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with 18278 additions and 1959 deletions
local S = homedecor.gettext
local S = homedecor_i18n.gettext
local default_can_dig = function(pos,player)
local meta = minetest.get_meta(pos)
......@@ -84,17 +85,17 @@ function homedecor.handle_inventory(name, def, original_def)
def.can_dig = def.can_dig or default_can_dig
def.on_metadata_inventory_move = def.on_metadata_inventory_move or function(pos, from_list, from_index, to_list, to_index, count, player)
minetest.log("action", S("%s moves stuff in %s at %s"):format(
minetest.log("action", S("@1 moves stuff in @2 at @3",
player:get_player_name(), name, minetest.pos_to_string(pos)
))
end
def.on_metadata_inventory_put = def.on_metadata_inventory_put or function(pos, listname, index, stack, player)
minetest.log("action", S("%s moves %s to %s at %s"):format(
minetest.log("action", S("@1 moves @2 to @3 at @4",
player:get_player_name(), stack:get_name(), name, minetest.pos_to_string(pos)
))
end
def.on_metadata_inventory_take = def.on_metadata_inventory_take or function(pos, listname, index, stack, player)
minetest.log("action", S("%s takes %s from %s at %s"):format(
minetest.log("action", S("@1 takes @2 from @3 at @4",
player:get_player_name(), stack:get_name(), name, minetest.pos_to_string(pos)
))
end
......@@ -107,7 +108,7 @@ function homedecor.handle_inventory(name, def, original_def)
local owner = placer:get_player_name() or ""
meta:set_string("owner", owner)
meta:set_string("infotext", S("%s (owned by %s)"):format(def.infotext or def.description, owner))
meta:set_string("infotext", S("@1 (owned by @2)", def.infotext or def.description, owner))
return after_place_node and after_place_node(pos, placer)
end
......@@ -117,15 +118,17 @@ function homedecor.handle_inventory(name, def, original_def)
local owner = meta:get_string("owner")
local playername = player:get_player_name()
if (playername ~= owner) then
minetest.log("action", string.format("%s tried to access a %s belonging to %s at %s",
playername, name, owner, minetest.pos_to_string(pos)
))
return 0
if playername == owner or
minetest.check_player_privs(playername, "protection_bypass") then
return allow_move and
allow_move(pos, from_list, from_index, to_list, to_index, count, player) or
count
end
return allow_move and allow_move(pos, from_list, from_index, to_list, to_index, count, player)
or count
minetest.log("action", S("@1 tried to access a @2 belonging to @3 at @4",
playername, name, owner, minetest.pos_to_string(pos)
))
return 0
end
local allow_put = def.allow_metadata_inventory_put
......@@ -134,14 +137,16 @@ function homedecor.handle_inventory(name, def, original_def)
local owner = meta:get_string("owner")
local playername = player:get_player_name()
if (playername ~= owner) then
minetest.log("action", string.format("%s tried to access a %s belonging to %s at %s",
playername, name, owner, minetest.pos_to_string(pos)
))
return 0
if playername == owner or
minetest.check_player_privs(playername, "protection_bypass") then
return allow_put and allow_put(pos, listname, index, stack, player) or
stack:get_count()
end
return allow_put and allow_put(pos, listname, index, stack, player)
or stack:get_count()
minetest.log("action", S("@1 tried to access a @2 belonging to @3 at @4",
playername, name, owner, minetest.pos_to_string(pos)
))
return 0
end
local allow_take = def.allow_metadata_inventory_take
......@@ -150,21 +155,23 @@ function homedecor.handle_inventory(name, def, original_def)
local owner = meta:get_string("owner")
local playername = player:get_player_name()
if (playername ~= owner) then
minetest.log("action", string.format("%s tried to access a %s belonging to %s at %s",
playername, name, owner, minetest.pos_to_string(pos)
))
return 0
if playername == owner or
minetest.check_player_privs(playername, "protection_bypass") then
return allow_take and allow_take(pos, listname, index, stack, player) or
stack:get_count()
end
return allow_take and allow_take(pos, listname, index, stack, player)
or stack:get_count()
minetest.log("action", S("@1 tried to access a @2 belonging to @3 at @4",
playername, name, owner, minetest.pos_to_string(pos)
))
return 0
end
end
local lockable = inventory.lockable
if lockable then
local locked_def = table.copy(original_def)
locked_def.description = S("Locked %s"):format(def.description or name)
locked_def.description = S("@1 (Locked)", def.description or name)
local locked_inventory = locked_def.inventory
locked_inventory.locked = true
......
......@@ -75,6 +75,3 @@ mt.__index = function(table, key)
error("unexpected datatype " .. tostring(type(ref)) .. " while looking for " .. key)
end
setmetatable(homedecor.nodebox, mt)
homedecor = homedecor or {}
local S = homedecor.gettext
local placeholder_node = "homedecor:expansion_placeholder"
--wrapper around minetest.register_node that sets sane defaults and interprets some specialized settings
......
-- this code has it's origin at https://github.com/minetest-mods/xdecor
-- and it's slightly modified to work properbly with homedecor
local function top_face(pointed_thing)
-- if not pointed_thing then return end
-- return pointed_thing.above.y > pointed_thing.under.y
end
function homedecor.sit(pos, node, clicker, pointed_thing)
--if not top_face(pointed_thing) then return end
local player_name = clicker:get_player_name()
local objs = minetest.get_objects_inside_radius(pos, 0.1)
local vel = clicker:get_player_velocity()
local ctrl = clicker:get_player_control()
for _, obj in pairs(objs) do
if obj:is_player() and obj:get_player_name() ~= player_name then
return
end
end
if default.player_attached[player_name] then
pos.y = pos.y - 0.5
clicker:setpos(pos)
clicker:set_eye_offset({x=0, y=0, z=0}, {x=0, y=0, z=0})
clicker:set_physics_override(1, 1, 1)
default.player_attached[player_name] = false
default.player_set_animation(clicker, "stand", 30)
elseif not default.player_attached[player_name] and node.param2 <= 3 and
not ctrl.sneak and vector.equals(vel, {x=0,y=0,z=0}) then
clicker:set_eye_offset({x=0, y=-7, z=2}, {x=0, y=0, z=0})
clicker:set_physics_override(0, 0, 0)
clicker:setpos(pos)
default.player_attached[player_name] = true
default.player_set_animation(clicker, "sit", 30)
if node.param2 == 0 then clicker:set_look_yaw(3.15)
elseif node.param2 == 1 then clicker:set_look_yaw(7.9)
elseif node.param2 == 2 then clicker:set_look_yaw(6.28)
elseif node.param2 == 3 then clicker:set_look_yaw(4.75) end
end
end
function homedecor.sit_dig(pos, player)
local pname = player:get_player_name()
local objs = minetest.get_objects_inside_radius(pos, 0.1)
for _, p in pairs(objs) do
if not player or not player:is_player() or p:get_player_name() or
default.player_attached[pname] then
return false
end
end
function homedecor.sit(pos, node, clicker)
return -- delete it when the engine is stabler for the player's physics
--[[
local meta = minetest.get_meta(pos)
local param2 = node.param2
local name = clicker:get_player_name()
if name == meta:get_string("is_sit") then
meta:set_string("is_sit", "")
pos.y = pos.y-0.5
<<<<<<< HEAD
return true
=======
--]]
end
......@@ -25,8 +25,8 @@ function homedecor.start_particle_spawner(pos, node, particledef, soundname)
if id ~= 0 then
if s_handle then
minetest.after(0, function(s_handle)
minetest.sound_stop(s_handle)
minetest.after(0, function(handle)
minetest.sound_stop(handle)
end, s_handle)
end
minetest.delete_particlespawner(id)
......@@ -104,12 +104,11 @@ function homedecor.stop_particle_spawner(pos)
end
if s_handle then
minetest.after(0, function(s_handle)
minetest.sound_stop(s_handle)
minetest.after(0, function(handle)
minetest.sound_stop(handle)
end, s_handle)
end
this_spawner_meta:set_int("active", nil)
this_spawner_meta:set_int("sound", nil)
end
......@@ -10,15 +10,13 @@
local modpath = minetest.get_modpath("homedecor")
minetest.get_modpath("darkage")
local S = homedecor_i18n.gettext
homedecor = {
modpath = modpath,
-- Boilerplate to support localized strings if intllib mod is installed.
gettext = rawget(_G, "intllib") and intllib.Getter() or function(s) return s end,
-- infinite stacks
expect_infinite_stacks = minetest.setting_getbool("creative_mode") and not minetest.get_modpath("unified_inventory")
expect_infinite_stacks = minetest.settings:get_bool("creative_mode") and not minetest.get_modpath("unified_inventory")
}
-- Determine if the item being pointed at is the underside of a node (e.g a ceiling)
......@@ -34,9 +32,6 @@ function homedecor.find_ceiling(itemstack, placer, pointed_thing)
itemstack, pointed_thing)
return
end
local pitch = placer:get_look_pitch()
local fdir = core.dir_to_facedir(placer:get_look_dir())
local wield_name = itemstack:get_name()
local above = pointed_thing.above
local under = pointed_thing.under
......@@ -52,7 +47,6 @@ function homedecor.find_ceiling(itemstack, placer, pointed_thing)
if undef and undef.buildable_to then
pos = pointed_thing.under
node = unode
iswall = false
end
if core.is_protected(pos, placer:get_player_name()) then
......@@ -70,18 +64,15 @@ end
screwdriver = screwdriver or {}
homedecor.plain_wood = "homedecor_generic_wood_plain.png^"..
"(homedecor_generic_wood_boards_overlay.png^[colorize:#a7682020:100)"
homedecor.mahogany_wood = "(homedecor_generic_wood_plain.png^[colorize:#401010:125)^"..
"(homedecor_generic_wood_boards_overlay.png^[colorize:#66493880:200)"
homedecor.white_wood = "(homedecor_generic_wood_plain.png^[colorize:#e0f0ff:200)^"..
"(homedecor_generic_wood_boards_overlay.png^[colorize:#ffffff:200)"
homedecor.dark_wood = "(homedecor_generic_wood_plain.png^[colorize:#140900:200)^"..
"(homedecor_generic_wood_boards_overlay.png^[colorize:#21110180:180)"
homedecor.plain_wood = { name = "homedecor_generic_wood_plain.png", color = 0xffa76820 }
homedecor.mahogany_wood = { name = "homedecor_generic_wood_plain.png", color = 0xff7d2506 }
homedecor.white_wood = "homedecor_generic_wood_plain.png"
homedecor.dark_wood = { name = "homedecor_generic_wood_plain.png", color = 0xff39240f }
homedecor.lux_wood = { name = "homedecor_generic_wood_luxury.png", color = 0xff643f23 }
homedecor.color_black = 0xff303030
homedecor.color_dark_grey = 0xff606060
homedecor.color_med_grey = 0xffa0a0a0
-- load different handler subsystems
dofile(modpath.."/handlers/init.lua")
......@@ -133,4 +124,4 @@ dofile(modpath.."/trash_cans.lua")
dofile(modpath.."/crafts.lua")
print("[HomeDecor] " .. homedecor.gettext("Loaded!"))
print("[HomeDecor] " .. S("Loaded!"))
-- This file supplies refrigerators
local S = homedecor.gettext
local S = homedecor_i18n.gettext
local function N_(x) return x end
-- steel-textured fridge
homedecor.register("refrigerator_steel", {
......@@ -112,7 +114,7 @@ homedecor.register("coffee_maker", {
"homedecor_coffeemaker_cup.png",
"homedecor_coffeemaker_case.png",
},
description = "Coffee Maker",
description = S("Coffee Maker"),
inventory_image = "homedecor_coffeemaker_inv.png",
walkable = false,
groups = {snappy=3},
......@@ -159,7 +161,7 @@ minetest.register_abm({
})
homedecor.register("toaster", {
description = "Toaster",
description = S("Toaster"),
tiles = { "homedecor_toaster_sides.png" },
inventory_image = "homedecor_toaster_inv.png",
walkable = false,
......@@ -211,7 +213,7 @@ homedecor.register("toaster_loaf", {
homedecor.register("dishwasher", {
description = "Dishwasher",
description = S("Dishwasher"),
drawtype = "nodebox",
tiles = {
"homedecor_dishwasher_top.png",
......@@ -235,11 +237,11 @@ homedecor.register("dishwasher", {
groups = { snappy = 3 },
})
local materials = {"granite", "marble", "steel", "wood"}
local materials = { N_("granite"), N_("marble"), N_("steel"), N_("wood") }
for _, m in ipairs(materials) do
homedecor.register("dishwasher_"..m, {
description = "Dishwasher ("..m..")",
description = S("Dishwasher (@1)", S(m)),
tiles = {
"homedecor_kitchen_cabinet_top_"..m..".png",
"homedecor_dishwasher_bottom.png",
......
-- This file supplies Kitchen cabinets and kitchen sink
local S = homedecor.gettext
local S = homedecor_i18n.gettext
local counter_materials = { "", "granite", "marble", "steel" }
local cabinet_sides = "(default_wood.png^[transformR90)^homedecor_kitchen_cabinet_bevel.png"
local cabinet_bottom = "(default_wood.png^[colorize:#000000:100)^(homedecor_kitchen_cabinet_bevel.png^[colorize:#46321580)"
local function N_(x) return x end
local counter_materials = { "", N_("granite"), N_("marble"), N_("steel") }
for _, mat in ipairs(counter_materials) do
local desc = S("Kitchen Cabinet")
local material = ""
if mat ~= "" then
desc = S("Kitchen Cabinet ("..mat.." top)")
desc = S("Kitchen Cabinet (@1 top)", S(mat))
material = "_"..mat
end
......@@ -93,7 +96,7 @@ local cp_cbox = {
}
homedecor.register("copper_pans", {
description = "Copper pans",
description = S("Copper pans"),
mesh = "homedecor_copper_pans.obj",
tiles = { "homedecor_polished_copper.png" },
inventory_image = "homedecor_copper_pans_inv.png",
......@@ -112,7 +115,7 @@ homedecor.register("kitchen_faucet", {
mesh = "homedecor_kitchen_faucet.obj",
tiles = { "homedecor_generic_metal_bright.png" },
inventory_image = "homedecor_kitchen_faucet_inv.png",
description = "Kitchen Faucet",
description = S("Kitchen Faucet"),
groups = {snappy=3},
selection_box = kf_cbox,
walkable = false,
......@@ -121,7 +124,8 @@ homedecor.register("kitchen_faucet", {
local below = minetest.get_node_or_nil({x=pos.x, y=pos.y-1, z=pos.z})
if below and
below.name == "homedecor:sink" or
below.name == "homedecor:kitchen_cabinet_with_sink" then
below.name == "homedecor:kitchen_cabinet_with_sink" or
below.name == "homedecor:kitchen_cabinet_with_sink_locked" then
local particledef = {
outlet = { x = 0, y = -0.19, z = 0.13 },
velocity_x = { min = -0.05, max = 0.05 },
......@@ -143,7 +147,7 @@ homedecor.register("paper_towel", {
"default_wood.png"
},
inventory_image = "homedecor_paper_towel_inv.png",
description = "Paper towels",
description = S("Paper towels"),
groups = { snappy=3 },
walkable = false,
selection_box = {
......
