Age | Commit message (Collapse) | Author |
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to complement the block-sized one
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(purely decorative, uses colorwallmounted mode)
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New textures, uses facedir, connects from the back as well.
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Fixes for network calculation issues
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This fixes several issues:
* More than one switching station could become active on large networks
- Switching stations now semi-permanently become disabled if another is present
- Power monitors have been added to replace the function of "slave" switching stations, to discourage overuse of switching stations
* Networks did not reliably "split" when cutting a cable
- I "may" have caused this issue, but I believe it is solved by this
* Machines did not run without a player near the switching station
- Active switching stations now forceload themselves, and free the forceloaded block if disabled, dug, or disconnected
- Machines are only loaded to run them (as before), so only one mapblock (or two if the bottom edge of the switching station is a mapblock boundary) is loaded
- Cables are still only loaded during a full network recalculation
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Fixes #319.
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Update chests protection to current minetest_game
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Fix chest bug
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Make mk3 drill in 3x3 mode drill nodes from top to bottom
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Update chest definitions to current minetest_game definitions
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Update has_locked_chest_privilege to current minetest_game function
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Mitigate server freezes due to item-transportation loops with quarries.
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Remove reading of undefined global to fix drill drilling pointed_thing.above in combination with other badly coded mods.
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Supply converter control
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Updated Italian locale
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Replace nuclear reactor alarm sound
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Zinc is too rare!!! It is an issue!
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Fixed set mode for mining drill mk2 and mk3
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Only update the associated network(s) when placing/digging nodes
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2250 is just too much
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Crafting changes
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4 dirt -> 2 clay lumps, 1 sand, 1 gravel
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Dirt is now crafted from stone dust, leaves, water, and sand, instead of by grinding gravel. Stone dust can be obtained by grinding stone or sand.
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Now it is applied to mobs too.
Moreover, it should now respect "radiation" armor group, or fall back to "fleshy" group to detect vulnerable things
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Water flow around a gen is shown more or less directly by the water's
param2, range 0 to 15, so four sides could total 60. Cap the result to 45
so that three sides' worth of full flow (or four sides at reduced flow) still
registers as "100%", and raise the maximum outpu to 2250 EU.
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and add support for default flowing river water
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Radiation now slowly damages you for a while after exposure,
with the effect's time and intensity proportional to the
amount of radiation received. The radioactivity of some
items is reduced to account for the increased damage.
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This simplifies radioactivity by removing the 1000 and 0.25 multipliers.
It also increases the effectiveness of protection (I think it was too low
before -- most of the advantage of adding protective layers was just from
the increased distance).
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The reactor originaly used a stainless steel shield only
because lead wasn't yet available. Stainless steel shields
are automatically converted to lead shields for legacy reasons.
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Windmills always span more than one mapblock, so even with a switching station next to the generators, they will stop working if unloaded due to the windmill check failing to handle CONTENT_IGNORE of the frames at the foot of the windmill, unless a second switching station would be placed there.
The commit assumes, that a user has to load a block to modify it, and thus unloaded blocks to have the same windmill frame state as before.
This also makes technic_run for windmills a little faster by being able to skip some unnecessary node lookups and generally avoiding creation of 20 tables per windmill per step.
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This function includes more nodes, so laser tunnels
aren't always only one node wide.
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This is an algorithm that I designed myself. It fixes an
issue with the old code where it would be more eager to
move in some directions rather than others. This bug
resulted in, eg, a lead block on a radiation source's
+x side protecting you when you were directly overhead.
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