write something there

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N-Nachtigal 2025-05-04 16:01:41 +02:00
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Minetest Game mod: tnt
======================
See license.txt for license information.
Authors of source code
----------------------
PilzAdam (MIT)
ShadowNinja (MIT)
sofar (sofar@foo-projects.org) (MIT)
Various Minetest Game developers and contributors (MIT)
Authors of media
----------------
BlockMen (CC BY-SA 3.0):
All textures not mentioned below.
ShadowNinja (CC BY-SA 3.0):
tnt_smoke.png
Wuzzy (CC BY-SA 3.0):
All gunpowder textures except tnt_gunpowder_inventory.png.
sofar (sofar@foo-projects.org) (CC BY-SA 3.0):
tnt_blast.png
paramat (CC BY-SA 3.0)
tnt_tnt_stick.png - Derived from a texture by benrob0329.
TumeniNodes (CC0 1.0)
tnt_explode.ogg
renamed, edited, and converted to .ogg from Explosion2.wav
by steveygos93 (CC0 1.0)
<https://freesound.org/s/80401/>
tnt_ignite.ogg
renamed, edited, and converted to .ogg from sparkler_fuse_nm.wav
by theneedle.tv (CC0 1.0)
<https://freesound.org/s/316682/>
tnt_gunpowder_burning.ogg
renamed, edited, and converted to .ogg from road flare ignite burns.wav
by frankelmedico (CC0 1.0)
<https://freesound.org/s/348767/>
Introduction
------------
This mod adds TNT. TNT is a tool to help the player in mining.
How to use the mod:
Craft gunpowder by placing coal and gravel in the crafting area.
The gunpowder can be used to craft TNT sticks or as a fuse trail for TNT.
To craft 2 TNT sticks:
G_G
GPG
G_G
G = gunpowder
P = paper
The sticks are not usable as an explosive.
Craft TNT from 9 TNT sticks.
There are different ways to ignite TNT:
1. Hit it with a torch.
2. Hit a gunpowder fuse trail that leads to TNT with a torch or
flint-and-steel.
3. Activate it with mesecons (fastest way).
For 1 TNT:
Node destruction radius is 3 nodes.
Player and object damage radius is 6 nodes.