......@@ -52,7 +52,7 @@ homedecor.register("ironing_board", {
mesh = "homedecor_ironing_board.obj",
tiles = {
"wool_grey.png",
"homedecor_generic_metal_black.png^[brighten"
{ name = "homedecor_generic_metal.png", color = homedecor.color_med_grey },
},
expand = {right = "placeholder"},
groups = { snappy = 3 },
......
-- This file supplies glowlights
local dirs1 = { 20, 23, 22, 21 }
local dirs2 = { 9, 18, 7, 12 }
local S = homedecor.gettext
local colors = {"yellow","white"}
for i in ipairs(colors) do
local color = colors[i]
minetest.register_abm({
nodenames = { "homedecor:glowlight_thin_"..color },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.set_node(pos, {name = "homedecor:glowlight_quarter_"..color, param2 = 20})
end,
})
minetest.register_abm({
nodenames = { "homedecor:glowlight_thick_"..color },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.set_node(pos, {name = "homedecor:glowlight_half_"..color, param2 = 20})
end,
})
minetest.register_abm({
nodenames = { "homedecor:glowlight_thin_"..color.."_wall" },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local fdir = node.param2 or 0
local nfdir = dirs2[fdir+1]
minetest.set_node(pos, {name = "homedecor:glowlight_quarter_"..color, param2 = nfdir})
end,
})
minetest.register_abm({
nodenames = { "homedecor:glowlight_thick_"..color.."_wall" },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
local fdir = node.param2 or 0
local nfdir = dirs2[fdir+1]
minetest.set_node(pos, {name = "homedecor:glowlight_half_"..color, param2 = nfdir})
end,
})
minetest.register_abm({
nodenames = { "homedecor:glowlight_small_cube_"..color.."_ceiling" },
interval = 1,
chance = 1,
action = function(pos, node, active_object_count, active_object_count_wider)
minetest.set_node(pos, {name = "homedecor:glowlight_small_cube_"..color, param2 = 20})
end,
})
local S = homedecor_i18n.gettext
local glowlight_nodebox = {
half = homedecor.nodebox.slab_y(1/2),
......@@ -68,69 +11,132 @@ local glowlight_nodebox = {
},
}
homedecor.register("glowlight_half_"..color, {
description = S("Thick Glowlight ("..color..")"),
minetest.register_node("homedecor:glowlight_half", {
description = S("Thick Glowlight"),
tiles = {
"homedecor_glowlight_"..color.."_top.png",
"homedecor_glowlight_"..color.."_bottom.png",
"homedecor_glowlight_thick_"..color.."_sides.png",
"homedecor_glowlight_thick_"..color.."_sides.png",
"homedecor_glowlight_thick_"..color.."_sides.png",
"homedecor_glowlight_thick_"..color.."_sides.png"
"homedecor_glowlight_top.png",
"homedecor_glowlight_bottom.png",
"homedecor_glowlight_thick_sides.png",
"homedecor_glowlight_thick_sides.png",
"homedecor_glowlight_thick_sides.png",
"homedecor_glowlight_thick_sides.png"
},
overlay_tiles = {
{ name = "homedecor_glowlight_top_overlay.png", color = "white"},
"",
{ name = "homedecor_glowlight_thick_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_thick_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_thick_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_thick_sides_overlay.png", color = "white"},
},
use_texture_alpha = true,
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "colorwallmounted",
palette = "unifieddyes_palette_colorwallmounted.png",
selection_box = {
type = "wallmounted",
wall_top = { -0.5, 0, -0.5, 0.5, 0.5, 0.5 },
wall_bottom = { -0.5, -0.5, -0.5, 0.5, 0, 0.5 },
wall_side = { -0.5, -0.5, -0.5, 0, 0.5, 0.5 }
},
selection_box = glowlight_nodebox.half,
node_box = glowlight_nodebox.half,
groups = { snappy = 3 },
groups = { snappy = 3, ud_param2_colorable = 1 },
light_source = default.LIGHT_MAX,
sounds = default.node_sound_glass_defaults(),
on_place = minetest.rotate_node
after_place_node = function(pos, placer, itemstack, pointed_thing)
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
end,
after_dig_node = unifieddyes.after_dig_node
})
homedecor.register("glowlight_quarter_"..color, {
description = S("Thin Glowlight ("..color..")"),
minetest.register_node("homedecor:glowlight_quarter", {
description = S("Thin Glowlight"),
tiles = {
"homedecor_glowlight_"..color.."_top.png",
"homedecor_glowlight_"..color.."_bottom.png",
"homedecor_glowlight_thin_"..color.."_sides.png",
"homedecor_glowlight_thin_"..color.."_sides.png",
"homedecor_glowlight_thin_"..color.."_sides.png",
"homedecor_glowlight_thin_"..color.."_sides.png"
"homedecor_glowlight_top.png",
"homedecor_glowlight_bottom.png",
"homedecor_glowlight_thin_sides.png",
"homedecor_glowlight_thin_sides.png",
"homedecor_glowlight_thin_sides.png",
"homedecor_glowlight_thin_sides.png"
},
overlay_tiles = {
{ name = "homedecor_glowlight_top_overlay.png", color = "white"},
"",
{ name = "homedecor_glowlight_thin_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_thin_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_thin_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_thin_sides_overlay.png", color = "white"},
},
use_texture_alpha = true,
drawtype = "nodebox",
paramtype = "light",
paramtype2 = "colorwallmounted",
palette = "unifieddyes_palette_colorwallmounted.png",
selection_box = {
type = "wallmounted",
wall_top = { -0.5, 0.25, -0.5, 0.5, 0.5, 0.5 },
wall_bottom = { -0.5, -0.5, -0.5, 0.5, -0.25, 0.5 },
wall_side = { -0.5, -0.5, -0.5, -0.25, 0.5, 0.5 }
},
selection_box = glowlight_nodebox.quarter,
node_box = glowlight_nodebox.quarter,
groups = { snappy = 3 },
groups = { snappy = 3, ud_param2_colorable = 1 },
light_source = default.LIGHT_MAX-1,
sounds = default.node_sound_glass_defaults(),
on_place = minetest.rotate_node
after_place_node = function(pos, placer, itemstack, pointed_thing)
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
end,
after_dig_node = unifieddyes.after_dig_node
})
-- Glowlight "cubes"
homedecor.register("glowlight_small_cube_"..color, {
description = S("Small Glowlight Cube ("..color..")"),
minetest.register_node("homedecor:glowlight_small_cube", {
description = S("Small Glowlight Cube"),
tiles = {
"homedecor_glowlight_cube_"..color.."_tb.png",
"homedecor_glowlight_cube_"..color.."_tb.png",
"homedecor_glowlight_cube_"..color.."_sides.png",
"homedecor_glowlight_cube_"..color.."_sides.png",
"homedecor_glowlight_cube_"..color.."_sides.png",
"homedecor_glowlight_cube_"..color.."_sides.png"
"homedecor_glowlight_cube_tb.png",
"homedecor_glowlight_cube_tb.png",
"homedecor_glowlight_cube_sides.png",
"homedecor_glowlight_cube_sides.png",
"homedecor_glowlight_cube_sides.png",
"homedecor_glowlight_cube_sides.png"
},
overlay_tiles = {
{ name = "homedecor_glowlight_cube_tb_overlay.png", color = "white"},
{ name = "homedecor_glowlight_cube_tb_overlay.png", color = "white"},
{ name = "homedecor_glowlight_cube_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_cube_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_cube_sides_overlay.png", color = "white"},
{ name = "homedecor_glowlight_cube_sides_overlay.png", color = "white"},
},
use_texture_alpha = true,
paramtype = "light",
paramtype2 = "colorwallmounted",
drawtype = "nodebox",
palette = "unifieddyes_palette_colorwallmounted.png",
selection_box = {
type = "wallmounted",
wall_top = { -0.25, 0, -0.25, 0.25, 0.5, 0.25 },
wall_bottom = { -0.25, -0.5, -0.25, 0.25, 0, 0.25 },
wall_side = { -0.5, -0.25, -0.25, 0, 0.25, 0.25 }
},
selection_box = glowlight_nodebox.small_cube,
node_box = glowlight_nodebox.small_cube,
groups = { snappy = 3 },
groups = { snappy = 3, ud_param2_colorable = 1 },
light_source = default.LIGHT_MAX-1,
sounds = default.node_sound_glass_defaults(),
on_place = minetest.rotate_node
after_place_node = function(pos, placer, itemstack, pointed_thing)
unifieddyes.fix_rotation(pos, placer, itemstack, pointed_thing)
unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
end,
after_dig_node = unifieddyes.after_dig_node
})
end
homedecor.register("plasma_lamp", {
description = "Plasma Lamp",
drawtype = "glasslike_framed",
tiles = {"default_gold_block.png","homedecor_glass_face_clean.png"},
special_tiles = {
description = S("Plasma Lamp"),
drawtype = "mesh",
mesh = "plasma_lamp.obj",
tiles = {
"default_gold_block.png",
{
name="homedecor_plasma_storm.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0},
......@@ -141,16 +147,13 @@ homedecor.register("plasma_lamp", {
sunlight_propagates = true,
groups = {cracky=3,oddly_breakable_by_hand=3},
sounds = default.node_sound_glass_defaults(),
after_place_node = function(pos, placer, itemstack, pointed_thing)
minetest.swap_node(pos, {name = "homedecor:plasma_lamp", param2 = 255})
end
})
homedecor.register("plasma_ball", {
description = "Plasma Ball",
description = S("Plasma Ball"),
mesh = "homedecor_plasma_ball.obj",
tiles = {
"homedecor_generic_plastic_black.png",
{ name = "homedecor_generic_plastic.png", color = homedecor.color_black },
{
name = "homedecor_plasma_ball_streamers.png",
animation={type="vertical_frames", aspect_w=16, aspect_h=16, length=2.0},
......@@ -158,7 +161,7 @@ homedecor.register("plasma_ball", {
"homedecor_plasma_ball_glass.png"
},
inventory_image = "homedecor_plasma_ball_inv.png",
selection_box = {
selection_box = {
type = "fixed",
fixed = { -0.1875, -0.5, -0.1875, 0.1875, 0, 0.1875 }
},
......@@ -280,10 +283,10 @@ homedecor.register("oil_lamp", {
mesh = "homedecor_oil_lamp.obj",
tiles = {
"homedecor_generic_metal_brass.png",
"homedecor_generic_metal_black.png",
"homedecor_generic_metal_black.png^[colorize:#ff0000:160",
{ name = "homedecor_generic_metal.png", color = homedecor.color_black },
{ name = "homedecor_generic_metal.png", color = 0xffa00000 },
"homedecor_oil_lamp_wick.png",
"homedecor_generic_metal_black.png^[colorize:#ff0000:150",
{ name = "homedecor_generic_metal.png", color = 0xffa00000 },
"homedecor_oil_lamp_glass.png",
},
use_texture_alpha = true,
......@@ -356,8 +359,8 @@ homedecor.register("ceiling_lantern", {
tiles = { "homedecor_light.png", "homedecor_generic_metal_wrought_iron.png" },
use_texture_alpha = true,
inventory_image = "homedecor_ceiling_lantern_inv.png",
description = "Ceiling Lantern",
groups = {snappy=3},
description = S("Ceiling Lantern"),
groups = {snappy=3},
light_source = 11,
selection_box = cl_cbox,
walkable = false
......@@ -392,17 +395,31 @@ homedecor.register("lattice_lantern_small", {
on_place = minetest.rotate_node
})
local repl = { off="low", low="med", med="hi", hi="max", max="off", }
local brightness_tab = {
0xffd0d0d0,
0xffd8d8d8,
0xffe0e0e0,
0xffe8e8e8,
0xffffffff,
}
-- table lamps and standing lamps
local brights_tab = { 0, 50, 100, 150, 200 }
local repl = {
["off"] ="low",
["low"] ="med",
["med"] ="hi",
["hi"] ="max",
["max"] ="off",
}
local lamp_colors = {
{"white", "#ffffffe0:175"},
{"blue", "#2626c6e0:200"},
{"green", "#27a927e0:200"},
{"pink", "#ff8fb7e0:200"},
{"red", "#ad2323e0:200"},
{"violet", "#7f29d7e0:200"}
"white",
"blue",
"green",
"pink",
"red",
"violet",
}
local tlamp_cbox = {
......@@ -415,111 +432,116 @@ local slamp_cbox = {
fixed = { -0.25, -0.5, -0.25, 0.25, 1.5, 0.25 }
}
local function reg_lamp(suffix, nxt, tilesuffix, light, color)
local lampcolor = "_"..color[1]
local colordesc = " ("..color[1]..")"
