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2014-05-22split default iron/steel into three metalsZefram
Override the default mod's iron/steel substance, replacing it with three metals: wrought iron (pure iron), carbon steel (iron alloyed with a little carbon), and cast iron (iron alloyed with lots of carbon). Wrought iron is easiest to refine, then cast iron, and carbon steel the most difficult, matching the historical progression. Recipes that used default steel are changed to use one of the three, the choice of alloy for each application being both somewhat realistic and also matching up with game progression. The default:steel{_ingot,block} items are identified specifically with wrought iron. This makes the default refining recipes work appropriately. Iron-using recipes defined outside technic are thus necessarily reinterpreted to use wrought iron, which is mostly appropriate. Some objects are renamed accordingly. Rather than use the default steel textures for wrought iron, with technic providing textures for the other two, technic now provides textures for all three metals. This avoids problems that would occur with texture packs that provide default_steel_{ingot,block} textures that are not intended to support this wrought-iron/carbon-steel/cast-iron distinction. A texture pack can provide a distinct set of three textures specifically for the situation where this distinction is required. Incidentally make grinding and alloy cooking recipes work correctly when ingredients are specified by alias.
2014-05-18Mining lasers: don't dig the node the player is in.Novatux
2014-05-18Fix errors when trying to charge buckets of water.Novatux
2014-05-06Fix invalid check for UI.RealBadAngel
2014-05-06Move checking of node that should be ignore above protection checkingasl97
firing a laser into a sky while in someone land without hitting anything but air shouldn't get anyone ban
2014-05-0486400 ticks is one week, not 24hVanessa Ezekowitz
2014-05-01Improve italian translationroberto5
2014-05-01Chests sorting by Zefram_FyshRealBadAngel
2014-04-30Refill behaviour for power tools and cansZefram
Supply the on_refill hook for power tools and cans, to perform appropriate charging. This is to be used by unified_inventory's creative-mode refill slot.
2014-04-30various backward-compatibility aliasesZefram
2014-04-30Register craft types with unified_inventoryZefram
2014-04-30Declare unified_inventory optional dependencyZefram
Make sure unified_inventory is loaded before us if present, so that we successfully register crafts with it.
2014-04-30Fix can wear following tool workshop changeZefram
The cans used set_RE_wear() to manage their wear bars. As that now only sets wear for power tools, the cans need a separate function.
2014-04-30Genericise handling of multiple meanings of wearZefram
The tool workshop is meant to repair mechanical damage to tools, so is at risk of `repairing' tools that use the wear bar to represent something other than mechanical wear. It had special-case recognition of the water and lava cans, which use the wear bar to represent how much content they're carrying, and wouldn't repair them. But it didn't avoid `repairing' RE chargeable items, which use the wear bar to represent how much energy they have stored. It would modify the wear bar without actually affecting the charge, so the wear bar would jump back to the correct place when the next charging or discharging event occurred. To genericise, introduce a new item property, "wear_represents", which indicates how the wear bar is used for this item. Currently defined values are "mechanical_wear" (straightforward damage to tools that start out perfect), "technic_RE_charge" (electrical energy, canonically represented in the meta rather than the wear bar), and "content_level" (how full a container is). For backcompat, nil is interpreted as "mechanical_wear". The tool workshop will only repair "mechanical_wear" tools. As a bonus, set_RE_wear() will only set the wear bar for "technic_RE_charge" items: this means developers will notice if they forget to declare wear_represents, but also means that with no further changes it's possible to have an RE chargeable item that uses its wear bar to represent something else.
2014-04-30fix tube properties for injectorZefram
By relying on another no-longer-extant definition, the injector didn't visually connect to the tube below it.
2014-04-30fix groups for injectorZefram
The injector was in no groups, and therefore not breakable by ordinary means. This was because the code referred to a defined variable that went away in the course of a rewrite of the chests code.
2014-04-27Fix search for operating flashlightZefram
Having a never-charged flashlight in the hotbar earlier than a charged flashlight prevented the charged flashlight being found.
2014-04-27Fix discharge of flashlight and sonic screwdriverZefram
These two tools wouldn't discharge all the way to zero through use, unlike most chargeable items. Incidentally remove a duplicate of the check_for_flashlight() function.