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-- tnt/init.lua
tnt = {}
-- Load support for MT game translation.
local S = minetest.get_translator("tnt")
-- Default to enabled when in singleplayer
local enable_tnt = minetest.settings:get_bool("enable_tnt")
if enable_tnt == nil then
enable_tnt = minetest.is_singleplayer()
end
-- loss probabilities array (one in X will be lost)
local loss_prob = {}
loss_prob["default:cobble"] = 3
loss_prob["default:dirt"] = 4
local tnt_radius = tonumber(minetest.settings:get("tnt_radius") or 3)
-- Fill a list with data for content IDs, after all nodes are registered
local cid_data = {}
minetest.register_on_mods_loaded(function()
for name, def in pairs(minetest.registered_nodes) do
cid_data[minetest.get_content_id(name)] = {
name = name,
drops = def.drops,
flammable = def.groups.flammable,
on_blast = def.on_blast,
}
end
end)
local function rand_pos(center, pos, radius)
local def
local reg_nodes = minetest.registered_nodes
local i = 0
repeat
-- Give up and use the center if this takes too long
if i > 4 then
pos.x, pos.z = center.x, center.z
break
end
pos.x = center.x + math.random(-radius, radius)
pos.z = center.z + math.random(-radius, radius)
def = reg_nodes[minetest.get_node(pos).name]
i = i + 1
until def and not def.walkable
end
local function eject_drops(drops, pos, radius)
local drop_pos = vector.new(pos)
for _, item in pairs(drops) do
local count = math.min(item:get_count(), item:get_stack_max())
while count > 0 do
local take = math.max(1,math.min(radius * radius,
count,
item:get_stack_max()))
rand_pos(pos, drop_pos, radius)
local dropitem = ItemStack(item)
dropitem:set_count(take)
local obj = minetest.add_item(drop_pos, dropitem)
if obj then
obj:get_luaentity().collect = true
obj:set_acceleration({x = 0, y = -10, z = 0})
obj:set_velocity({x = math.random(-3, 3),
y = math.random(0, 10),
z = math.random(-3, 3)})
end
count = count - take
end
end
end
local function add_drop(drops, item)
item = ItemStack(item)
local name = item:get_name()
if loss_prob[name] ~= nil and math.random(1, loss_prob[name]) == 1 then
return
end
local drop = drops[name]
if drop == nil then
drops[name] = item
else
drop:set_count(drop:get_count() + item:get_count())
end
end
local basic_flame_on_construct -- cached value
local function destroy(drops, npos, cid, c_air, c_fire,
on_blast_queue, on_construct_queue,
ignore_protection, ignore_on_blast, owner)
if not ignore_protection and minetest.is_protected(npos, owner) then
return cid
end
local def = cid_data[cid]
if not def then
return c_air
elseif not ignore_on_blast and def.on_blast then
on_blast_queue[#on_blast_queue + 1] = {
pos = vector.new(npos),
on_blast = def.on_blast
}
return cid
elseif def.flammable then
on_construct_queue[#on_construct_queue + 1] = {
fn = basic_flame_on_construct,
pos = vector.new(npos)
}
return c_fire
else
local node_drops = minetest.get_node_drops(def.name, "")
for _, item in pairs(node_drops) do
add_drop(drops, item)
end
return c_air
end
end
local function calc_velocity(pos1, pos2, old_vel, power)
-- Avoid errors caused by a vector of zero length
if vector.equals(pos1, pos2) then
return old_vel
end
local vel = vector.direction(pos1, pos2)
vel = vector.normalize(vel)
vel = vector.multiply(vel, power)
-- Divide by distance
local dist = vector.distance(pos1, pos2)
dist = math.max(dist, 1)
vel = vector.divide(vel, dist)
-- Add old velocity
vel = vector.add(vel, old_vel)
-- randomize it a bit
vel = vector.add(vel, {
x = math.random() - 0.5,
y = math.random() - 0.5,
z = math.random() - 0.5,
})
-- Limit to terminal velocity
dist = vector.length(vel)
if dist > 250 then
vel = vector.divide(vel, dist / 250)
end
return vel
end
local function entity_physics(pos, radius, drops)
local objs = minetest.get_objects_inside_radius(pos, radius)
for _, obj in pairs(objs) do
local obj_pos = obj:get_pos()
if obj_pos then
local dist = math.max(1, vector.distance(pos, obj_pos))
local damage = (4 / dist) * radius
if obj:is_player() then
local dir = vector.normalize(vector.subtract(obj_pos, pos))
local moveoff = vector.multiply(dir, 2 / dist * radius)
obj:add_velocity(moveoff)
obj:set_hp(obj:get_hp() - damage)
else
local luaobj = obj:get_luaentity()
-- object might have disappeared somehow
if luaobj then
local do_damage = true
local do_knockback = true
local entity_drops = {}
local objdef = minetest.registered_entities[luaobj.name]
if objdef and objdef.on_blast then
do_damage, do_knockback, entity_drops = objdef.on_blast(luaobj, damage)
end
if do_knockback then
local obj_vel = obj:get_velocity()
obj:set_velocity(calc_velocity(pos, obj_pos,
obj_vel, radius * 10))
end
if do_damage then
if not obj:get_armor_groups().immortal then
obj:punch(obj, 1.0, {
full_punch_interval = 1.0,
damage_groups = {fleshy = damage},
}, nil)
end
end
for _, item in pairs(entity_drops) do
add_drop(drops, item)
end
end
end
end
end
end
local function add_effects(pos, radius, drops)
minetest.add_particle({
pos = pos,
velocity = vector.new(),
acceleration = vector.new(),
expirationtime = 0.4,
size = radius * 10,
collisiondetection = false,
vertical = false,
texture = "tnt_boom.png",
glow = 15,
})
minetest.add_particlespawner({
amount = 64,
time = 0.5,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x = -10, y = -10, z = -10},
maxvel = {x = 10, y = 10, z = 10},
minacc = vector.new(),
maxacc = vector.new(),
minexptime = 1,
maxexptime = 2.5,
minsize = radius * 3,
maxsize = radius * 5,
texture = "tnt_smoke.png",
})
-- we just dropped some items. Look at the items entities and pick
-- one of them to use as texture
local texture = "tnt_blast.png" --fallback texture
local node
local most = 0
for name, stack in pairs(drops) do
local count = stack:get_count()
if count > most then
most = count
local def = minetest.registered_nodes[name]
if def then
node = { name = name }