local woolcolor = color[1]
local invcolor = color[2]
local wool_brighten = (light or 0) * 7
local bulb_brighten = (light or 0) * 14
if color == "" then
lampcolor = ""
colordesc = " (white)"
woolcolor = "white"
end
local function reg_lamp(suffix, nxt, light, brightness)
local wool_brighten = (light or 0) * 15
homedecor.register("table_lamp"..lampcolor.."_"..suffix, {
description = S("Table Lamp "..colordesc),
homedecor.register("table_lamp_"..suffix, {
description = S("Table Lamp"),
mesh = "homedecor_table_lamp.obj",
tiles = {
"wool_"..woolcolor..".png^[colorize:#ffffff:"..wool_brighten,
"homedecor_table_standing_lamp_lightbulb.png^[colorize:#ffffff:"..bulb_brighten,
"homedecor_generic_wood_red.png",
"homedecor_generic_metal_black.png^[brighten",
"wool_grey.png^[colorize:#ffffff:"..wool_brighten,
{ name = "homedecor_table_standing_lamp_lightbulb.png", color = brightness_tab[brightness] },
{ name = "homedecor_generic_wood_red.png", color = 0xffffffff },
{ name = "homedecor_generic_metal.png", color = homedecor.color_black },
},
inventory_image = "homedecor_table_lamp_foot_inv.png^(homedecor_table_lamp_top_inv.png^[colorize:"..invcolor..")",
inventory_image = "homedecor_table_lamp_foot_inv.png^homedecor_table_lamp_top_inv.png",
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
place_param2 = 240,
walkable = false,
light_source = light,
selection_box = tlamp_cbox,
sounds = default.node_sound_wood_defaults(),
groups = {cracky=2,oddly_breakable_by_hand=1,
groups = {cracky=2,oddly_breakable_by_hand=1, ud_param2_colorable = 1,
not_in_creative_inventory=((light ~= nil) and 1) or nil,
},
drop = "homedecor:table_lamp"..lampcolor.."_off",
on_punch = function(pos, node, puncher)
node.name = "homedecor:table_lamp"..lampcolor.."_"..repl[suffix]
drop = "homedecor:table_lamp_off",
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
node.name = "homedecor:table_lamp_"..repl[suffix]
minetest.set_node(pos, node)
end,
on_construct = unifieddyes.on_construct,
after_place_node = unifieddyes.recolor_on_place,
after_dig_node = unifieddyes.after_dig_node
})
-- standing lamps
homedecor.register("standing_lamp"..lampcolor.."_"..suffix, {
description = S("Standing Lamp"..colordesc),
homedecor.register("standing_lamp_"..suffix, {
description = S("Standing Lamp"),
mesh = "homedecor_standing_lamp.obj",
tiles = {
"wool_"..woolcolor..".png^[colorize:#ffffff:"..wool_brighten,
"homedecor_table_standing_lamp_lightbulb.png^[colorize:#ffffff:"..bulb_brighten,
"homedecor_generic_wood_red.png",
"homedecor_generic_metal_black.png^[brighten",
"wool_grey.png^[colorize:#ffffff:"..wool_brighten,
{ name = "homedecor_table_standing_lamp_lightbulb.png", color = brightness_tab[brightness] },
{ name = "homedecor_generic_wood_red.png", color = 0xffffffff },
{ name = "homedecor_generic_metal.png", color = homedecor.color_black },
},
inventory_image = "homedecor_standing_lamp_foot_inv.png^(homedecor_standing_lamp_top_inv.png^[colorize:"..invcolor..")",
inventory_image = "homedecor_standing_lamp_foot_inv.png^homedecor_standing_lamp_top_inv.png",
paramtype = "light",
paramtype2 = "color",
palette = "unifieddyes_palette_extended.png",
place_param2 = 240,
walkable = false,
light_source = light,
groups = {cracky=2,oddly_breakable_by_hand=1,
groups = {cracky=2,oddly_breakable_by_hand=1, ud_param2_colorable = 1,
not_in_creative_inventory=((light ~= nil) and 1) or nil,
},
selection_box = slamp_cbox,
sounds = default.node_sound_wood_defaults(),
on_rotate = screwdriver.rotate_simple,
on_punch = function(pos, node, puncher)
node.name = "homedecor:standing_lamp"..lampcolor.."_"..repl[suffix]
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
node.name = "homedecor:standing_lamp_"..repl[suffix]
minetest.set_node(pos, node)
end,
expand = { top="placeholder" },
on_construct = unifieddyes.on_construct,
after_place_node = unifieddyes.recolor_on_place,
after_dig_node = unifieddyes.after_dig_node,
expand = { top="air" },
})
minetest.register_alias("homedecor:standing_lamp_bottom"..lampcolor.."_"..suffix, "homedecor:standing_lamp"..lampcolor.."_"..suffix)
minetest.register_alias("homedecor:standing_lamp_top"..lampcolor.."_"..suffix, "air")
-- for old maps that had the original 3dforniture mod
if lampcolor == "" then
minetest.register_alias("3dforniture:table_lamp_"..suffix, "homedecor:table_lamp_"..suffix)
end
minetest.register_alias("3dforniture:table_lamp_"..suffix, "homedecor:table_lamp_"..suffix)
end
for _, color in ipairs(lamp_colors) do
reg_lamp("off", "low", "", nil, color )
reg_lamp("low", "med", "l", 3, color )
reg_lamp("med", "hi", "m", 7, color )
reg_lamp("hi", "max", "h", 11, color )
reg_lamp("max", "off", "x", 14, color )
end
reg_lamp("off", "low", nil, 1 )
reg_lamp("low", "med", 3, 2 )
reg_lamp("med", "hi", 7, 3 )
reg_lamp("hi", "max", 11, 4 )
reg_lamp("max", "off", 14, 5 )
-- "gooseneck" style desk lamps
local dlamp_cbox = {
type = "fixed",
fixed = { -0.2, -0.5, -0.15, 0.32, 0.12, 0.15 },
type = "wallmounted",
wall_side = { -0.2, -0.5, -0.15, 0.32, 0.12, 0.15 },
}
local dlamp_colors = { "red","blue","green","violet" }
homedecor.register("desk_lamp", {
description = S("Desk Lamp"),
mesh = "homedecor_desk_lamp.obj",
tiles = {
"homedecor_generic_metal.png",
"homedecor_generic_metal.png",
{ name = "homedecor_generic_metal.png", color = homedecor.color_med_grey },
{ name = "homedecor_table_standing_lamp_lightbulb.png", color = brightness_tab[5] },
},
inventory_image = "homedecor_desk_lamp_inv.png",
paramtype = "light",
paramtype2 = "colorwallmounted",
palette = "unifieddyes_palette_colorwallmounted.png",
selection_box = dlamp_cbox,
node_box = dlamp_cbox,
walkable = false,
groups = {snappy=3, ud_param2_colorable = 1},
after_place_node = function(pos, placer, itemstack, pointed_thing)
unifieddyes.fix_rotation_nsew(pos, placer, itemstack, pointed_thing)
unifieddyes.recolor_on_place(pos, placer, itemstack, pointed_thing)
end,
after_dig_node = unifieddyes.after_dig_node,
on_rotate = unifieddyes.fix_after_screwdriver_nsew
})
for _, color in ipairs(dlamp_colors) do
homedecor.register("desk_lamp_"..color, {
description = S("Desk Lamp ("..color..")"),
mesh = "homedecor_desk_lamp.obj",
tiles = {
"homedecor_table_standing_lamp_lightbulb.png^[colorize:#ffffff:200",
"homedecor_generic_metal_black.png^[colorize:"..color..":150",
"homedecor_generic_metal_black.png",
"homedecor_generic_metal_black.png^[colorize:"..color..":150"
},
inventory_image = "homedecor_desk_lamp_stem_inv.png^(homedecor_desk_lamp_metal_inv.png^[colorize:"..color..":140)",
selection_box = dlamp_cbox,
walkable = false,
groups = {snappy=3},
})
end
-- "kitchen"/"dining room" ceiling lamp
homedecor.register("ceiling_lamp", {
description = S("Ceiling Lamp"),
......@@ -527,14 +549,14 @@ homedecor.register("ceiling_lamp", {
tiles = {
"homedecor_generic_metal_brass.png",
"homedecor_ceiling_lamp_glass.png",
"homedecor_table_standing_lamp_lightbulb.png^[colorize:#ffffff:200",
"homedecor_generic_plastic_black.png^[colorize:#442d04:200",
"homedecor_table_standing_lamp_lightbulb.png",
{ name = "homedecor_generic_plastic.png", color = 0xff442d04 },
},
inventory_image = "homedecor_ceiling_lamp_inv.png",
light_source = default.LIGHT_MAX,
groups = {snappy=3},
walkable = false,
on_punch = function(pos, node, puncher)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
minetest.set_node(pos, {name = "homedecor:ceiling_lamp_off"})
end,
})
......@@ -545,13 +567,200 @@ homedecor.register("ceiling_lamp_off", {
tiles = {
"homedecor_generic_metal_brass.png",
"homedecor_ceiling_lamp_glass.png",
"homedecor_table_standing_lamp_lightbulb.png",
"homedecor_generic_plastic_black.png^[colorize:#442d04:200",
{ "homedecor_table_standing_lamp_lightbulb.png", color = 0xffd0d0d0 },
{ name = "homedecor_generic_plastic.png", color = 0xff442d04 },
},
groups = {snappy=3, not_in_creative_inventory=1},
walkable = false,
on_punch = function(pos, node, puncher)
on_rightclick = function(pos, node, clicker, itemstack, pointed_thing)
minetest.set_node(pos, {name = "homedecor:ceiling_lamp"})
end,
drop = "homedecor:ceiling_lamp"
})
-- conversion LBM for param2 coloring
homedecor.old_static_nodes = {
"homedecor:glowlight_quarter_white",
"homedecor:glowlight_quarter_yellow",
"homedecor:glowlight_half_white",
"homedecor:glowlight_half_yellow",
"homedecor:glowlight_small_cube_white",
"homedecor:glowlight_small_cube_yellow"
}
local lamp_power = {"off", "low", "med", "hi", "max"}
for _, power in ipairs(lamp_power) do
for _, color in ipairs(lamp_colors) do
table.insert(homedecor.old_static_nodes, "homedecor:table_lamp_"..color.."_"..power)
table.insert(homedecor.old_static_nodes, "homedecor:standing_lamp_"..color.."_"..power)
end
end
minetest.register_lbm({
name = "homedecor:convert_lighting",
label = "Convert homedecor glowlights, table lamps, and standing lamps to use param2 color",
run_at_every_load = false,
nodenames = homedecor.old_static_nodes,
action = function(pos, node)
local name = node.name
local newname
local color
if string.find(name, "small_cube") then
newname = "homedecor:glowlight_small_cube"
elseif string.find(name, "glowlight_half") then
newname = "homedecor:glowlight_half"
elseif string.find(name, "glowlight_quarter") then
newname = "homedecor:glowlight_quarter"
end
local lampname
if string.find(name, "standing_lamp") then
lampname = "homedecor:standing_lamp"
elseif string.find(name, "table_lamp") then
lampname = "homedecor:table_lamp"
end
if lampname then
newname = lampname
if string.find(name, "_off") then
newname = newname.."_off"
elseif string.find(name, "_low") then
newname = newname.."_low"
elseif string.find(name, "_med") then
newname = newname.."_med"
elseif string.find(name, "_hi") then
newname = newname.."_hi"
elseif string.find(name, "_max") then
newname = newname.."_max"
end
end
if string.find(name, "red") then
color = "red"
elseif string.find(name, "pink") then
color = "pink"
elseif string.find(name, "green") then
color = "green"
elseif string.find(name, "blue") then
color = "blue"
elseif string.find(name, "yellow") then
color = "yellow"
elseif string.find(name, "violet") then
color = "violet"
else
color = "white"
end
local paletteidx, _ = unifieddyes.getpaletteidx("unifieddyes:"..color, "extended")
local old_fdir
local new_node = newname
local new_fdir = 1
local param2
if string.find(name, "glowlight") then
paletteidx, _ = unifieddyes.getpaletteidx("unifieddyes:"..color, "wallmounted")
old_fdir = math.floor(node.param2 / 4)
if old_fdir == 5 then
new_fdir = 0
elseif old_fdir == 1 then
new_fdir = 5
elseif old_fdir == 2 then
new_fdir = 4
elseif old_fdir == 3 then
new_fdir = 3
elseif old_fdir == 4 then
new_fdir = 2
elseif old_fdir == 0 then
new_fdir = 1
end
param2 = paletteidx + new_fdir
else
param2 = paletteidx
end
local meta = minetest.get_meta(pos)
if string.find(name, "table_lamp") or string.find(name, "standing_lamp") then
meta:set_string("palette", "ext")
end
minetest.set_node(pos, { name = new_node, param2 = param2 })
meta:set_string("dye", "unifieddyes:"..color)
end
})
-- this one's for the small "gooseneck" desk lamps
homedecor.old_static_desk_lamps = {
"homedecor:desk_lamp_red",
"homedecor:desk_lamp_blue",
"homedecor:desk_lamp_green",
"homedecor:desk_lamp_violet",
}
minetest.register_lbm({
name = "homedecor:convert_desk_lamps",
label = "Convert homedecor desk lamps to use param2 color",
run_at_every_load = false,
nodenames = homedecor.old_static_desk_lamps,
action = function(pos, node)
local name = node.name
local color = string.sub(name, string.find(name, "_", -8) + 1)
if color == "green" then
color = "medium_green"
elseif color == "violet" then
color = "magenta"
end
local paletteidx, _ = unifieddyes.getpaletteidx("unifieddyes:"..color, "wallmounted")
local old_fdir = math.floor(node.param2 % 32)
local new_fdir = 3
if old_fdir == 0 then
new_fdir = 3
elseif old_fdir == 1 then
new_fdir = 4
elseif old_fdir == 2 then
new_fdir = 2
elseif old_fdir == 3 then
new_fdir = 5
end
local param2 = paletteidx + new_fdir
minetest.set_node(pos, { name = "homedecor:desk_lamp", param2 = param2 })
local meta = minetest.get_meta(pos)
meta:set_string("dye", "unifieddyes:"..color)
end
})
minetest.register_lbm({
name = "homedecor:recolor_lighting",
label = "Convert some kinds of lights to use UD extended palette",
run_at_every_load = false,
nodenames = {
"homedecor:table_lamp_off",
"homedecor:table_lamp_low",
"homedecor:table_lamp_med",
"homedecor:table_lamp_hi",
"homedecor:table_lamp_max",
"homedecor:standing_lamp_off",
"homedecor:standing_lamp_low",
"homedecor:standing_lamp_med",
"homedecor:standing_lamp_hi",
"homedecor:standing_lamp_max",
},
action = function(pos, node)
local meta = minetest.get_meta(pos)
if meta:get_string("palette") ~= "ext" then
minetest.swap_node(pos, { name = node.name, param2 = unifieddyes.convert_classic_palette[node.param2] })
meta:set_string("palette", "ext")
end
end
})
# Translation by Xanthin
### Special strings ###
### kitchen_cabinet.lua ###
Kitchen Cabinet = Kuechenschrank
## 1: Player name, 2: position
%s moves stuff in kitchen cabinet at %s = %s bewegt etwas im Kuechenschrank bei %s
%s moves stuff to kitchen cabinet at %s = %s legt etwas in den Kuechenschrank bei %s
%s takes stuff from kitchen cabinet at %s = %s nimmt etwas aus dem Kuechenschrank bei %s
Half-height Kitchen Cabinet (on ceiling) = Halbhoher Kuechenschrank (haengend)
Under-sink cabinet = Unterschrank
Kitchen Cabinet with sink = Unterschrank mit Spuele
### door_models.lua ###
Mahogany Closet Door = Wandschranktuer aus Mahagoni
Oak Closet Door = Wandschranktuer aus Eiche
Fancy Wood/Glass Door = Schicke Holz/Glastuer
Glass Office Door = Glasbuerotuer
Glass and Wood, Mahogany-colored = Glas-Holz-Tuer, mahagonifarben
Glass and Wood, Oak-colored = Glas-Holz-Tuer, eichefarben
Glass and Wood, White = Glas-Holz-Tuer, weiss
Plain Wooden Door = Einfache Holztuer
left = links
right = rechts
## 1: Side the doors opens to
#deaktiviert, weil es nicht funktioniert
#(Top Half, %s-opening) = (obere Haelfte, %soeffnend)
#(%s-opening) = (%soeffnend)
### door_nodes.lua ###
Not enough space above that spot to place a door! = Es gibt nicht genug Raum ueber dieser Stelle um die Tuer zu platzieren!