2014-04-27Fix flashlight's light generationZefram
The flashlight was lighting the wrong node, 1 m east of the player's lower half, thus getting no light if the player is adjacent to an eastern wall. Restore the old 1 m above, that coincides with the player's hands. There was a problem with light from the flashlight getting stuck in the map. This arises because the flashlight's light value was 15, the reserved value that the engine uses for sunlight. Moving the flashlight upwards, by jumping while it is equipped, would cause the node below it to acquire a bogus sunlit state. Fix this by reducing the flashlight's light value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight. The light_off node type is not required. With the light value limited to 14, mere removal of the light node suffices to correctly recalculate lighting.
2014-04-27Fix flashlight light node declarationsZefram
The light and light_off node types should be not_in_creative_inventory, and should drop nothing.
2014-04-27Fix chest log messagesZefram
All log messages about moving stuff in/into/from chests described them as "locked", whether the chests are locked or not. Remove that word, so the messages make no claim about lockedness.
2014-04-27Fix drops for active machinesZefram
Active machine nodes need to drop their inactive counterpart. Some were missing that declaration.
2014-04-27Fix drill charge usageZefram
The drills weren't taking the variable usage cost into account (either the per-type base cost or the per-mode multiplier) when deciding whether they have sufficient charge to use. This could cause them to overshoot in charge usage, although they would then clamp to zero rather than record negative charge. Also, for the Mk1 drill where the cost was assessed correctly, the drill would refuse to discharge to exactly zero charge.
2014-04-27Improve message about drill controlZefram
The message to "hold shift" makes an unwarranted assumption about the user's keybindings. Messages from the server should refer to a key's game function, rather than its extragame identity.
2014-04-27The code to connect an electrical machine to cables would only considerRealBadAngel
the first-seen tier for which the machine was registered. So the switching station, which is uniquely registered for all tiers, would only visually connect to LV cable when placed, not to MV or HV cable. (It would function nevertheless, and cable would connect to the switching station if placed later.) Change to consider all tiers. Incidentally avoid a gratuitous iteration through all registered machines.
2014-04-24Save chest label when exiting formspecZefram
When using the form to edit a chest label, apply the edited label whenever the form is submitted with the text field included, rather than only if the form's specific "finished editing" button is used. This supports the natural use of <ret> to indicate that text editing is complete, which works with other text editing forms such as that for signs.
2014-04-22Add fir leaves to the chainsaw's timber_nodenamesasl97
2014-04-22Add german translations for all modsXanthin
2014-04-22Fix laser dischargingZefram
Commit a6dae893d66319739e8dfe962f67285221eb9b91 introduced per-version charge cost for firing mining lasers, but applies this in addition to the old fixed cost which it was meant to replace. Fix by removing the application of the fixed cost. The same commit did successfully change the check for a laser having sufficient charge to fire, so that's based purely on the variable cost. As a consequence, firing a laser that has just enough charge to cover the variable cost could cause its charge to go negative. (For example, by fully charging a Mk1 laser and then firing it until it empties, resulting in a charge of -400.) It turned out that set_RE_wear handled that badly, producing an over-100% wear value that would wrap to a *low* wear value, leading to the laser's wear bar looking as if it's fully charged. To protect against silly wear values, make set_RE_wear clamp the wear value to avoid wrapping. Handle specially the case of a fully-discharged tool, where there was desirable wrapping to zero.
2014-04-14Fix typo in frame and template motor recipesBoba
2014-04-14Fix crash when using the template toolBoba
2014-04-02Fix steel ingot item name in laser Mk1 crafting recipeShadowNinja
2014-03-30Add translation support to technic_chestsShadowNinja
2014-03-30Modify mining drill charges and power usage. Also fix bug with mk3 power usage.Bryant Mairs
2014-03-30Make the charge stored by every battery box consistent with the input ↵Bryant Mairs
ingredients.
2014-03-30Reduce the charge stored by each type of crystal.Bryant Mairs
2014-03-30Modify the cost, range, and cost-per-shot of all 3 lasers.Bryant Mairs
2014-03-30Revised recipe for mk1 laser and added mk2 & mk3 laser recipes.Bryant Mairs
2014-03-30Fix CNC steel block groupsTim
2014-03-30Fix constructor descriptionTim
2014-03-30Make marble, granite, bronze and stainless steel blocks CNC-millableTim
2014-03-30Remove duplicate CNC registration of default:treeTim
2014-03-30Fix steel block node name in the CNCTim
2014-03-26Fix CNC power drainShadowNinja
2014-02-27Make some headers smaller in the READMEsShadowNinja
2014-02-27Update READMEsShadowNinja
2014-01-18Infinite stacks fixNovatux
2014-01-18Actually call the mvps callbackNovatux
2014-01-18Mesecons mvps support, better framesNovatux
2014-01-18A few fixesNovatux