if def.tiles and type(def.tiles[1]) == "string" then
texture = def.tiles[1]
end
end
end
end
minetest.add_particlespawner({
amount = 64,
time = 0.1,
minpos = vector.subtract(pos, radius / 2),
maxpos = vector.add(pos, radius / 2),
minvel = {x = -3, y = 0, z = -3},
maxvel = {x = 3, y = 5, z = 3},
minacc = {x = 0, y = -10, z = 0},
maxacc = {x = 0, y = -10, z = 0},
minexptime = 0.8,
maxexptime = 2.0,
minsize = radius * 0.33,
maxsize = radius,
texture = texture,
-- ^ only as fallback for clients without support for `node` parameter
node = node,
collisiondetection = true,
})
end
function tnt.burn(pos, nodename)
local name = nodename or minetest.get_node(pos).name
local def = minetest.registered_nodes[name]
if not def then
return
elseif def.on_ignite then
def.on_ignite(pos)
elseif minetest.get_item_group(name, "tnt") > 0 then
minetest.swap_node(pos, {name = name .. "_burning"})
minetest.sound_play("tnt_ignite", {pos = pos, gain = 1.0}, true)
minetest.get_node_timer(pos):start(1)
end
end
local function tnt_explode(pos, radius, ignore_protection, ignore_on_blast, owner, explode_center)
pos = vector.round(pos)
-- scan for adjacent TNT nodes first, and enlarge the explosion
local vm1 = VoxelManip()
local p1 = vector.subtract(pos, 2)
local p2 = vector.add(pos, 2)
local minp, maxp = vm1:read_from_map(p1, p2)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm1:get_data()
local count = 0
local c_tnt
local c_tnt_burning = minetest.get_content_id("tnt:tnt_burning")
local c_tnt_boom = minetest.get_content_id("tnt:boom")
local c_air = minetest.CONTENT_AIR
local c_ignore = minetest.CONTENT_IGNORE
if enable_tnt then
c_tnt = minetest.get_content_id("tnt:tnt")
else
c_tnt = c_tnt_burning -- tnt is not registered if disabled
end
-- make sure we still have explosion even when centre node isnt tnt related
if explode_center then
count = 1
end
for z = pos.z - 2, pos.z + 2 do
for y = pos.y - 2, pos.y + 2 do
local vi = a:index(pos.x - 2, y, z)
for x = pos.x - 2, pos.x + 2 do
local cid = data[vi]
if cid == c_tnt or cid == c_tnt_boom or cid == c_tnt_burning then
count = count + 1
data[vi] = c_air
end
vi = vi + 1
end
end
end
vm1:set_data(data)
vm1:write_to_map()
-- recalculate new radius
radius = math.floor(radius * math.pow(count, 1/3))
-- perform the explosion
local vm = VoxelManip()
local pr = PseudoRandom(os.time())
p1 = vector.subtract(pos, radius)
p2 = vector.add(pos, radius)
minp, maxp = vm:read_from_map(p1, p2)
a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
data = vm:get_data()
local drops = {}
local on_blast_queue = {}
local on_construct_queue = {}
basic_flame_on_construct = minetest.registered_nodes["fire:basic_flame"].on_construct
-- Used to efficiently remove metadata of nodes that were destroyed.
-- Metadata is probably sparse, so this may save us some work.
local has_meta = {}
for _, p in ipairs(minetest.find_nodes_with_meta(p1, p2)) do
has_meta[a:indexp(p)] = true
end
local c_fire = minetest.get_content_id("fire:basic_flame")
for z = -radius, radius do
for y = -radius, radius do
local vi = a:index(pos.x + (-radius), pos.y + y, pos.z + z)
for x = -radius, radius do
local r = vector.length(vector.new(x, y, z))
if (radius * radius) / (r * r) >= (pr:next(80, 125) / 100) then
local cid = data[vi]
local p = {x = pos.x + x, y = pos.y + y, z = pos.z + z}
if cid ~= c_air and cid ~= c_ignore then
local new_cid = destroy(drops, p, cid, c_air, c_fire,
on_blast_queue, on_construct_queue,
ignore_protection, ignore_on_blast, owner)
if new_cid ~= data[vi] then
data[vi] = new_cid
if has_meta[vi] then
minetest.get_meta(p):from_table(nil)
end
end
end
end
vi = vi + 1
end
end
end
vm:set_data(data)
vm:write_to_map()
vm:update_map()
vm:update_liquids()
-- call check_single_for_falling for everything within 1.5x blast radius
for y = -radius * 1.5, radius * 1.5 do
for z = -radius * 1.5, radius * 1.5 do
for x = -radius * 1.5, radius * 1.5 do
local rad = {x = x, y = y, z = z}
local s = vector.add(pos, rad)
local r = vector.length(rad)
if r / radius < 1.4 then
minetest.check_single_for_falling(s)
end
end
end
end
for _, queued_data in pairs(on_blast_queue) do
local dist = math.max(1, vector.distance(queued_data.pos, pos))
local intensity = (radius * radius) / (dist * dist)
local node_drops = queued_data.on_blast(queued_data.pos, intensity)
if node_drops then
for _, item in pairs(node_drops) do
add_drop(drops, item)
end
end
end
for _, queued_data in pairs(on_construct_queue) do
queued_data.fn(queued_data.pos)
end
minetest.log("action", "TNT owned by " .. owner .. " detonated at " ..
minetest.pos_to_string(pos) .. " with radius " .. radius)
return drops, radius
end
function tnt.boom(pos, def)
def = def or {}
def.radius = def.radius or 1
def.damage_radius = def.damage_radius or def.radius * 2
local meta = minetest.get_meta(pos)
local owner = meta:get_string("owner")
if not def.explode_center and def.ignore_protection ~= true then
minetest.set_node(pos, {name = "tnt:boom"})
end
local sound = def.sound or "tnt_explode"
minetest.sound_play(sound, {pos = pos, gain = 2.5,
max_hear_distance = math.min(def.radius * 20, 128)}, true)
local drops, radius = tnt_explode(pos, def.radius, def.ignore_protection,
def.ignore_on_blast, owner, def.explode_center)
-- append entity drops
local damage_radius = (radius / math.max(1, def.radius)) * def.damage_radius
entity_physics(pos, damage_radius, drops)
if not def.disable_drops then
eject_drops(drops, pos, radius)
end
add_effects(pos, radius, drops)
minetest.log("action", "A TNT explosion occurred at " .. minetest.pos_to_string(pos) ..
" with radius " .. radius)
end
minetest.register_node("tnt:boom", {
drawtype = "airlike",
inventory_image = "tnt_boom.png",
wield_image = "tnt_boom.png",
light_source = default.LIGHT_MAX,
walkable = false,
drop = "",
groups = {dig_immediate = 3, not_in_creative_inventory = 1},
-- unaffected by explosions