### crafts.lua ###
Brass Ingot = Messingbarren
Bucket of white paint = Eimer mit weisser Farbe
Legs for Small Utility table = Tischbeine fuer kleinen Arbeitsplatte
Plastic sheet = Kunststoffplatte
Silicon lump = Silikonklumpen
Simple Integrated Circuit = Einfacher integrierter Schaltkreis
Small Wooden Drawer = Kleiner Holzschubkasten
Terracotta Roof Tile = Terrakottadachziegel
Titanium Dioxide = Titandioxid
Uncooked Terracotta Base = Ungebrannte Terrakotta
Unprocessed Plastic base = Unverarbeitetes Plastik
### door_models.lua ###
### door_nodes.lua ###
### fences.lua ###
Barbed Wire Fence = Stacheldrahtzaun
Barbed Wire Fence Corner = Stacheldrahtzaunecke
Barbed Wire Fence Gate = Stacheldrahtzauntor
Brass Fence/railing = Messingzaun/Gelaender
Brass Fence/railing with sign = Messingzaun/Gelaender mit Schild
Chainlink Fence = Maschendrahtzaun
Chainlink Fence Corner = Maschendrahtzaunecke
Chainlink Fence Gate = Maschendrahtzauntor
Unpainted Picket Fence = Unlackierter Lattenenzaun
Unpainted Picket Fence Corner = Unlackierte Lattenenzaunecke
Unpainted Picket Fence Gate = Unlackiertes Lattenzauntor
White Picket Fence = Weisser Lattenzaun
White Picket Fence Corner = Weisse Lattenzaunecke
White Picket Fence Gate = Weisses Lattenzauntor
Wooden Privacy Fence = Sichtschutzzaun aus Holz
Wooden Privacy Fence Corner = Sichtschutzzaunecke aus Holz
Wrought Iron Fence/railing = Schmiedeeiserner Zaun/Gelaender
Wrought Iron Fence/railing with sign = Schmiedeeiserner Zaun/Gelaender mit Schild
want to simply place the wielded item like usual. = Moechte einfach den getragenen Gegenstand wie gewohnt platzieren.
### furniture.lua ###
Table = Tisch
Chair = Stuhl
Black = schwarz
Red = rot
Pink = rosa
Violet = violett
Blue = blau
Dark Green = dunkelgruen
## 1: Color name
Armchair (%s) = Sessel (%s)
Table Lamp = Tischlampe
### furniture_medieval.lua ###
Bars = Gitterstaebe
Binding Bars = Eckverbindung fuer Gitterstaebe
Chains = Ketten
Wall Torch = Wandfackel
### furniture_bathroom.lua ###
Toilet = Toilette
Sink = Waschbecken
Taps = Wasserhahn
Shower Tray = Duschtasse
Shower Head = Duschbrause
### init.lua ###
Loaded! = Geladen!
Air Conditioner = Klimaanlage
Asphalt Shingles = Asphaltschindeln
Asphalt Shingles (outer corner) = Asphaltschindeln (Aussenecke)
Asphalt Shingles (inner corner) = Asphaltschindeln (Innenecke)
Black Plastic Flower Pot = Schwarzer Plastikblumentopf
Brass Pole = Messingstange
Brass Table Legs = Messingtischbeine
Wrought Iron Table Legs = Schmiedeeiserne Tischbeine
red = rot
green = gruen
blue = blau
white = weiss
pink = rosa
violet = violett
## 1: Color name
Curtains (%s) = Vorhaenge (%s)
Drop-Ceiling Tile = Deckenplatte
Glass Skylight = Glasdachfenster
Glass Skylight Frosted = Milchglasdachfenster
Glass Table (Small, Round) = Glastischplatte (klein, rund)
Glass Table (Small, Square) = Glastischplatte (klein, quadratisch)
Glass Table Piece (large) = Glastischplatte (gross)
Green Plastic Flower Pot = Gruener Plastikblumentopf
Large Area Rug = Grosser Teppich
Glass Table Piece (large) = Glastischplatte (gross)
Large Stereo Speaker = Grosser Lautsprecher
Legs for Utility Table = Tischbeine fuer Arbeitsplatte
Projection Screen Material = Projektorleinwand
Small Surround Speaker = Kleiner Lautsprecher
Small Throw Rug = Kleiner Teppich
Stereo Receiver = Stereoanlage
Terracotta Flower Pot = Terrakottablumentopf
Terracotta Shingles = Terrakottaschindeln
Terracotta Shingles (outer corner) = Terrakottaschindeln (Aussenecke)
Terracotta Shingles (inner corner) = Terrakottaschindeln (Innenecke)
Textured Ceiling Paint = Deckenfarbe (Raufaser)
Utility Table = Arbeitsplatte
Utility table mk2 = Arbeitsplatte Modell 2
Wooden Shutter (Black) = Holzjalousie (schwarz)
Wooden Shutter (Dark grey) = Holzjalousie (dunkelgrau)
Wooden Shutter (Forest green) = Holzjalousie (waldgruen)
Wooden Shutter (Grey) = Holzjalousie (grau)
Wooden Shutter (Light blue) = Holzjalousie (hellblau)
Wooden Shutter (Violet) = Holzjalousie (violett)
Wooden Shutter (Red) = Holzjalousie (rot)
Wooden Shutter (Mahogany) = Holzjalousie (mahagoni)
Wooden Shutter (Unpainted oak) = Holzjalousie (eiche)
Wooden Shutter (White) = Holzjalousie (weiss)
Wooden Shutter (Yellow) = Holzjalousie (gelb)
Wood Table Piece (large)= Holztischplatte (gross)
Wood Table (Small, Round) = Holztischplatte (klein, rund)
Wood Table (Small, Square) = Holztischplatte (klein, quadratisch)
Wood Shingles = Holzschindeln
Wood Shingles (outer corner) = Holzschindeln (Aussenecke)
Wood Shingles (inner corner) = Holzschindeln (Innenecke)
Wrought Iron Pole = Schmiedeeiserne Stange
someone = jemand
## 1: Player name
Sorry, %s owns that spot. = Tut mir leid, %s gehoert diese Stelle.
### lighting.lua ###
White Glowlight (small cube) = Weisse Gluehlampe (kleiner Wuerfel)
White Glowlight (small cube, on ceiling) = Weisse Gluehlampe (kleiner Wuerfel, an der Decke)
White Glowlight (thick) = Weisse Gluehlampe (dick)
White Glowlight (thick, on wall) = Weisse Gluehlampe (dick, an der Wand)
White Glowlight (thin) = Weisse Gluehlampe (duenn)
White Glowlight (thin, on wall) = Weisse Gluehlampe (duenn, an der Wand)
Yellow Glowlight (small cube) = Gelbe Gluehlampe (kleiner Wuerfel)
Yellow Glowlight (small cube, on ceiling) = Gelbe Gluehlampe (kleiner Wuerfel, an der Decke)
Yellow Glowlight (thick) = Gelbe Gluehlampe (dick)
Yellow Glowlight (thick, on wall) = Gelbe Gluehlampe (dick, an der Wand)
Yellow Glowlight (thin) = Gelbe Gluehlampe (duenn)
Yellow Glowlight (thin, on wall) = Gelbe Gluehlampe (duenn, an der Wand)
### locked.lua ###
## 1: Item description, 2: Owner name
%s (owned by %s) = %s (gehoert %s)
## 1: Player name, 2: Item description, 3: Owner name, 4: Position
%s tried to access a %s belonging to %s at %s = %s versuchte Zugang zu %s von %s zu bekommen bei %s
## 1: Item description
%s (Locked) = %s (verschlossen)
Locked Fridge = Verschlossener Kuehlschrank
Locked Cabinet = Verschlossener Schrank
Locked Nightstand = Verschlossener Nachttisch
Locked Oven = Verschlossener Herd
Locked Oven (active) = Verschlossener Herd (aktiv)
Locked Microwave Oven = Verschlossene Mikrowelle
Locked Microwave Oven (active) = Verschlossene Mikrowelle (aktiv)
### nightstands.lua ###
Mahogany Nightstand with One Drawer = Mahagoninachttisch mit einer Schublade
Mahogany Nightstand with Two Drawers = Mahagoninachttisch mit zwei Schubladen
Oak Nightstand with One Drawer = Eichenachttisch mit einer Schublade
Oak Nightstand with Two Drawers = Eichenachttisch mit zwei Schubladen
## 1: Player name, 2: position
%s moves stuff in nightstand at %s = %s bewegt etwas im Nachttisch
%s moves stuff to nightstand at %s = %s legt etwas in den Nachttisch
%s takes stuff from nightstand at %s = %s nimmt etwas aus dem Nachttisch
One-drawer Nightstand = Nachttisch mit einer Schublade
Two-drawer Nightstand = Nachttisch mit zwei Schubladen
### oven.lua ###
Oven = Herd
Microwave Oven = Mikrowelle
## 1: Item description, 2: Percentage
%s active: %d%% = %s ist aktiv: %d%%
## 1: Item description
%s is empty = %s ist leer
: Out of fuel = : kein Brennmaterial vorhanden
: output bins are full = : Produktfelder sind voll
### refrigerator.lua ###
Refrigerator = Kuehlschrank
## 1: Player name, 2: position
%s moves stuff in refrigerator at %s = %s bewegt etwas im Kuehlschrank bei %s
%s moves stuff to refrigerator at %s = %s legt etwas in den Kuehlschrank bei %s
%s takes stuff from refrigerator at %s = %s nimmt etwas aus dem Kuehlschrank bei %s
Not enough vertical space to place a refrigerator! = Es gibt nicht genug Raum ueber dieser Stelle um den Kuehlschrank zu platzieren!
### television.lua ###
Small CRT Television = Kleiner Roehrenfernseher
#
# Language: Español
# Author: Diego Martínez <lkaezadl3@gmail.com>
#
### kitchen_cabinet.lua ###
Kitchen Cabinet = Gabinete de Cocina
## 1: Player name, 2: position
%s moves stuff in kitchen cabinet at %s = %s mueve cosas en gabinete de cocina en %s
%s moves stuff to kitchen cabinet at %s = %s mueve cosas al gabinete de cocina en %s
%s takes stuff from kitchen cabinet at %s = %s toma cosas del gabinete de cocina en %s
Half-height Kitchen Cabinet (on ceiling) = Gabinete de cocina de media altura (en techo)
Under-sink cabinet = Gabinete con Lavabo
Kitchen Cabinet with sink = Gabinete de cocina con lavabo
### door_models.lua ###
Mahogany Closet Door = Puerta de Armario de Caoba
Oak Closet Door = Puerta de Armario de Roble
Fancy Wood/Glass Door = Puerta de Madera y Cristal de Lujo
Glass Office Door = Puerta de Oficina de Cristal
Glass and Wood, Mahogany-colored = Cristal y Madera, color Caoba
Glass and Wood, Oak-colored = Cristal y Madera, color Roble
Glass and Wood, White = Cristal y Madera, color Blanco
Plain Wooden Door = Puerta Simple de Madera
left = izquierda
right = derecha
## 1: Side the doors opens to
(Top Half, %s-opening) = (Parte Superior, abre a la %s)
(%s-opening) = (abre a la %s)
### door_nodes.lua ###
Not enough vertical space to place a door! = ¡No hay suficiente espacio vertical para colocar una puerta!
### crafts.lua ###
Brass Ingot = Lingote de Latón
Bucket of white paint = Cubo de Pintura Blanca
Legs for Small Utility table = Patas de Mesa Utilitaria Pequeña
Plastic sheet = Lámina de Plástico
Silicon lump = Terrón de Silicio
Simple Integrated Circuit = Circuito Integrado Simple
Small Wooden Drawer = Cajón Pequeño de Madera
Terracotta Roof Tile = Teja de Terracota
Titanium Dioxide = Dióxido de Titanio
Uncooked Terracotta Base = Base de Terracota sin Cocer
Unprocessed Plastic base = Base de Plástico sin Procesar
### fences.lua ###
Barbed Wire Fence = Cerca de Alambre de Púas
Barbed Wire Fence Gate = Portón de Cerca de Alambre de Púas
Brass Fence/railing = Cerca/Barandilla de Latón
Brass Fence/railing with sign = Cerca/Barandilla de Latón con Letrero
Chainlink Fence = Cerca de Cadenas
Chainlink Fence Gate = Portón de Cerca de Cadenas
Chainlink Fence Gate (open) = Portón de Cerca de Cadenas (Abierto)
Unpainted Picket Fence = Cerca de Piquete sin pintar
Unpainted Picket Fence Gate = Portón de Cerca de Piquete sin pintar
White Picket Fence = Cerca de Piquete blanca
White Picket Fence Gate = Portón de Cerca de Piquete blanca
Wooden Privacy Fence = Cerca privada de madera
Wrought Iron Fence/railing = Cerca/Barandilla de Hierro Forjado
Wrought Iron Fence/railing with sign = Cerca/Barandilla de Hierro Forjado con Letrero
want to simply place the wielded item like usual. = solo se desea colocar el objeto empuñado normalmente.
### furniture_medieval.lua ###
Bars = Barras
Binding Bars = Barras de Unión
Chains = Cadenas
Wall Torch = Antorcha de Pared
### furniture_bathroom.lua ###
Toilet = Inodoro
Sink = Lavabo
Taps = Grifo
Shower Tray = Piso de Ducha
Shower Head = Ducha
### init.lua ###
Loaded! = ¡Cargado!
Asphalt Shingles = Tejas de Asfalto
Black Plastic Flower Pot = Florero de Plástico Negro
Brass Pole = Poste de Latón
Brass Table Legs = Patas de Mesa de Latón
red = rojas
green = verdes
blue = azules
white = blancas
pink = rosas
violet = violetas
## 1: Color name
Curtains (%s) = Cortinas (%s)
Drop-Ceiling Tile = Cielorraso
Glass Skylight = Claraboya de Cristal
Glass Table (Small, Round) = Mesa de Cristal (Pequeña, Redonda)
Glass Table (Small, Square) = Mesa de Cristal (Pequeña, Cuadrada)
Green Plastic Flower Pot = Florero de Plástico Negro
Large Area Rug = Manta Grande
Large Glass Table Piece = Pieza de Mesa de Cristal Grande
Large Stereo Speaker = Altavoz de Estéreo Grande
Legs for Utility Table = Patas de Mesa Utilitaria
Projection Screen Material = Material de Pantalla de Proyección
Small Surround Speaker = Pequeño Altavoz Envolvente
Small Throw Rug = Manta Pequeña
Stereo Receiver = Receptor Estéreo
Terracotta Flower Pot = Florero de Terracota
Terracotta Roofing = Tejado de Terracota
Textured Ceiling Paint = Pintura Texturada para Techo
Utility Table = Mesa Utilitaria
Utility table mk2 = Mesa Utilitaria mk2
Wooden Shutter (Black) = Obturador de Madera (Negro)
Wooden Shutter (Dark Grey) = Obturador de Madera (Gris Oscuro)
Wooden Shutter (Forest Green) = Obturador de Madera (Verde Bosque)
Wooden Shutter (Grey) = Obturador de Madera (Gris)
Wooden Shutter (Light Blue) = Obturador de Madera (Azul Claro)
Wooden Shutter (Purple) = Obturador de Madera (Púrpura)
Wooden Shutter (Red) = Obturador de Madera (Rojo)
Wooden Shutter (Unpainted Mahogany) = Obturador de Madera (Caoba sin Pintar)
Wooden Shutter (Unpainted Oak) = Obturador de Madera (Roble sin Pintar)
Wooden Shutter (White) = Obturador de Madera (Blanco)
Wooden Shutter (Yellow) = Obturador de Madera (Amarillo)
Wooden Tabletop piece = Pieza de Mesa de Madera
Wooden Tabletop (Small, Round) = Pieza de Mesa de Madera (Pequeña, Redonda)
Wooden Tabletop (Small, Square) = Pieza de Mesa de Madera (Pequeña, Cuadrada)
Wood Shingles = Tejas de Madera
Wrought Iron Pole = Poste de Hierro Forjado
someone = alguien
## 1: Player name
Sorry, %s owns that spot. = Lo siento, %s es dueño de ése lugar.
