Small improvements
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089ea288dd
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1
Gemfile
1
Gemfile
@ -1,6 +1,7 @@
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source "https://rubygems.org"
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gem "jekyll"
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gem "webrick"
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group :jekyll_plugins do
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gem "jekyll-sitemap"
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34
Gemfile.lock
34
Gemfile.lock
@ -4,31 +4,31 @@ GEM
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addressable (2.7.0)
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public_suffix (>= 2.0.2, < 5.0)
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colorator (1.1.0)
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concurrent-ruby (1.1.7)
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em-websocket (0.5.1)
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concurrent-ruby (1.1.8)
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em-websocket (0.5.2)
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eventmachine (>= 0.12.9)
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http_parser.rb (~> 0.6.0)
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eventmachine (1.2.7)
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ffi (1.13.1)
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ffi (1.15.0)
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forwardable-extended (2.6.0)
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http_parser.rb (0.6.0)
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i18n (1.8.5)
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i18n (1.8.10)
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concurrent-ruby (~> 1.0)
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jekyll (4.1.1)
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jekyll (4.2.0)
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addressable (~> 2.4)
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colorator (~> 1.0)
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em-websocket (~> 0.5)
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i18n (~> 1.0)
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jekyll-sass-converter (~> 2.0)
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jekyll-watch (~> 2.0)
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kramdown (~> 2.1)
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kramdown (~> 2.3)
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kramdown-parser-gfm (~> 1.0)
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liquid (~> 4.0)
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mercenary (~> 0.4.0)
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pathutil (~> 0.9)
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rouge (~> 3.0)
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safe_yaml (~> 1.0)
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terminal-table (~> 1.8)
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terminal-table (~> 2.0)
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jekyll-redirect-from (0.16.0)
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jekyll (>= 3.3, < 5.0)
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jekyll-sass-converter (2.1.0)
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@ -37,37 +37,39 @@ GEM
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jekyll (>= 3.7, < 5.0)
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jekyll-watch (2.2.1)
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listen (~> 3.0)
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kramdown (2.3.0)
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kramdown (2.3.1)
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rexml
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kramdown-parser-gfm (1.1.0)
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kramdown (~> 2.0)
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liquid (4.0.3)
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listen (3.2.1)
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listen (3.5.1)
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rb-fsevent (~> 0.10, >= 0.10.3)
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rb-inotify (~> 0.9, >= 0.9.10)
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mercenary (0.4.0)
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pathutil (0.16.2)
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forwardable-extended (~> 2.6)
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public_suffix (4.0.5)
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rb-fsevent (0.10.4)
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public_suffix (4.0.6)
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rb-fsevent (0.11.0)
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rb-inotify (0.10.1)
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ffi (~> 1.0)
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rexml (3.2.4)
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rouge (3.22.0)
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rexml (3.2.5)
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rouge (3.26.0)
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safe_yaml (1.0.5)
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sassc (2.4.0)
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ffi (~> 1.9)
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terminal-table (1.8.0)
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terminal-table (2.0.0)
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unicode-display_width (~> 1.1, >= 1.1.1)
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unicode-display_width (1.7.0)
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webrick (1.7.0)
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PLATFORMS
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ruby
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x86_64-linux
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DEPENDENCIES
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jekyll
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jekyll-redirect-from
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jekyll-sitemap
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webrick
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BUNDLED WITH
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2.0.2
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2.2.16
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@ -68,30 +68,15 @@ They are, in order:
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particular world.
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Eg: `minetest/worlds/world/worldmods/`
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Minetest will check the locations in the order given above. If it encounters a mod
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with a name the same as one found previously, the later mod will be loaded in place
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of the earlier mod.
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This means that you can override game mods by placing a mod with the same name
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in the global mod location.
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`minetest` is the user-data directory. You can find the location of the
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user-data directory by opening up Minetest and clicking
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"Open User Data Directory" in the Credits tab.
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The actual location of each mod load path depends on what operating system you're
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using, and how you installed Minetest.
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When loading mods, Minetest will check each of the above locations in order.
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If it encounters a mod with a name the same as one found previously, the later
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mod will be loaded in place of the earlier mod. This means that you can override
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game mods by placing a mod with the same name in the global mod location.
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* **Windows:**
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* For portable builds, ie: from a .zip file, just go to the directory where
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you extracted the zip and look for the `games`, `mods`, and `worlds`
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directories.
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* For installed builds, ie: from a setup.exe,
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look in C:\\\\Minetest or C:\\\\Games\\Minetest.
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* **GNU/Linux:**
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* For system-wide installs, look in `~/.minetest`.
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Note that `~` means the user home directory, and that files and directories
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starting with a dot (`.`) are hidden.
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* For portable installs, look in the build directory.
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* For Flatpak installs, look in `~/.var/app/net.minetest.Minetest/.minetest/mods/`.
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* **MacOS**
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* Look in `~/Library/Application Support/minetest/`.
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Note that `~` means the user home, ie: `/Users/USERNAME/`.
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## Mod Directory
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@ -184,6 +169,12 @@ minetest.register_node("mymod:node", {
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tiles = {"mymod_node.png"},
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groups = {cracky = 1}
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})
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minetest.register_craft({
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type = "shapeless",
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output = "mymod:node 3",
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recipe = { "default:dirt", "default:stone" },
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})
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```
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### mod.conf
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@ -191,10 +182,9 @@ minetest.register_node("mymod:node", {
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descriptions = Adds a node
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depends = default
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This mod has the name "mymod". It has two text files: init.lua and mod.conf.\\
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The script prints a message and then registers a node –
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which will be explained in the next chapter.\\
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There's a single dependency, the
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[default mod](https://content.minetest.net/metapackages/default/), which is
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usually found in Minetest Game.\\
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There is also a texture in textures/ for the node.
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This mod has the name "mymod". It has two text files: init.lua and mod.conf. The
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script prints a message and then registers a node and craft recipe – these will
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be explained later on. There's a single dependency, the
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[default mod](https://content.minetest.net/metapackages/default/),
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which is usually found in Minetest Game. There is also a texture in textures/
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for the node.
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@ -148,7 +148,7 @@ minetest.register_node("mymod:diamond", {
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})
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```
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The is_ground_content attribute allows caves to be generated over the stone.
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The `is_ground_content` attribute allows caves to be generated over the stone.
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This is essential for any node which may be placed during map generation underground.
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Caves are cut out of the world after all the other nodes in an area have generated.
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@ -23,11 +23,11 @@ In this chapter, you will learn how to perform basic actions on the map.
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## Map Structure
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The Minetest map is split into MapBlocks, each MapBlocks being a cube of size
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16. As players travel around the map, MapBlocks are created, loaded, activated,
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and unloaded. Areas of the map which are not yet loaded are full of *ignore*
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nodes, an impassable unselectable placeholder node. Empty space is full of *air*
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nodes, an invisible node you can walk through.
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The Minetest map is split into MapBlocks, each MapBlocks being a cube of
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size 16. As players travel around the map, MapBlocks are created, loaded,
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activated, and unloaded. Areas of the map which are not yet loaded are full of
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*ignore* nodes, an impassable unselectable placeholder node. Empty space is
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full of *air* nodes, an invisible node you can walk through.
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An active MapBlock is one which is loaded and has updates running on it.
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@ -118,7 +118,7 @@ h1 {
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}
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h2 {
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border-bottom: 1px solid black;
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border-bottom: 1px solid #bbb;
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margin: 30px 0 10px 0;
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display: block;
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padding: 0 0 5px 0;
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