on_blast = function() end,
})
minetest.register_node("tnt:gunpowder", {
description = S("Gun Powder"),
drawtype = "raillike",
paramtype = "light",
is_ground_content = false,
sunlight_propagates = true,
walkable = false,
tiles = {
"tnt_gunpowder_straight.png",
"tnt_gunpowder_curved.png",
"tnt_gunpowder_t_junction.png",
"tnt_gunpowder_crossing.png"
},
inventory_image = "tnt_gunpowder_inventory.png",
wield_image = "tnt_gunpowder_inventory.png",
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
groups = {dig_immediate = 2, attached_node = 1, flammable = 5,
connect_to_raillike = minetest.raillike_group("gunpowder")},
sounds = default.node_sound_leaves_defaults(),
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
default.log_player_action(puncher, "ignites tnt:gunpowder at", pos)
end
end,
on_blast = function(pos, intensity)
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
end,
on_burn = function(pos)
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
end,
on_ignite = function(pos, igniter)
minetest.set_node(pos, {name = "tnt:gunpowder_burning"})
end,
})
minetest.register_node("tnt:gunpowder_burning", {
drawtype = "raillike",
paramtype = "light",
sunlight_propagates = true,
walkable = false,
light_source = 5,
tiles = {{
name = "tnt_gunpowder_burning_straight_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
{
name = "tnt_gunpowder_burning_curved_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
{
name = "tnt_gunpowder_burning_t_junction_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
{
name = "tnt_gunpowder_burning_crossing_animated.png",
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
}},
selection_box = {
type = "fixed",
fixed = {-1/2, -1/2, -1/2, 1/2, -1/2+1/16, 1/2},
},
drop = "",
groups = {
dig_immediate = 2,
attached_node = 1,
connect_to_raillike = minetest.raillike_group("gunpowder"),
not_in_creative_inventory = 1
},
sounds = default.node_sound_leaves_defaults(),
on_timer = function(pos, elapsed)
for dx = -1, 1 do
for dz = -1, 1 do
if math.abs(dx) + math.abs(dz) == 1 then
for dy = -1, 1 do
tnt.burn({
x = pos.x + dx,
y = pos.y + dy,
z = pos.z + dz,
})
end
end
end
end
minetest.remove_node(pos)
end,
-- unaffected by explosions
on_blast = function() end,
on_construct = function(pos)
minetest.sound_play("tnt_gunpowder_burning", {pos = pos,
gain = 1.0}, true)
minetest.get_node_timer(pos):start(1)
end,
})
minetest.register_craft({
output = "tnt:gunpowder 5",
type = "shapeless",
recipe = {"default:coal_lump", "default:gravel"}
})
minetest.register_craftitem("tnt:tnt_stick", {
description = S("TNT Stick"),
inventory_image = "tnt_tnt_stick.png",
groups = {flammable = 5},
})
if enable_tnt then
minetest.register_craft({
output = "tnt:tnt_stick 2",
recipe = {
{"tnt:gunpowder", "", "tnt:gunpowder"},
{"tnt:gunpowder", "default:paper", "tnt:gunpowder"},
{"tnt:gunpowder", "", "tnt:gunpowder"},
}
})
minetest.register_craft({
output = "tnt:tnt",
recipe = {
{"tnt:tnt_stick", "tnt:tnt_stick", "tnt:tnt_stick"},
{"tnt:tnt_stick", "tnt:tnt_stick", "tnt:tnt_stick"},
{"tnt:tnt_stick", "tnt:tnt_stick", "tnt:tnt_stick"}
}
})
minetest.register_abm({
label = "TNT ignition",
nodenames = {"group:tnt", "tnt:gunpowder"},
neighbors = {"fire:basic_flame", "default:lava_source", "default:lava_flowing"},
interval = 4,
chance = 1,
action = function(pos, node)
tnt.burn(pos, node.name)
end,
})
end
function tnt.register_tnt(def)
local name
if not def.name:find(':') then
name = "tnt:" .. def.name
else
name = def.name
def.name = def.name:match(":([%w_]+)")
end
if not def.tiles then def.tiles = {} end
local tnt_top = def.tiles.top or def.name .. "_top.png"
local tnt_bottom = def.tiles.bottom or def.name .. "_bottom.png"
local tnt_side = def.tiles.side or def.name .. "_side.png"
local tnt_burning = def.tiles.burning or def.name .. "_top_burning_animated.png"
if not def.damage_radius then def.damage_radius = def.radius * 2 end
if enable_tnt then
minetest.register_node(":" .. name, {
description = def.description,
tiles = {tnt_top, tnt_bottom, tnt_side},
is_ground_content = false,
groups = {dig_immediate = 2, mesecon = 2, tnt = 1, flammable = 5},
sounds = default.node_sound_wood_defaults(),
after_place_node = function(pos, placer)
if placer and placer:is_player() then
local meta = minetest.get_meta(pos)
meta:set_string("owner", placer:get_player_name())
end
end,
on_punch = function(pos, node, puncher)
if puncher:get_wielded_item():get_name() == "default:torch" then
minetest.swap_node(pos, {name = name .. "_burning"})
minetest.registered_nodes[name .. "_burning"].on_construct(pos)
default.log_player_action(puncher, "ignites", node.name, "at", pos)
end
end,
on_blast = function(pos, intensity)
minetest.after(0.1, function()
tnt.boom(pos, def)
end)
end,
mesecons = {effector =
{action_on =
function(pos)
tnt.boom(pos, def)
end
}
},
on_burn = function(pos)
minetest.swap_node(pos, {name = name .. "_burning"})
minetest.registered_nodes[name .. "_burning"].on_construct(pos)
end,
on_ignite = function(pos, igniter)
minetest.swap_node(pos, {name = name .. "_burning"})
minetest.registered_nodes[name .. "_burning"].on_construct(pos)
end,
})
end
minetest.register_node(":" .. name .. "_burning", {
tiles = {
{
name = tnt_burning,
animation = {
type = "vertical_frames",
aspect_w = 16,
aspect_h = 16,
length = 1,
}
},
tnt_bottom, tnt_side
},
light_source = 5,
drop = "",
sounds = default.node_sound_wood_defaults(),
groups = {falling_node = 1, not_in_creative_inventory = 1},
on_timer = function(pos, elapsed)
tnt.boom(pos, def)
end,
-- unaffected by explosions
on_blast = function() end,
on_construct = function(pos)
minetest.sound_play("tnt_ignite", {pos = pos}, true)
minetest.get_node_timer(pos):start(4)
minetest.check_for_falling(pos)
end,
})
end
tnt.register_tnt({
name = "tnt:tnt",
description = S("TNT"),
radius = tnt_radius,
})