### lighting.lua ###
White Glowlight (small cube) = Luz Blanca (cubo pequeño)
White Glowlight (small cube, on ceiling) = Luz Blanca (cubo pequeño, en techo)
White Glowlight (thick) = Luz Blanca (Gruesa)
White Glowlight (thick, on wall) = Luz Blanca (Gruesa, en pared)
White Glowlight (thin) = Luz Blanca (Fina)
White Glowlight (thin, on wall) = Luz Blanca (Fina, en pared)
Yellow Glowlight (small cube) = Luz Amarilla (cubo pequeño)
Yellow Glowlight (small cube, on ceiling) = Luz Amarilla (cubo pequeño, en techo)
Yellow Glowlight (thick) = Luz Amarilla (Gruesa)
Yellow Glowlight (thick, on wall) = Luz Amarilla (Gruesa, en pared)
Yellow Glowlight (thin) = Luz Amarilla (Fina)
Yellow Glowlight (thin, on wall) = Luz Amarilla (Fina, en pared)
### locked.lua ###
## 1: Item description, 2: Owner name
%s (owned by %s) = %s (propiedad de %s)
## 1: Player name, 2: Item description, 3: Owner name, 4: Position
%s tried to access a %s belonging to %s at %s = %s ha intentado acceder un(a) %s propiedad de %s en %s
## 1: Item description
%s (Locked) = %s (Cerrado)
Locked Cabinet = Gabinete Cerrado
Locked Nightstand = Mesa de Noche Cerrada
Locked Fridge = Refri Cerrado
Locked Oven = Estufa Cerrada
### nightstands.lua ###
Mahogany Nightstand with One Drawer = Mesa de Noche de Caoba, un Cajón
Mahogany Nightstand with Two Drawers = Mesa de Noche de Caoba, dos Cajones
Oak Nightstand with One Drawer = Mesa de Noche de Roble, un Cajón
Oak Nightstand with Two Drawers = Mesa de Noche de Roble, dos Cajones
## 1: Player name, 2: position
%s moves stuff in nightstand at %s = %s mueve cosas en mesa de noche en %s
%s moves stuff to nightstand at %s = %s mueve cosas hacia mesa de noche en %s
%s takes stuff from nightstand at %s = %s mueve cosas desde mesa de noche en %s
One-drawer Nightstand = Mesa de Noche de un Cajón
Two-drawer Nightstand = Mesa de Noche de dos Cajones
### oven.lua ###
Oven = Estufa
## 1: Percentage
Oven active: %d%% = Estufa activa: %d%%
Oven out of fuel = Estufa sin combustible
Oven is empty = Estufavacía
### refrigerator.lua ###
Refrigerator = Refrigerador
## 1: Player name, 2: position
%s moves stuff in refrigerator at %s = %s mueve cosas en refrigerador en %s
%s moves stuff to refrigerator at %s = %s mueve cosas hacia refrigerador en %s
%s takes stuff from refrigerator at %s = %s mueve cosas desde refrigerador en %s
Not enough vertical space to place a refrigerator! = ¡No hay suficiente espacio vertical para colocar un refrigerador!
### television.lua ###
Small CRT Television = Pequeña Televisión CRT
### signs_lib.lua ###
%s wrote "%s" to sign at %s = %s ha escrito "%s" en el letrero en %s
Reading cached character database. = Leyendo base de datos de catacteres.
Font seems to have changed. Rebuilding cache. = La fuente parece haber cambiado. Reconstruyendo información guardada.
Could not find font line height in cached DB. Trying brute force. = No se pudo encontrar la altura de línea en la base de datos. Intentando con fuerza bruta.
Registered %s and %s = Registrados %s y %s
signs loaded = letreros cargados
#
# Language: Français
# Author: Calinou
#
### kitchen_cabinet.lua ###
Kitchen Cabinet = Meuble de cuisine
## 1: Player name, 2: position
%s moves stuff in kitchen cabinet at %s = %s déplace des objets dans un meuble de cuisine à %s
%s moves stuff to kitchen cabinet at %s = %s édplace des objets vers un meuble de cuisine à %s
%s takes stuff from kitchen cabinet at %s = %s prend des objets d'un meuble de cuisine à %s
Half-height Kitchen Cabinet (on ceiling) = Meuble de cuisine réduit en hauteur (sur le plafond)
Under-sink cabinet = Meuble sous évier
Kitchen Cabinet with sink = Meuble de cuisine avec lavabo
### door_models.lua ###
Mahogany Closet Door = Porte en bois d'acajou
Oak Closet Door = Porte en bois de chêne
Fancy Wood/Glass Door = Porte artistique en bois et verre
Glass Office Door = Porte en verre
Glass and Wood, Mahogany-colored = Porte couleur acajou en bois et verre
Glass and Wood, Oak-colored = Porte couleur chêne en bois et verre
Glass and Wood, White = Porte blanche en bois et verre
Plain Wooden Door = Porte en bois simple
left = gauche
right = droite
## 1: Side the doors opens to
(Top Half, %s-opening) = (partie supérieur, charnière à %s)
(%s-opening) = (charnière à %s)
### door_nodes.lua ###
Not enough vertical space to place a door! = Pas assez d'espace vertical pour placer une porte !
### crafts.lua ###
Brass Ingot = Lingot de laiton
Bucket of white paint = Seau de peinture blanche
Legs for Small Utility table = Pieds pour table basse
Plastic sheet = Bout de plastique
Silicon lump = Silicone
Simple Integrated Circuit = Circuit intégré simple
Small Wooden Drawer = Petit tiroir en bois
Terracotta Roof Tile = Tuile de toit en terre cuite
Titanium Dioxide = Dioxide de titane
Uncooked Terracotta Base = Base de terre non cuite
Unprocessed Plastic base = Base de plastique non transformée
### fences.lua ###
Barbed Wire Fence = Barrière en fil barbelé
Barbed Wire Fence Gate = Porte de barrière en fil barbelé
Brass Fence/railing = Barrière en laiton
Brass Fence/railing with sign = Barrière en laiton avec pancarte
Chainlink Fence = Grillage
Chainlink Fence Gate = Porte de grillage
Chainlink Fence Gate (open) = Porte de grillage (ouverte)
Unpainted Picket Fence = Barrière en piquets non peinte
Unpainted Picket Fence Gate = Porte de barrière en piquets non peinte
White Picket Fence = Barrière en piquets blanche
White Picket Fence Gate = Porte de barrière en piquets blanche
Wooden Privacy Fence = Barrière en bois
Wrought Iron Fence/railing = Barrière en fer forgé
Wrought Iron Fence/railing with sign = Barrière en fer forgé avec pancarte
want to simply place the wielded item like usual. = veut simplement placer l'objet comme d'habitude.
### init.lua ###
Loaded! = Chargé !
Asphalt Shingles = Bardeaux d'asphalte
Black Plastic Flower Pot = Pot de fleur en plastique noir
Brass Pole = Barre en laiton
Brass Table Legs = Pieds de table en laiton
red = rouges
green = vertes
blue = bleues
white = blanches
pink = roses
violet = violettes
## 1: Color name
Curtains (%s) = Volets (%s)
Drop-Ceiling Tile = Dalle suspendue au plafond
Glass Skylight = Verre
Glass Table (Small, Round) = Table en verre (petite, ronde)
Glass Table (Small, Square) = Table en verre (petite, carrée)
Green Plastic Flower Pot = Pot de fleur en plastique vert
Large Area Rug = Grande couverture
Large Glass Table Piece = Grand bout de verre de table
Large Stereo Speaker = Grand haut-parleur stéréo
Legs for Utility Table = Pieds pour table basse
Projection Screen Material = Matériel pour projecteur
Small Surround Speaker = Petit haut-parleur surround
Small Throw Rug = Petite couverture
Stereo Receiver = Récepteur stéréo
Terracotta Flower Pot = Pot de fleur en terre cuite
Terracotta Roofing = Tuile en terre cuite
Textured Ceiling Paint = Papier peint avec motif pour plafond
Utility Table = Table basse
Utility table mk2 = Table basse MK2
Wooden Shutter (Black) = Volet en bois (noir)
Wooden Shutter (Dark Grey) = Volet en bois (gris foncé)
Wooden Shutter (Forest Green) = Volet en bois (vert foncé)
Wooden Shutter (Grey) = Volet en bois (gris)
Wooden Shutter (Light Blue) = Volet en bois (bleu clair)
Wooden Shutter (Purple) = Volet en bois (violet)
Wooden Shutter (Red) = Volet en bois (rouge)
Wooden Shutter (Unpainted Mahogany) = Volet en bois (acajou non peint)
Wooden Shutter (Unpainted Oak) = Volet en bois (chêne non peint)
Wooden Shutter (White) = Volet en bois (blanc)
Wooden Shutter (Yellow) = Volet en bois (jaune)
Wooden Tabletop piece = Bout de dessus de table
Wooden Tabletop (Small, Round) = Dessus de table (petit, rond)
Wooden Tabletop (Small, Square) = Dessus de table (petit, carré)
Wood Shingles = Bardeaux de bois
Wrought Iron Pole = Barre de fer forgé
someone = quelqu'un
## 1: Player name
Sorry, %s owns that spot. = Désolé, %s est propriétaire de cette zone.
### lighting.lua ###
White Glowlight (small cube) = Lampe blanche (petit cube)
White Glowlight (small cube, on ceiling) = Lampe blanche (petit cube, sur le plafond)
White Glowlight (thick) = Lampe blanche (épaisse)
White Glowlight (thick, on wall) = Lampe blanche (épaisse, sur le mur)
White Glowlight (thin) = Lampe blanche (fine)
White Glowlight (thin, on wall) = Lampe blanche (fine, sur le mur)
Yellow Glowlight (small cube) = Lampe jaune (petit cube)
Yellow Glowlight (small cube, on ceiling) = Lampe jaune (petit cube, sur le plafond)
Yellow Glowlight (thick) = Lampe jaune (épaisse)
Yellow Glowlight (thick, on wall) = Lampe jaune (épaisse, sur le mur)
Yellow Glowlight (thin) = Lampe jaune (fine)
Yellow Glowlight (thin, on wall) = Lampe jaune (fine, sur le mur)
### locked.lua ###
## 1: Item description, 2: Owner name
%s (owned by %s) = %s (propriété de %s)
## 1: Player name, 2: Item description, 3: Owner name, 4: Position
%s tried to access a %s belonging to %s at %s = %s a essayé d'accéder à %s qui est propriété de %s à %s
## 1: Item description
%s (Locked) = %s (verrouillé)
Locked Cabinet = Meuble verrouillé
Locked Nightstand = Table de chevet verrouillée
Locked Fridge = Réfrégirateur verrouillé
Locked Oven = Four verrouillé
### nightstands.lua ###
Mahogany Nightstand with One Drawer = Table de chevet en acajou avec un tiroir
Mahogany Nightstand with Two Drawers = Table de chevet en acajou avec deux tiroirs
Oak Nightstand with One Drawer = Table de chevet en chêne avec un tiroir
Oak Nightstand with Two Drawers = Table de chevet en chêne avec deux tiroirs
## 1: Player name, 2: position
%s moves stuff in nightstand at %s = %s déplace des objets dans une table de chevet à %s
%s moves stuff to nightstand at %s = %s déplace des objets vers une table de chevet à %s
%s takes stuff from nightstand at %s = %s prend des objets d'une table de chevet à %s
One-drawer Nightstand = Table de chevet avec un tiroir
Two-drawer Nightstand = Table de chevet avec deux tiroirs
### oven.lua ###
Oven = Four
## 1: Percentage
Oven active: %d%% = Four actif : %d%%
Oven out of fuel = Four sans carburant
Oven is empty = Four vide
### refrigerator.lua ###
Refrigerator = Réfrégirateur
## 1: Player name, 2: position
%s moves stuff in refrigerator at %s = %s déplace des objets dans un réfrégirateur à %s
%s moves stuff to refrigerator at %s = %s déplace des objets vers un réfrégirateur à %s
%s takes stuff from refrigerator at %s = %s prend des objets d'un réfrégirateur à %s
Not enough vertical space to place a refrigerator! = Pas assez d'espace vertical pour placer un réfrégirateur !
### television.lua ###
Small CRT Television = Petite télévision à tube cathodique
### signs_lib.lua ###
E: character map file not found = E: fichier de table de caractère non trouvé
## 1: Full String, 2: pos in string, 3: current char at pos
W: unknown symbol in '%s' at %d (probably %s) = A: symbole inconnu dans '%s' dans %d (probablement %s)
%s wrote "%s" to sign at %s =
signs loaded =
#
# Language: Italiano
# Author: Emon
#
### Special strings ###
### kitchen_cabinet.lua ###
Kitchen Cabinet = Armadietto della cucina
## 1: Player name, 2: position
%s moves stuff in kitchen cabinet at %s = %s sposta delle cose nell'armadietto della cucina a %s
%s moves stuff to kitchen cabinet at %s = %s mette delle cose nell'armadietto della cucina a %s
%s takes stuff from kitchen cabinet at %s = %s prende delle cose nell'armadietto della cucina a %s
Half-height Kitchen Cabinet (on ceiling) = Armadietto della cucina di altezza dimezzata (sul soffitto)
Under-sink cabinet = Armadietto sotto il lavandino
Kitchen Cabinet with sink = Armadietto della cucina con il lavandino
### door_models.lua ###
Mahogany Closet Door = Porta dell'armadio in mogano
Oak Closet Door = Porta dell'armadio in quercia
Fancy Wood/Glass Door = Porta decorativa in vetro e legno
Glass Office Door = Porta dell'ufficio in vetro
Glass and Wood, Mahogany-colored = Vetro e legno, color mogano
Glass and Wood, Oak-colored = Vetro e legno, color quercia
Glass and Wood, White = Vetro e legno, bianca
Plain Wooden Door = Porta in legno semplice
left = sinistra
right = destra
## 1: Side the doors opens to
(Top Half, %s-opening) = (Metà superiore, apertura a %s)
(%s-opening) = (apertura a %s)
### door_nodes.lua ###
Not enough space above that spot to place a door! = Non c'è abbastanza spazio sopra quel punto per mettere una porta!
