads up till Item definitions then crashes.
Can anyone tell me why?
Link here:
https://imgur.com/vckJdii
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