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License of source code
----------------------
The MIT License (MIT)
Copyright (C) 2014-2016 PilzAdam
Copyright (C) 2014-2016 ShadowNinja
Copyright (C) 2016 sofar (sofar@foo-projects.org)
Copyright (C) 2014-2016 Various Minetest Game 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
-----------------
Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
Copyright (C) 2014-2016 BlockMen
Copyright (C) 2014-2016 ShadowNinja
Copyright (C) 2015-2016 Wuzzy
Copyright (C) 2016 sofar (sofar@foo-projects.org)
Copyright (C) 2018 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/
====================================================
CC0 1.0 Universal (CC0 1.0) Public Domain Dedication
for audio files (found in sounds folder)
TumeniNodes
steveygos93
theneedle.tv
frankelmedico
No Copyright
The person who associated a work with this deed has dedicated the work to the public domain
by waiving all of his or her rights to the work worldwide under copyright law, including all
related and neighboring rights, to the extent allowed by law.
You can copy, modify, distribute and perform the work, even for commercial purposes, all
without asking permission. See Other Information below.
In no way are the patent or trademark rights of any person affected by CC0, nor are the
rights that other persons may have in the work or in how the work is used, such as publicity
or privacy rights.
Unless expressly stated otherwise, the person who associated a work with this deed makes no
warranties about the work, and disclaims liability for all uses of the work, to the fullest
extent permitted by applicable law.
When using or citing the work, you should not imply endorsement by the author or the affirmer.
This license is acceptable for Free Cultural Works.
For more Information:
https://creativecommons.org/publicdomain/zero/1.0/