### crafts.lua ###
Brass Ingot = Lingotto di ottone
Bucket of white paint = Secchio di vernice bianca
Legs for Small Utility table = Gambe per il tavolo da lavoro piccolo
Plastic sheet = Foglio di plastica
Silicon lump = Grumo di silicone
Simple Integrated Circuit = Circuito integrato semplice
Small Wooden Drawer = Bauletto in legno
Terracotta Roof Tile = Tegole di terracotta
Titanium Dioxide = Biossido di titanio
Uncooked Terracotta Base = Base cruda di terracotta
Unprocessed Plastic base = Base non lavorata di plastica
### door_models.lua ###
### door_nodes.lua ###
### fences.lua ###
Barbed Wire Fence = Recinzione di filo spinato
Barbed Wire Fence Corner = Angolo della recinzione di filo spinato
Barbed Wire Fence Gate = Cancello della recinzione di filo spinato
Brass Fence/railing = Recinzione di ottone/ringhiera
Brass Fence/railing with sign = Recinzione di ottone/ringhiera con cartello
Chainlink Fence = Rete metallica
Chainlink Fence Corner = Angolo della rete metallica
Chainlink Fence Gate = Cancello della rete metallica
Unpainted Picket Fence = Recinzione non verniciata di paletti
Unpainted Picket Fence Corner = Angolo della recinzione non verniciata di paletti
Unpainted Picket Fence Gate = Cancello della recinzione non verniciata di paletti
White Picket Fence = Recinzione di paletti bianca
White Picket Fence Corner = Angolo della recinzione di paletti bianca
White Picket Fence Gate = Cancello della recinzione di paletti bianca
Wooden Privacy Fence = Recinzione di isolamento in legno
Wooden Privacy Fence Corner = Angolo della recinzione di isolamento in legno
Wrought Iron Fence/railing = Recinzione/ringhiera in ferro battuto
Wrought Iron Fence/railing with sign = Recinzione/ringhiera in ferro battuto con cartello
want to simply place the wielded item like usual. = vuole mettere l'oggetto impugnato come sempre.
### furniture.lua ###
Table = Tavolo
Chair = Sedia
Black = nero
Red = rosso
Pink = rosa
Violet = viola
Blue = blu
Dark Green = verde scuro
## 1: Color name
Armchair (%s) = Poltrona (%s)
Table Lamp = Lampada da tavolo
### furniture_medieval.lua ###
Bars = Sbarre
Binding Bars = Ceppi
Chains = Catene
Wall Torch = Torcia a muro
### furniture_bathroom.lua ###
Toilet = Water
Sink = Lavandino
Taps = Rubinetti
Shower Tray = Piatto della doccia
Shower Head = Pigna della doccia
### init.lua ###
Loaded! = Caricato!
Air Conditioner = Condizionatore dell'aria
Asphalt Shingles = Mattonelle di asfalto
Asphalt Shingles (outer corner) = Mattonelle di asfalto (angolo esterno)
Asphalt Shingles (inner corner) = Mattonelle di asfalto (angolo interno)
Black Plastic Flower Pot = Vaso per fiori di plastica nera
Brass Pole = Palo di ottone
Brass Table Legs = Gambe in ottone del tavolo
Wrought Iron Table Legs = Gambe in ferro battuto del tavolo
red = rosso
green = verde
blue = blu
white = bianco
pink = rosa
violet = viola
## 1: Color name
Curtains (%s) = Tende (%s)
Drop-Ceiling Tile = Piastrella del controsoffitto
Glass Skylight = Lucernario di vetro
Glass Skylight Frosted = Lucernario di vetro satinato
Glass Table (Small, Round) = Tavolo di vetro (piccolo, rotondo)
Glass Table (Small, Square) = Tavolo di vetro (piccolo, quadrato)
Glass Table Piece (large) = Pezzo di tavolo di vetro (grande)
Green Plastic Flower Pot = Vaso per fiori di plastica verde
Large Area Rug = Tappeto per aree grandi
Glass Table Piece (large) = Pezzo di tavolo di vetro (grande)
Large Stereo Speaker = Altoparlante stereo grande
Legs for Utility Table = Gambe per il tavolo da lavoro
Projection Screen Material = Materiale per lo schermo di proiezione
Small Surround Speaker = Altoparlante audio surround piccolo
Small Throw Rug = Tappetino
Stereo Receiver = Ricevitore stereo
Terracotta Flower Pot = Vaso per fiori in terracotta
Terracotta Shingles = Tegole di terracotta
Terracotta Shingles (outer corner) = Tegole di terracotta (angolo esterno)
Terracotta Shingles (inner corner) = Tegole di terracotta (angolo interno)
Textured Ceiling Paint = Vernice con trama per il soffitto
Utility Table = Tavolo di lavoro
Utility table mk2 = Tavolo di lavoro mk2
Wooden Shutter (Black) = Persiana in legno (nera)
Wooden Shutter (Dark grey) = Persiana in legno (grigia scura)
Wooden Shutter (Forest green) = Persiana in legno (verde foresta)
Wooden Shutter (Grey) = Persiana in legno (grigia)
Wooden Shutter (Light blue) = Persiana in legno (blu chiaro)
Wooden Shutter (Violet) = Persiana in legno (viola)
Wooden Shutter (Red) = Persiana in legno (rossa)
Wooden Shutter (Mahogany) = Persiana in legno (mogano)
Wooden Shutter (Unpainted oak) = Persiana in legno (quercia non verniciata)
Wooden Shutter (White) = Persiana in legno (bianca)
Wooden Shutter (Yellow) = Persiana in legno (gialla)
Wood Table Piece (large)= Pezzo di tavolo in legno (grande)
Wood Table (Small, Round) = Tavolo in legno (piccolo, rotondo)
Wood Table (Small, Square) = Tavolo in legno (piccolo, quadrato)
Wood Shingles = Tegole in legno
Wood Shingles (outer corner) = Tegole in legno (angolo esterno)
Wood Shingles (inner corner) = Tegole in legno (angolo interno)
Wrought Iron Pole = Palo di ferro battuto
someone = qualcuno
## 1: Player name
Sorry, %s owns that spot. = Spiacente, quel punto è di proprietà di %s.
### lighting.lua ###
White Glowlight (small cube) = Luce fosforescente bianca (cubo piccolo)
White Glowlight (small cube, on ceiling) = Luce fosforescente bianca (cubo piccolo, sul soffitto)
White Glowlight (thick) = Luce fosforescente bianca (spessa)
White Glowlight (thick, on wall) = Luce fosforescente bianca (spessa, a muro)
White Glowlight (thin) = Luce fosforescente bianca (sottile)
White Glowlight (thin, on wall) = Luce fosforescente bianca (sottile, a muro)
Yellow Glowlight (small cube) = Luce fosforescente gialla (cubo piccolo)
Yellow Glowlight (small cube, on ceiling) = Luce fosforescente gialla (cubo piccolo, sul soffitto)
Yellow Glowlight (thick) = Luce fosforescente gialla (spessa)
Yellow Glowlight (thick, on wall) = Luce fosforescente gialla (spessa, a muro)
Yellow Glowlight (thin) = Luce fosforescente gialla (sottile)
Yellow Glowlight (thin, on wall) = Luce fosforescente gialla (sottile, a muro)
### locked.lua ###
## 1: Item description, 2: Owner name
%s (owned by %s) = %s (di proprietà di %s)
## 1: Player name, 2: Item description, 3: Owner name, 4: Position
%s tried to access a %s belonging to %s at %s = %s ha provato ad accedere a %s di proprietà di %s alla posizione %s
## 1: Item description
%s (Locked) = %s (Con lucchetto)
Locked Fridge = Frigorifero con lucchetto
Locked Cabinet = Armadietto con lucchetto
Locked Nightstand = Comodino con lucchetto
Locked Oven = Forno con lucchetto
Locked Oven (active) = Forno con lucchetto (attivo)
Locked Microwave Oven = Forno a microonde con lucchetto
Locked Microwave Oven (active) = Forno a microonde con lucchetto (attivo)
### nightstands.lua ###
Mahogany Nightstand with One Drawer = Comodino in mogano con un cassetto
Mahogany Nightstand with Two Drawers = Comodino in mogano con due cassetti
Oak Nightstand with One Drawer = Comodino in quercia con un cassetto
Oak Nightstand with Two Drawers = Comodino in quercia con due cassetti
## 1: Player name, 2: position
%s moves stuff in nightstand at %s = %s sposta delle cose nel comodino alla posizione %s
%s moves stuff to nightstand at %s = %s mette delle cose nel comodino alla posizione %s
%s takes stuff from nightstand at %s = %s prende delle cose nel comodino alla posizione %s
One-drawer Nightstand = Comodino a singolo cassetto
Two-drawer Nightstand = Comodino a doppio cassetto
### oven.lua ###
Oven = Forno
Microwave Oven = Forno a microonde
## 1: Item description, 2: Percentage
%s active: %d%% = %s attivo: %d%% =
## 1: Item description
%s is empty = %s è vuoto
: Out of fuel = Senza combustibile
: output bins are full = i contenitori sono pieni
### refrigerator.lua ###
Refrigerator = Frigorifero
## 1: Player name, 2: position
%s moves stuff in refrigerator at %s = %s sposta delle cose nel frigorifero alla posizione %s
%s moves stuff to refrigerator at %s = %s mette delle cose nel comodino alla posizione %s
%s takes stuff from refrigerator at %s = %s prende delle cose nel comodino alla posizione %s
Not enough vertical space to place a refrigerator! = Non c'è abbastanza spazio verticale per mettere un frigorifero!
### television.lua ###
Small CRT Television = Piccola televisione a tubo catodico
### signs_lib.lua ###
%s wrote "%s" to sign at %s = %s ha scritto "%s" sul cartello alla posizione %s
Reading cached character database. = Lettura della banca dati dei caratteri nella cache.
Font seems to have changed. Rebuilding cache. = Sembra che i caratteri siano cambiati. Ricostruzione della cache.
Could not find font line height in cached DB. Trying brute force. = Non è stato possibile trovare l'altezza della riga del carattere nella banca dati nella cache.
Registered %s and %s = Registrato %s e %s
signs loaded = cartelli caricati
# Brazilian Portuguese translation of homedecor
# Last update: 2013/11/10
# Last translator: Aracnus <frederico@teia.bio.br>
### Special strings ###
### kitchen_cabinet.lua ###
Kitchen Cabinet = Armário de cozinha
## 1: Player name, 2: position
%s moves stuff in kitchen cabinet at %s = %s moveu itens no armário de cozinha em %s
%s moves stuff to kitchen cabinet at %s = %s moveu itens para o armário de cozinha em %s
%s takes stuff from kitchen cabinet at %s = %s retirou itens do armário de cozinha em %s
Half-height Kitchen Cabinet (on ceiling) = Meio armário de cozinha (no teto)
Under-sink cabinet = Armário sob a pia
Kitchen Cabinet with sink = Armário de cozinha com pia
### door_models.lua ###
Mahogany Closet Door = Porta do armário de mogno
Oak Closet Door = Porta do armário de carvalho
Fancy Wood/Glass Door = Porta de madeira/vidro trabalhada
Glass Office Door = Porta de escritório de vidro
Glass and Wood, Mahogany-colored = Vidro e madeira (mogno)
Glass and Wood, Oak-colored = Vidro e madeira (carvalho)
Glass and Wood, White = Vidro e madeira (branca)
Plain Wooden Door = Porta de madeira simples
left = esquerda
right = direita
## 1: Side the doors opens to
(Top Half, %s-opening) = (Metade superior, abre para %s)
(%s-opening) = (abre para %s)
### door_nodes.lua ###
Not enough vertical space to place a door! = Não existe espaço vertical suficiente para colocar uma porta.
### crafts.lua ###
Brass Ingot = Lingote de bronze
Bucket of white paint = Balde de tinta branca
Legs for Small Utility table = Pernas para mesa pequena
Plastic sheet = Folha de plástico
Silicon lump = Massa de silício
Simple Integrated Circuit = Circuito integrado simples
Small Wooden Drawer = Gaveta pequena de madeira
Terracotta Roof Tile = Telha de terracota
Titanium Dioxide = Dióxido de titânio
Uncooked Terracotta Base = Base bruta de terracota
Unprocessed Plastic base = Base de plástico não processada
### door_models.lua ###
### door_nodes.lua ###
### fences.lua ###
Barbed Wire Fence = Cerca de arame farpado
Barbed Wire Fence Gate = Portão da cerca de arame farpado
Brass Fence/railing = Cerca/corrimão de bronze
Brass Fence/railing with sign = Cerca/corrimão de bronze, com placa
Chainlink Fence = Cerca de tela de arame
Chainlink Fence Gate = Portão da cerca de tela de arame
Chainlink Fence Gate (open) = Portão da cerca de tela de arame (aberto)
Unpainted Picket Fence = Cerca de tábuas não pintada
Unpainted Picket Fence Gate = Portão da cerca de madeira não pintado
White Picket Fence = Cerca de madeira branca
White Picket Fence Gate = Portão da cerca de madeira branco
Wooden Privacy Fence = Cerca fechada de mandeira
Wrought Iron Fence/railing = Cerca/corrimão de ferro forjado
Wrought Iron Fence/railing with sign = Cerca/corrimão de ferro forjado, com placa
want to simply place the wielded item like usual. = quer somente colocar o item empunhado normalmente.
### furniture_medieval.lua ###
Bars = Barras
Binding Bars = Barras do canto
Chains = Correntes
Wall Torch = Tocha de parede
### furniture_bathroom.lua ###
Toilet = Vaso sanitário
Sink = Pia
Taps = Torneira
Shower Tray = Ralo do chuveiro
Shower Head = Chuveiro
### init.lua ###
Loaded! = Carregado!
Asphalt Shingles = Telhas de asfalto
Black Plastic Flower Pot = Vaso de flor de plástico preto
Brass Pole = Poste de bronze
Brass Table Legs = Pernas da mesa de bronze
red = vermelho
green = verde
blue = azul
white = branco
pink = rosa
violet = violeta
## 1: Color name
Curtains (%s) = Cortina (%s)
Drop-Ceiling Tile = Placa de teto
Glass Skylight = Claraboia de vidro
Glass Table (Small, Round) = Mesa de vidro (pequena, redonda)
Glass Table (Small, Square) = Mesa de vidro (pequena, quadrada)
Green Plastic Flower Pot = Vaso de flor de plástico verde
Large Area Rug = Tapete grande
Large Glass Table Piece = Pedaço da mesa grande de vidro
Large Stereo Speaker = Auto-falante grande
Legs for Utility Table = Pernas para mesa
Projection Screen Material = Material de tela de projeção
Small Surround Speaker = Auto-falante pequeno
Small Throw Rug = Tapete pequeno
Stereo Receiver = Aparelho de som
Terracotta Flower Pot = Vaso de flor de terracota
Terracotta Roofing = Telhado de terracota
Textured Ceiling Paint = Pintura texturizada do teto
Utility Table = Mesa de trabalho
Utility table mk2 = Mesa de trabalho mk2
Wooden Shutter (Black) = Persiana de madeira (preta)
Wooden Shutter (Dark Grey) = Persiana de madeira (cinza escura)
Wooden Shutter (Forest Green) = Persiana de madeira (verde)
Wooden Shutter (Grey) = Persiana de madeira (cinza)
Wooden Shutter (Light Blue) = Persiana de madeira (azul clara)
Wooden Shutter (Purple) = Persiana de madeira (roxa)
Wooden Shutter (Red) = Persiana de madeira (vermelha)
Wooden Shutter (Unpainted Mahogany) = Persiana de madeira (mogno)
Wooden Shutter (Unpainted Oak) = Persiana de madeira (carvalho)
Wooden Shutter (White) = Persiana de madeira (branca)
Wooden Shutter (Yellow) = Persiana de madeira (amarela)
Wooden Tabletop piece = Pedaço do tampo da mesa
Wooden Tabletop (Small, Round) = Tampo da mesa (pequeno, arredondado)
Wooden Tabletop (Small, Square) = Tampo da mesa (pequeno, quadrado)
Wood Shingles = Telhas de madeira
Wrought Iron Pole = Poste de ferro forjado
someone = alguém
## 1: Player name
Sorry, %s owns that spot. = Desculpe, mas esse local pertence a %s.
