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AgeCommit message (Collapse)Author
2017-03-11add fence-like cable clipVanessa Ezekowitz
to complement the block-sized one
2017-03-10add insulated cable clip/mountVanessa Ezekowitz
(purely decorative, uses colorwallmounted mode)
2017-03-10power monitor changesVanessa Ezekowitz
New textures, uses facedir, connects from the back as well.
2017-03-10Merge pull request #320 from cheapie/masterVanessa Ezekowitz
Fixes for network calculation issues
2017-03-10Fixes for network calculation issuesCarter Kolwey
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
2017-03-10Delete originDiego Martínez
Fixes #319.
2017-03-07Merge pull request #317 from Thomas--S/chest-bugfixVanessa Ezekowitz
Update chests protection to current minetest_game
2017-03-06Temporary fix for crash in constructor.Diego Martínez
2017-03-06Update chests protection to current minetest_gameThomas--S
2017-03-06Merge pull request #316 from Thomas--S/chest-bugfixVanessa Ezekowitz
Fix chest bug
2017-03-06Fix chest bugThomas--S
2017-03-06Merge pull request #308 from thatgraemeguy/mk3_drill_fixVanessa Ezekowitz
Make mk3 drill in 3x3 mode drill nodes from top to bottom
2017-03-06Merge pull request #307 from Thomas--S/patch-2Vanessa Ezekowitz
Update chest definitions to current minetest_game definitions
2017-03-06Merge pull request #306 from Thomas--S/patch-1Vanessa Ezekowitz
Update has_locked_chest_privilege to current minetest_game function
2017-03-06Merge pull request #298 from t4im/fix/quarry_loopsVanessa Ezekowitz
Mitigate server freezes due to item-transportation loops with quarries.
2017-03-06Merge pull request #297 from t4im/fix/drill_pointed_thingVanessa Ezekowitz
Remove reading of undefined global to fix drill drilling pointed_thing.above in combination with other badly coded mods.
2017-03-06Merge pull request #288 from numberZero/control-supply_converterVanessa Ezekowitz
Supply converter control
2017-03-06Merge pull request #283 from ghost/patch-1Vanessa Ezekowitz
Updated Italian locale
2017-03-06Merge pull request #272 from veikk0/masterVanessa Ezekowitz
Replace nuclear reactor alarm sound
2017-03-06Merge pull request #258 from mrsteyk/patch-1Vanessa Ezekowitz
Zinc is too rare!!! It is an issue!
2017-03-06Merge pull request #314 from thomas31415/masterVanessa Ezekowitz
Fixed set mode for mining drill mk2 and mk3
2017-03-06Merge pull request #315 from cheapie/masterVanessa Ezekowitz
Only update the associated network(s) when placing/digging nodes
2017-03-05Only update the associated network(s) when placing/digging nodesCarter Kolwey
2017-03-05Fixed set mode for mining drill mk2 and mk3Thomas
2017-03-04Fixed set mode for mining drill mk2 and mk3Thomas
2017-03-02lower the cap on water mill to 1575 EUVanessa Ezekowitz
2250 is just too much
2017-02-27Merge pull request #312 from cheapie/masterVanessa Ezekowitz
Crafting changes
2017-02-27Grind gravel into sandCarter Kolwey
2017-02-27Add dirt recipe to centrifugeCarter Kolwey
4 dirt -> 2 clay lumps, 1 sand, 1 gravel
2017-02-27Rework dirt craftingCarter Kolwey
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.
2017-02-26cap water mill output at `max_output` and 100% :PVanessa Ezekowitz
2017-02-25Add option to disable radiation protectionnumber Zero
2017-02-25Immortal entities supportnumber Zero
2017-02-25Made radiation configurablenumber Zero
2017-02-25Restored weak shieldingnumber Zero
2017-02-25Radiation improvednumber Zero
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
2017-02-21Make hydro generators sense the water flow volume around themVanessa Ezekowitz
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.
2017-02-21don't allow standing water to power a gen,Vanessa Ezekowitz
and add support for default flowing river water
2017-01-30Make mk3 drill in 3x3 mode drill nodes from top to bottomThatGraemeGuy
2017-01-28Add longer-term radiation damageShadowNinja
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.
2017-01-28Split radiation from nuclear reactor codeShadowNinja
2017-01-28Tweak radioactivityShadowNinja
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).
2017-01-28Switch nuclear reactor to a lead shieldShadowNinja
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.
2017-01-15Update chest definitions to current minetest_game definitionsThomas--S
2017-01-15Update has_locked_chest_privilege to current minetest_game functionThomas--S
2016-11-17Handle CONTENT_IGNORE when checking windmill conditions.Tim
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.
2016-11-17Add trace_node_ray_fat and use it for mining lasersShadowNinja
This function includes more nodes, so laser tunnels aren't always only one node wide.
2016-11-17Replace trace_node_ray algorithmShadowNinja
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.
2016-11-17Update mining laser particle API usageShadowNinja
2016-11-17Adjust mining laser start offsetShadowNinja