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# textdomain: tnt
Gun Powder=
TNT Stick=
TNT=

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# textdomain: tnt
Gun Powder=Schießpulver
TNT Stick=TNT-Stange
TNT=TNT

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# textdomain: tnt
Gun Powder=Pulvo
TNT Stick=Dinamita bastono
TNT=Dinamito

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# textdomain: tnt
Gun Powder=Pólvora
TNT Stick=Cartucho de TNT
TNT=TNT

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# textdomain: tnt
Gun Powder=Poudre à canon
TNT Stick=Bâton de TNT
TNT=TNT

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# textdomain: tnt
Gun Powder=Bubuk Mesiu
TNT Stick=Tongkat TNT
TNT=TNT

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# textdomain: tnt
Gun Powder=Polvere da sparo
TNT Stick=Candelotto di TNT
TNT=TNT

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# textdomain: tnt
Gun Powder=火薬
TNT Stick=ダイナマイト
TNT=TNT

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# textdomain: tnt
Gun Powder=lo tercelpu'o
TNT Stick=lo granrti'enti
TNT=lo bamrti'enti

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# textdomain: tnt
Gun Powder=Šaujampulveris
TNT Stick=Dinamīta kociņš
TNT=Dinamīts

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# textdomain: tnt
Gun Powder=Serbuk Letupan
TNT Stick=Batang TNT
TNT=TNT

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# textdomain: tnt
Gun Powder=Proch strzelniczy
TNT Stick=Dynamit
TNT=TNT

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# textdomain: tnt
Gun Powder=Pólvora
TNT Stick=Banana de Dinamite
TNT=Dinamite

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# textdomain: tnt
Gun Powder=Порох
TNT Stick=Динамитная шашка
TNT=Динамит

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# textdomain: tnt
Gun Powder=Pušný prach
TNT Stick=Časť TNT
TNT=TNT

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# textdomain: tnt
Gun Powder=Krut
TNT Stick=Dynamitpinne
TNT=Dynamit

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# textdomain: tnt
Gun Powder=Порох
TNT Stick=Тротилова шашка
TNT=Тротил

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# textdomain: tnt
Gun Powder=火药粉
TNT Stick=三硝基甲苯棒
TNT=三硝基甲苯

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# textdomain: tnt
Gun Powder=火藥粉
TNT Stick=炸藥棒
TNT=炸藥包

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

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