### lighting.lua ###
White Glowlight (small cube) = Arandela branca (cubo pequeno)
White Glowlight (small cube, on ceiling) = Arandela branca (cubo pequeno, na parede)
White Glowlight (thick) = Arandela branca (grossa)
White Glowlight (thick, on wall) = Arandela branca (grossa, na parede)
White Glowlight (thin) = Arandela branca (fina)
White Glowlight (thin, on wall) = Arandela branca (fina, na parede)
Yellow Glowlight (small cube) = Arandela amarela (cubo pequeno)
Yellow Glowlight (small cube, on ceiling) = Arandela amarela (cubo pequeno, na parede)
Yellow Glowlight (thick) = Arandela amarela (grossa)
Yellow Glowlight (thick, on wall) = Arandela amarela (grossa, na parede)
Yellow Glowlight (thin) = Arandela amarela (fina)
Yellow Glowlight (thin, on wall) = Arandela amarela (fina, na parede)
### locked.lua ###
## 1: Item description, 2: Owner name
%s (owned by %s) = %s (pertence a %s)
## 1: Player name, 2: Item description, 3: Owner name, 4: Position
%s tried to access a %s belonging to %s at %s = %s tentou acessar %s pertencente a %s em %s
## 1: Item description
%s (Locked) = %s (trancado)
Locked Cabinet = Armário trancado
Locked Nightstand = Criado-mudo trancado
### nightstands.lua ###
Mahogany Nightstand with One Drawer = Criado-mudo de mogno, com uma gaveta
Mahogany Nightstand with Two Drawers = Criado-mudo de mogno, com duas gavetas
Oak Nightstand with One Drawer = Criado-mudo de carvalho, com uma gaveta
Oak Nightstand with Two Drawers = Criado-mudo de carvalho, com duas gavetas
## 1: Player name, 2: position
%s moves stuff in nightstand at %s = %s moveu item(ns) no criado-mudo em %s
%s moves stuff to nightstand at %s = %s moveu item(ns) para o criado-mudo em %s
%s takes stuff from nightstand at %s = %s tirou item(ns) do criado-mudo em %s
One-drawer Nightstand = Criado-mudo com uma gaveta
Two-drawer Nightstand = Criado-mudo com duas gavetas
### oven.lua ###
Oven = Forno
## 1: Percentage
Oven active: %d%% = Forno ativo: %d%%
Oven out of fuel = O forno está sem combustível
Oven is empty = O forno está vazio
### refrigerator.lua ###
Refrigerator = Geladeira
## 1: Player name, 2: position
%s moves stuff in refrigerator at %s = %s moveu item(ns) na geladeira em %s
%s moves stuff to refrigerator at %s = %s moveu item(ns) para a geladeira em %s
%s takes stuff from refrigerator at %s = %s tirou item(ns) da geladeira em %s
Not enough vertical space to place a refrigerator! = Não existe espaço vertical suficiente para adicionar uma geladeira.
### television.lua ###
Small CRT Television = TV de tubo pequena
### signs_lib.lua ###
%s wrote "%s" to sign at %s = %s escreveu "%s" na placa em %s
Reading cached character database. = Lendo banco de dados de caracteres no cache.
Font seems to have changed. Rebuilding cache. = Aparentemente as fontes foram alteradas. Reconstruindo o cache.
Could not find font line height in cached DB. Trying brute force. = Não foi possível encontrar a altura da linha da fonte no cache do BD. Tentando na marra.
Registered %s and %s = %s e %s registrados
signs loaded = placas carregadas
##########################
# Template language file #
##########################
### Special strings ###
### kitchen_cabinet.lua ###
Kitchen Cabinet =
## 1: Player name, 2: position
%s moves stuff in kitchen cabinet at %s =
%s moves stuff to kitchen cabinet at %s =
%s takes stuff from kitchen cabinet at %s =
Half-height Kitchen Cabinet (on ceiling) =
Under-sink cabinet =
Kitchen Cabinet with sink =
### door_models.lua ###
Mahogany Closet Door =
Oak Closet Door =
Fancy Wood/Glass Door =
Glass Office Door =
Glass and Wood, Mahogany-colored =
Glass and Wood, Oak-colored =
Glass and Wood, White =
Plain Wooden Door =
left =
right =
## 1: Side the doors opens to
(Top Half, %s-opening) =
(%s-opening) =
### door_nodes.lua ###
Not enough space above that spot to place a door! =
### crafts.lua ###
Brass Ingot =
Bucket of white paint =
Legs for Small Utility table =
Plastic sheet =
Silicon lump =
Simple Integrated Circuit =
Small Wooden Drawer =
Terracotta Roof Tile =
Titanium Dioxide =
Uncooked Terracotta Base =
Unprocessed Plastic base =
### door_models.lua ###
### door_nodes.lua ###
### fences.lua ###
Barbed Wire Fence =
Barbed Wire Fence Corner =
Barbed Wire Fence Gate =
Brass Fence/railing =
Brass Fence/railing with sign =
Chainlink Fence =
Chainlink Fence Corner =
Chainlink Fence Gate =
Unpainted Picket Fence =
Unpainted Picket Fence Corner =
Unpainted Picket Fence Gate =
White Picket Fence =
White Picket Fence Corner =
White Picket Fence Gate =
Wooden Privacy Fence =
Wooden Privacy Fence Corner =
Wrought Iron Fence/railing =
Wrought Iron Fence/railing with sign =
want to simply place the wielded item like usual. =
### furniture.lua ###
Table =
Chair =
Black =
Red =
Pink =
Violet =
Blue =
Dark Green =
## 1: Color name
Armchair (%s) =
Table Lamp =
### furniture_medieval.lua ###
Bars =
Binding Bars =
Chains =
Wall Torch =
### furniture_bathroom.lua ###
Toilet =
Sink =
Taps =
Shower Tray =
Shower Head =
### init.lua ###
Loaded! =
Air Conditioner =
Asphalt Shingles =
Asphalt Shingles (outer corner) =
Asphalt Shingles (inner corner) =
Black Plastic Flower Pot =
Brass Pole =
Brass Table Legs =
Wrought Iron Table Legs =
red =
green =
blue =
white =
pink =
violet =
## 1: Color name
Curtains (%s) =
Drop-Ceiling Tile =
Glass Skylight =
Glass Skylight Frosted =
Glass Table (Small, Round) =
Glass Table (Small, Square) =
Glass Table Piece (large) =
Green Plastic Flower Pot =
Large Area Rug =
Glass Table Piece (large) =
Large Stereo Speaker =
Legs for Utility Table =
Projection Screen Material =
Small Surround Speaker =
Small Throw Rug =
Stereo Receiver =
Terracotta Flower Pot =
Terracotta Shingles =
Terracotta Shingles (outer corner) =
Terracotta Shingles (inner corner) =
Textured Ceiling Paint =
Utility Table =
Utility table mk2 =
Wooden Shutter (Black) =
Wooden Shutter (Dark grey) =
Wooden Shutter (Forest green) =
Wooden Shutter (Grey) =
Wooden Shutter (Light blue) =
Wooden Shutter (Violet) =
Wooden Shutter (Red) =
Wooden Shutter (Mahogany) =
Wooden Shutter (Unpainted oak) =
Wooden Shutter (White) =
Wooden Shutter (Yellow) =
Wood Table Piece (large)=
Wood Table (Small, Round) =
Wood Table (Small, Square) =
Wood Shingles =
Wood Shingles (outer corner) =
Wood Shingles (inner corner) =
Wrought Iron Pole =
someone =
## 1: Player name
Sorry, %s owns that spot. =
### lighting.lua ###
White Glowlight (small cube) =
White Glowlight (small cube, on ceiling) =
White Glowlight (thick) =
White Glowlight (thick, on wall) =
White Glowlight (thin) =
White Glowlight (thin, on wall) =
Yellow Glowlight (small cube) =
Yellow Glowlight (small cube, on ceiling) =
Yellow Glowlight (thick) =
Yellow Glowlight (thick, on wall) =
Yellow Glowlight (thin) =
Yellow Glowlight (thin, on wall) =
### locked.lua ###
## 1: Item description, 2: Owner name
%s (owned by %s) =
## 1: Player name, 2: Item description, 3: Owner name, 4: Position
%s tried to access a %s belonging to %s at %s =
## 1: Item description
%s (Locked) =
Locked Fridge =
Locked Cabinet =
Locked Nightstand =
Locked Oven =
Locked Oven (active) =
Locked Microwave Oven =
Locked Microwave Oven (active) =
### nightstands.lua ###
Mahogany Nightstand with One Drawer =
Mahogany Nightstand with Two Drawers =
Oak Nightstand with One Drawer =
Oak Nightstand with Two Drawers =
## 1: Player name, 2: position
%s moves stuff in nightstand at %s =
%s moves stuff to nightstand at %s =
%s takes stuff from nightstand at %s =
One-drawer Nightstand =
Two-drawer Nightstand =
### oven.lua ###
Oven =
Microwave Oven =
## 1: Item description, 2: Percentage
%s active: %d%% =
## 1: Item description
%s is empty =
: Out of fuel =
: output bins are full =
### refrigerator.lua ###
Refrigerator =
## 1: Player name, 2: position
%s moves stuff in refrigerator at %s =
%s moves stuff to refrigerator at %s =
%s takes stuff from refrigerator at %s =
Not enough vertical space to place a refrigerator! =
### television.lua ###
Small CRT Television =
### signs_lib.lua ###
%s wrote "%s" to sign at %s =
Reading cached character database. =
Font seems to have changed. Rebuilding cache. =
Could not find font line height in cached DB. Trying brute force. =
Registered %s and %s =
signs loaded =
local S = homedecor.gettext
local S = homedecor_i18n.gettext
local function N_(x) return x end
homedecor.register("ceiling_paint", {
description = S("Textured Ceiling Paint"),
......@@ -25,14 +28,13 @@ homedecor.register("ceiling_tile", {
})
local rug_types = {
{ "small", "homedecor_small_rug.obj" },
{ "large", homedecor.box.slab_y(0.0625)},
{ "persian", homedecor.box.slab_y(0.0625)}
{ N_("small"), "homedecor_small_rug.obj" },
{ N_("large"), homedecor.box.slab_y(0.0625) },
{ N_("persian"), homedecor.box.slab_y(0.0625) },
}
for i in ipairs(rug_types) do
s = rug_types[i][1]
m = rug_types[i][2]
for _, rt in ipairs(rug_types) do
local s, m = unpack(rt)
local mesh = m
local nodebox = nil
......@@ -41,7 +43,7 @@ for i in ipairs(rug_types) do
if type(m) == "table" then
mesh = nil
nodebox = {
type = "fixed",
type = "fixed",
fixed = m
}
tiles = {
......@@ -52,7 +54,7 @@ for i in ipairs(rug_types) do
end
homedecor.register("rug_"..s, {
description = S("Rug ("..s..")"),
description = S("Rug (@1)", S(s)),
mesh = mesh,
tiles = tiles,
node_box = nodebox,
......@@ -64,15 +66,15 @@ for i in ipairs(rug_types) do
})
end
local pot_colors = {"black", "green", "terracotta"}
local pot_colors = { N_("black"), N_("green"), N_("terracotta") }
for _, p in ipairs(pot_colors) do
homedecor.register("flower_pot_"..p, {
description = S("Flower Pot ("..p..")"),
description = S("Flower Pot (@1)", S(p)),
mesh = "homedecor_flowerpot.obj",
tiles = {
"homedecor_flower_pot_"..p..".png",
"default_dirt.png^[colorize:#000000:175"
{ name = "default_dirt.png", color = 0xff505050 },
},
groups = { snappy = 3, potting_soil=1 },
sounds = default.node_sound_stone_defaults(),
......@@ -80,27 +82,25 @@ homedecor.register("flower_pot_"..p, {
end
local flowers_list = {
{ "Rose", "rose", "flowers:rose" },
{ "Tulip", "tulip", "flowers:tulip" },
{ "Yellow Dandelion", "dandelion_yellow", "flowers:dandelion_yellow" },
{ "White Dandelion", "dandelion_white", "flowers:dandelion_white" },
{ "Blue Geranium", "geranium", "flowers:geranium" },
{ "Viola", "viola", "flowers:viola" },
{ "Cactus", "cactus", "default:cactus" },
{ "Bonsai", "bonsai", "default:sapling" }
{ S("Rose"), "rose", "flowers:rose" },
{ S("Tulip"), "tulip", "flowers:tulip" },
{ S("Yellow Dandelion"), "dandelion_yellow", "flowers:dandelion_yellow" },
{ S("White Dandelion"), "dandelion_white", "flowers:dandelion_white" },
{ S("Blue Geranium"), "geranium", "flowers:geranium" },
{ S("Viola"), "viola", "flowers:viola" },
{ S("Cactus"), "cactus", "default:cactus" },
{ S("Bonsai"), "bonsai", "default:sapling" }
}
for i in ipairs(flowers_list) do
local flowerdesc = flowers_list[i][1]
local flower = flowers_list[i][2]
local craftwith = flowers_list[i][3]
for _, f in ipairs(flowers_list) do
local flowerdesc, flower, craftwith = unpack(f)
homedecor.register("potted_"..flower, {
description = S("Potted flower ("..flowerdesc..")"),
description = S("Potted flower (@1)", flowerdesc),
mesh = "homedecor_potted_plant.obj",
tiles = {
"homedecor_flower_pot_terracotta.png",
"default_dirt.png^[colorize:#000000:175",
{ name = "default_dirt.png", color = 0xff303030 },
"flowers_"..flower..".png"
},
walkable = false,
......@@ -164,10 +164,10 @@ local ft_cbox = {
}
homedecor.register("fishtank", {
description = "Fishtank",
description = S("Fishtank"),
mesh = "homedecor_fishtank.obj",
tiles = {
"homedecor_generic_plastic_black.png",
{ name = "homedecor_generic_plastic.png", color = homedecor.color_black },
"homedecor_fishtank_filter.png",
"homedecor_fishtank_fishes.png",
"homedecor_fishtank_gravel.png",
......@@ -186,10 +186,10 @@ homedecor.register("fishtank", {
})
homedecor.register("fishtank_lighted", {
description = "Fishtank (lighted)",
description = S("Fishtank (lighted)"),
mesh = "homedecor_fishtank.obj",
tiles = {
"homedecor_generic_plastic_black.png",
{ name = "homedecor_generic_plastic.png", color = homedecor.color_black },
"homedecor_fishtank_filter.png",
"homedecor_fishtank_fishes_lighted.png",
"homedecor_fishtank_gravel_lighted.png",
......@@ -244,7 +244,7 @@ homedecor.register("cardboard_box", {
})
homedecor.register("dvd_cd_cabinet", {
description = "DVD/CD cabinet",
