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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
2017-01-28Add 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.
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
2016-10-14fix node dupe exploit in framesraymoo
You can dupe nodes by placing them on a frame, because the on_rightclick wouldn't return the new itemstack.
2016-10-04Update blast resistant concrete on_blast() to new TNT APIMT-Modder
The destroyed item is now returned instead of being directly dropped, and the blast intensity value has changed.
2016-05-12Fix item drop when digging mv furnacetenplus1
Fixed crash when digging mv furnace
2016-04-01Fix cable alias countShadowNinja
2016-03-20Fix radiation damageShadowNinja
2016-03-20Add support for new trees in minetest gameNathanSalapat
2016-03-20Make blast-resistant concrete blast resistantMT-Modder
2016-03-20CleanupShadowNinja
Changes: * Make rayIter a global utility, and use it for radiation too. * prettynum -> pretty_num and cleanup. * Remove resolve_name/function_exists (unused). * Cleanup nuclear reactor code.
2016-03-20Use connected nodeboxes for concrete postsShadowNinja
2016-03-20Use connected nodeboxes for cablesShadowNinja
2015-11-28Fix code style (useless or)RealBadAngel
2015-11-28Add vacuum cleaner tool (by Phvli)RealBadAngel
2015-11-25Revert "height_min/max --> y_min/max"Vanessa Ezekowitz
(due to misread of the code) This reverts commit 798a885807a1e1d6f0e028dbf6dcdb5cc9517106.
2015-11-14Fix corium greifing disabling not working.RealBadAngel
2015-10-23height_min/max --> y_min/maxVanessa Ezekowitz
2015-10-23tile_images --> tilesVanessa Ezekowitz
2015-10-16Change tile_images to tilesMT-Modder
2015-09-12CNC: re-add player inventory to formspecest31
Fix regression of commit d732c8dfbd818e9b0b4a04620af40399b35c74ab - "Add listring functionality" by @est31 (me xD).
2015-09-12fix missing radiation resistance for lead blockVanessa Ezekowitz
2015-09-12add facedir to tool workshopVanessa Ezekowitz
2015-09-12clarify license in READMEVanessa Ezekowitz
2015-09-12copy rubber tree textures to technic_worldgenVanessa Ezekowitz
should fix #222
2015-09-12Use moreblocks as an optional dependency.1Nick1Name
2015-07-28added rubber tree descriptionChristian Wischenbart
+added to group "leaves"
2015-07-24Update my name in README.mdNovatux
2015-07-12Machines should become inactive when output slots are fullThatGraemeGuy
2015-06-18Move coal furnaces to other/est31
They don't use power, move them to where they belong.
2015-06-18Add listring functionalityest31
Add shift-click functionality
2015-06-17default:mese_block is now default:meseasl97
https://github.com/minetest-technic/technic/blob/master/technic/crafts.lua#L189
2015-06-17Make chests usable if pipeworks is not installedRogier
2015-06-17Make chests usable without moreores (& add soft dependency)Rogier
2015-06-17Make technic_chests not (implicitly) depend on technicRogier
(by moving two images that are used for chests only, from technic/textures to technic_chests/textures)
2015-06-06Readd myselfsdzen
2015-06-06Readd myselfsdzen
a large amount of the 16x16 textures were mine but when RealBad put them back in the information on them mustve been scattered to the winds, just fixing this.