description = S("DVD/CD cabinet"),
mesh = "homedecor_dvd_cabinet.obj",
tiles = {
"default_wood.png",
......@@ -268,9 +268,9 @@ homedecor.register("pool_table", {
"homedecor_pool_table_baize.png",
"homedecor_pool_table_pockets.png",
"homedecor_pool_table_balls.png",
"homedecor_generic_wood_luxury.png^[colorize:#000000:90"
homedecor.lux_wood,
},
description = "Pool Table",
description = S("Pool Table"),
inventory_image = "homedecor_pool_table_inv.png",
groups = {snappy=3},
selection_box = pooltable_cbox,
......@@ -290,12 +290,12 @@ local piano_cbox = {
homedecor.register("piano", {
mesh = "homedecor_piano.obj",
tiles = {
"homedecor_generic_wood_luxury.png^[colorize:#000000:175",
{ name = "homedecor_generic_wood_luxury.png", color = homedecor.color_black },
"homedecor_piano_keys.png",
"homedecor_generic_metal_brass.png",
},
inventory_image = "homedecor_piano_inv.png",
description = "Piano",
description = S("Piano"),
groups = { snappy = 3 },
selection_box = piano_cbox,
collision_box = piano_cbox,
......@@ -313,7 +313,7 @@ local tr_cbox = {
}
homedecor.register("trophy", {
description = "Trophy",
description = S("Trophy"),
mesh = "homedecor_trophy.obj",
tiles = {
"default_wood.png",
......@@ -331,12 +331,12 @@ local sb_cbox = {
}
homedecor.register("sportbench", {
description = "Sport bench",
description = S("Sport bench"),
mesh = "homedecor_sport_bench.obj",
tiles = {
"homedecor_generic_metal_wrought_iron.png",
"homedecor_generic_metal_bright.png",
"homedecor_generic_metal_black.png",
{ name = "homedecor_generic_metal.png", color = homedecor.color_black },
"wool_black.png"
},
inventory_image = "homedecor_sport_bench_inv.png",
......@@ -356,7 +356,7 @@ homedecor.register("skateboard", {
mesh = "homedecor_skateboard.obj",
tiles = { "homedecor_skateboard.png" },
inventory_image = "homedecor_skateboard_inv.png",
description = "Skateboard",
description = S("Skateboard"),
groups = {snappy=3},
selection_box = skate_cbox,
walkable = false,
......@@ -365,13 +365,13 @@ homedecor.register("skateboard", {
})
homedecor.register("tool_cabinet", {
description = "Metal tool cabinet and work table",
description = S("Metal tool cabinet and work table"),
mesh = "homedecor_tool_cabinet.obj",
tiles = {
"homedecor_generic_metal_black.png^[colorize:#ff0000:150",
{ name = "homedecor_generic_metal.png", color = 0xffd00000 },
"homedecor_tool_cabinet_drawers.png",
"homedecor_generic_metal_black.png^[colorize:#006000:150",
"homedecor_generic_metal_black.png^[brighten",
{ name = "homedecor_generic_metal.png", color = 0xff006000 },
{ name = "homedecor_generic_metal.png", color = homedecor.color_med_grey },
"homedecor_generic_metal_bright.png",
"homedecor_tool_cabinet_misc.png",
},
......@@ -400,7 +400,7 @@ for _, i in ipairs(n) do
mesh = "homedecor_picture_frame.obj",
tiles = {
"homedecor_picture_frame_image"..i..".png",
"homedecor_generic_wood_luxury.png^[colorize:#000000:50",
homedecor.lux_wood,
"homedecor_picture_frame_back.png",
},
inventory_image = "homedecor_picture_frame"..i.."_inv.png",
......@@ -421,7 +421,7 @@ local p_cbox = {
for i = 1,20 do
homedecor.register("painting_"..i, {
description = "Decorative painting #"..i,
description = S("Decorative painting #@1", i),
mesh = "homedecor_painting.obj",
tiles = {
"default_wood.png",
......@@ -437,7 +437,7 @@ end
homedecor.banister_materials = {
{ "wood",
"wood",
S("wood"),
"default_wood.png",
"default_wood.png",
"group:wood",
......@@ -446,7 +446,7 @@ homedecor.banister_materials = {
""
},
{ "white_dark",
"dark topped",
S("dark topped"),
homedecor.white_wood,
homedecor.dark_wood,
"group:wood",
......@@ -455,7 +455,7 @@ homedecor.banister_materials = {
"dye:white"
},
{ "brass",
"brass",
S("brass"),
homedecor.white_wood,
"homedecor_generic_metal_brass.png",
"technic:brass_ingot",
......@@ -464,7 +464,7 @@ homedecor.banister_materials = {
"dye:white"
},
{ "wrought_iron",
"wrought iron",
S("wrought iron"),
"homedecor_generic_metal_wrought_iron.png",
"homedecor_generic_metal_wrought_iron.png",
"homedecor:pole_wrought_iron",
......@@ -476,9 +476,11 @@ homedecor.banister_materials = {
for _, side in ipairs({"diagonal_left", "diagonal_right", "horizontal"}) do
for i in ipairs(homedecor.banister_materials) do
local sidedesc = side:match("^diagonal") and S("diagonal") or S("horizontal")
for _, mat in ipairs(homedecor.banister_materials) do
local name = homedecor.banister_materials[i][1]
local name, matdesc, tile1, tile2 = unpack(mat)
local nodename = "banister_"..name.."_"..side
local groups = { snappy = 3, not_in_creative_inventory = 1 }
......@@ -498,11 +500,11 @@ for _, side in ipairs({"diagonal_left", "diagonal_right", "horizontal"}) do
end
homedecor.register(nodename, {
description = S("Banister for Stairs ("..homedecor.banister_materials[i][2]..", "..side..")"),
description = S("Banister for Stairs (@1, @2)", matdesc, sidedesc),
mesh = "homedecor_banister_"..side..".obj",
tiles = {
homedecor.banister_materials[i][3],
homedecor.banister_materials[i][4]
tile1,
tile2,
},
inventory_image = "homedecor_banister_"..name.."_inv.png",
groups = groups,
......@@ -571,7 +573,7 @@ homedecor.register("spiral_staircase", {
if #minetest.find_nodes_in_area(minp, maxp, "air") < 11 then
minetest.set_node(pos, {name = "air"})
minetest.chat_send_player(placer:get_player_name(), "This object takes up a 2x3x2 block of space (the bottom step goes in the forward-right corner), and some of it is occupied!" )
minetest.chat_send_player(placer:get_player_name(), S("not enough space"))
return true
end
......
# Blender v2.73 (sub 0) OBJ File: 'forniture-armchair.blend'
# Blender v2.72 (sub 0) OBJ File: 'forniture-armchair.blend'
# www.blender.org
o chair_Cylinder
v 0.375000 -0.437500 -0.500000
v 0.375000 0.039062 -0.500000
v 0.375000 0.101562 -0.437500
v 0.375000 0.101562 0.035156
v 0.375000 0.437500 0.035156
v 0.375000 0.500000 0.097656
v -0.375000 0.500000 0.375000
v 0.312500 -0.187500 -0.375000
v -0.375000 0.500000 0.097656
v -0.375000 0.437500 0.035156
v -0.312500 -0.187500 -0.375000
v -0.375000 0.101562 0.035156
v -0.375000 0.101562 -0.437500
v -0.375000 0.039062 -0.500000
v 0.375000 0.500000 0.375000
v -0.375000 -0.437500 -0.500000
v -0.437500 -0.437500 -0.500000
v -0.500000 -0.437500 -0.375000
v -0.500000 0.437500 0.097656
v -0.437500 0.039062 -0.500000
v 0.437500 0.500000 0.437500
v -0.437500 0.101562 -0.437500
v 0.437500 0.500000 0.097656
v -0.437500 0.101562 0.035156
v 0.437500 0.437500 0.035156
v -0.437500 0.437500 0.035156
v 0.437500 0.101562 0.035156
v -0.437500 0.500000 0.097656
v 0.437500 0.101562 -0.437500
v -0.437500 0.500000 0.437500
v 0.437500 0.039062 -0.500000
v 0.500000 0.437500 0.097656
v 0.437500 -0.437500 -0.500000
v -0.312500 -0.437500 -0.375000
v 0.500000 0.437500 0.500000
v 0.500000 -0.437500 0.500000
v 0.312500 -0.437500 -0.375000
v -0.500000 0.437500 0.500000
v -0.500000 -0.437500 0.500000
v -0.500000 0.039062 0.097656
v 0.500000 0.039062 0.097656
v -0.500000 0.039062 -0.437500
v 0.500000 0.039062 -0.437500
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v 0.500000 -0.375000 0.039062
v 0.437500 -0.375000 0.101562
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v -0.035156 -0.375000 0.437500
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v -0.097656 0.375000 0.500000
v -0.035156 0.375000 0.437500
v 0.375000 0.312500 -0.187500
v -0.035156 0.375000 0.101562
v 0.437500 0.375000 0.101562
v 0.500000 0.375000 0.039062
v -0.375000 -0.375000 0.500000
v 0.500000 0.375000 -0.437500
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v 0.437500 0.437500 0.101562
v -0.097656 -0.437500 0.500000
v -0.035156 0.437500 0.101562
v -0.035156 -0.437500 0.437500
v -0.035156 0.437500 0.437500
v -0.035156 -0.437500 0.101562
v -0.097656 0.437500 0.500000
v 0.437500 -0.437500 0.101562
v -0.437500 0.437500 0.500000
v 0.500000 -0.437500 0.039062
v -0.097656 -0.500000 0.437500
v 0.500000 -0.437500 -0.437500
v 0.312500 0.437500 0.097656
v 0.312500 0.039062 0.097656
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v -0.312500 0.437500 0.097656
v 0.500000 -0.437500 -0.375000
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v -0.312500 0.039062 -0.437500
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v 0.312500 -0.125000 0.312500
v -0.312500 -0.125000 0.312500
v 0.312500 0.437500 0.312500
v -0.312500 0.437500 0.312500
v 0.312500 -0.109375 -0.187500
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v 0.312500 0.156250 0.285156
v -0.312500 0.156250 0.285156
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v 0.312500 -0.109375 0.250000
v -0.312500 -0.125000 -0.312500
v 0.312500 0.375000 0.296875
v -0.312500 -0.062500 0.296875
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v -0.312500 -0.101562 0.031250
v -0.432138 -0.500000 0.343750
v -0.432138 -0.437500 0.343750
v -0.380362 -0.500000 0.343750
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v -0.343750 -0.500000 0.380362
v -0.343750 -0.437500 0.380362
v -0.343750 -0.500000 0.432138
v -0.343750 -0.437500 0.432138
v -0.380362 -0.500000 0.468750
v -0.380362 -0.437500 0.468750
v -0.432138 -0.500000 0.468750
v -0.432138 -0.437500 0.468750
v -0.468750 -0.500000 0.432138
v -0.468750 -0.437500 0.432138
v -0.468750 -0.500000 0.380362
v -0.468750 -0.437500 0.380362
v 0.343750 -0.437500 0.380362
v 0.343750 -0.500000 0.380362
v 0.343750 -0.437500 0.432138
v 0.343750 -0.500000 0.432138
v 0.380362 -0.437500 0.468750
v 0.380362 -0.500000 0.468750
v 0.432138 -0.437500 0.468750
v 0.432138 -0.500000 0.468750
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v 0.468750 -0.500000 0.432138
v 0.468750 -0.437500 0.380362
v 0.468750 -0.500000 0.380362
v 0.432138 -0.437500 0.343750
v 0.432138 -0.500000 0.343750
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v 0.380362 -0.500000 0.343750
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v -0.432138 -0.437500 -0.468750
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v -0.380362 -0.437500 -0.468750
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v -0.343750 -0.437500 -0.380362
v -0.380362 -0.500000 -0.343750
v -0.380362 -0.437500 -0.343750
v -0.432138 -0.500000 -0.343750
v -0.432138 -0.437500 -0.343750
v -0.468750 -0.500000 -0.380362
v -0.468750 -0.437500 -0.380362
v -0.468750 -0.500000 -0.432138
v -0.468750 -0.437500 -0.432138
v 0.343750 -0.437500 -0.432138
v 0.343750 -0.500000 -0.432138
v 0.343750 -0.437500 -0.380362
v 0.343750 -0.500000 -0.380362
v 0.380362 -0.437500 -0.343750
v 0.380362 -0.500000 -0.343750
v 0.432138 -0.437500 -0.343750
v 0.432138 -0.500000 -0.343750
v 0.468750 -0.437500 -0.380362
v 0.468750 -0.500000 -0.380362
v 0.468750 -0.437500 -0.432138
v 0.468750 -0.500000 -0.432138
v 0.432138 -0.437500 -0.468750
v 0.432138 -0.500000 -0.468750
v 0.380362 -0.437500 -0.468750
v 0.380362 -0.500000 -0.468750
v 0.375000 0.312500 -0.437500
v -0.500000 -0.500000 0.437500
v -0.500000 -0.500000 -0.437500
v 0.375000 -0.312500 -0.437500
v -0.500000 0.500000 0.437500
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Source diff could not be displayed: it is too large. Options to address this: view the blob.
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# Blender v2.72 (sub 0) OBJ File: 'bed-extended.blend'
# www.blender.org
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v -0.500000 -0.437500 -0.375000
v 0.375000 0.437500 -0.375000
v 0.375000 -0.437500 -0.375000
v 0.437500 0.375000 0.250000
v 0.500000 0.375000 0.250000
v 0.500000 -0.375000 0.250000
v 0.437500 -0.375000 0.250000
v 0.437500 0.375000 0.375000
v 0.500000 0.375000 0.375000
v 0.500000 -0.375000 0.375000
v 0.437500 -0.375000 0.375000
vt 1.000000 0.250000
vt 0.062500 0.250000
vt 0.062500 -0.000000
......@@ -233,16 +233,16 @@ vt 0.750000 0.125000
vt 0.812500 0.062500
vt 0.812500 0.500000
vt 0.187500 0.500000
vn -1.000000 0.000000 0.000000
vn 1.000000 0.000000 0.000000
vn 0.000000 1.000000 0.000000
vn -0.000000 1.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 0.000000 -1.000000
vn 0.000000 0.000000 1.000000
vn 0.707100 0.707100 0.000000
vn -0.707100 0.707100 0.000000
vn 0.000000 0.707100 -0.707100
vn 0.000000 0.707100 0.707100
vn 0.000000 0.000000 -1.000000
vn 1.000000 0.000000 0.000000
vn -1.000000 0.000000 0.000000
vn 0.000000 -0.707100 0.707100
vn -0.000000 0.707100 0.707100
vn 0.707100 0.000000 0.707100
vn -0.707100 0.000000 0.707100
g Cube_Cube_frame-metal
s off
f 85/1/1 6/2/1 2/3/1 86/4/1
......