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2014-07-12Make unconnected generators burn the fuel they still have.origin/network_rewriteNovatux
2014-07-11Make switching station run all machines it is connected to, including those ↵Novatux
in unloaded blocks.
2014-07-10Increase prospector's charge capacityZefram
The low capacity of the prospector turned out to be annoying, while the other limitations do not substantially detract from fun. Also adjust recipe to include a blue energy crystal, to explain the source of the charge capacity.
2014-07-09Better ingot texturesNovatux
2014-07-09Tweak energy crystal recipesZefram
Use silver instead of gold in the recipe for the red energy crystal, and mithril instead of gold in the recipe for the blue energy crystal. This provides more appreciable steps in the expense of the upgrades, which were too similar, and in particular makes the blue energy crystal less ridiculously cheap.
2014-07-09Rework some recipes to use more varied ingredientsZefram
2014-07-09Exclude technic:nothing from creative inventoryZefram
2014-07-09Vary cable insulation type with tierZefram
LV cables are now paper-insulated, rather than uninsulated (which made no sense). MV cables are rubber-insulated as before. HV cables are now plastic-insulated (which they already visually appeared to be). MV and HV cables are still crafted by adding insulation onto lower-tier cable, rather than by insulating raw copper; this matches the way machines are upgraded between tiers rather than crafted afresh.
2014-07-09Remove duplicate cable texturesZefram
Some of the technicx32 cable textures were just duplicates of the standard-resolution textures.
2014-07-09Fine gold and silver wire itemsZefram
Not used in any recipes yet.
2014-07-09Tweak supply converter recipeZefram
The casing is now in the center of the grid, as it is for all other machines.
2014-07-09Consistently use cable in electric machine recipesZefram
All electric machine recipes now include cable of the appropriate tier as the bottom-middle ingredient, immediately below the casing ingredient. Many LV machines were using a copper ingot in that location.
2014-07-09Use machine casing in most machine recipesZefram
2014-07-09Machine casing itemZefram
The casing is intended to be an ingredient in craft recipes for machines. It isn't actually used in any recipes yet. Although mainly a craft item, it is defined as a node type, mainly to get an appropriately cubic inventory image. It is incidentally possible to place it as a node: this makes some sense, although the empty machine casing isn't actually useful as a node.
2014-07-07Handheld prospecting toolZefram
The new tool will say whether a target block type is present in a specified region, to allow for more targeted digging. It is deliberately quite weak, with several limitations: only stores enough charge for a small number of shots; target can only be set by pointing at an example node; range is limited; accuracy is less than 100%. Some of these limitations should probably be ameliorated, but not entirely eliminated, in the future when we have a better idea of game balance. The inventory image is only a placeholder.
2014-07-07Fix fuel-fired alloy furnaceZefram
Commit ee0765804c0a21deeb2f33c22ac1a36cb0db5f43 broke the fuel-fired alloy furnace, by removing the definition of its formspec that it requires to set up the form upon construction.
2014-07-07Fix craft guide for alloy cooking et alZefram
A typo in commit d55ecc39f954b33c17ae9a1da4aeff6382fcb790 made recipes for alloy cooking, compressing, and all other craft types sharing that machine code, to be shown with three ingredient slots instead of the correct one or two.
2014-07-07Fix brass alloying recipeZefram
Commit d55ecc39f954b33c17ae9a1da4aeff6382fcb790 introduced a bogus reference to "technic:copper_ingot".
2014-07-03Add snippet to check if function exists.RealBadAngel
2014-07-03Add missing entry to templateNovatux
2014-07-03Remove most tube crafting recipesNovatux
2014-07-03Change the recipe code to be able to handle recipes with more than one ↵Novatux
input, and use it for the alloy furnace. Reorganize the init.lua files.
2014-07-03Make MV extractor/compressor workCarter Kolwey
2014-07-03Fix machine descriptionNovatux
2014-07-02Better forcefield control dialogZefram
The size configuration is no longer cleared when exiting the dialog with <esc>. The enable/disable toggle button now indicates the current state. The name of the toggle button now varies according to state, so that pressing the button multiple times in one state (which can arise due to lag making the user unsure about whether the first press registered) only makes the state change that the user requested, rather than toggling repeatedly.
2014-07-02Add MV version of compressor too, remove infinite sand-producing compressor ↵Novatux
recipe.
2014-07-02Refactor a lot of code: make only one registration function for grinder, ↵Novatux
extractor and electric furnace (compressor will follow soon)
2014-07-02Add MV extractorNovatux
2014-07-02Add registration code for extractorNovatux
2014-06-27Reduce mithril chest to gold chest sizeZefram
Due to concerns about form appearance, reduce mithril chest size to avoid its form exceeding screen height. This reduces it to the same size as the gold chest. Having two chest types of the same size looks silly now, but will be reasonable as soon as mithril chests get their long-planned special features.
2014-06-27Buff chest sizesZefram
Make the inventory sizes of all the technic chests larger, to provide a more appreciable benefit from upgrading chests, more in keeping with the resources spent on the upgrades. Currently the game engine doesn't handle large forms well. The size of an inventory slot is fixed relative to the screen height, and a form that exceeds either screen dimension will extend off the screen, making parts of it inaccessible. The tallest a form can get and remain usable is 13 slots, and even that slightly overspills the screen height. The maximum usable width depends on the screen aspect ratio. For the narrowest common ratio, 5:4, the widest a form can usably get is 15 slots, again slightly overspilling. Combined with the layout of the chest forms, this implies a maximum practical chest inventory size of 15x7 (= 105), slightly smaller than the largest Minecraft chests. To provide roughly equal size steps in the five upgrades from wooden chest (staying at 8x4 = 32) to mithril chest, the steps need to be of about 15 slots instead of the former 4. The new sizes are: wooden 8x4 32 iron 9x5 45 copper 12x5 60 silver 12x6 72 gold 15x6 90 mithril 15x7 105 To make upgrading from the old chest sizes to the new sizes more convenient, the inventory size is now set not only upon chest construction but also when accepting form input, at the same time as rewriting the formspec. So after upgrading the technic mod, viewing an existing chest upgrades it to the new size. The first time a pre-existing chest is viewed its form will have the old dimensions, looking broken due to the inventory background image now having the new number of slots. The second time it is viewed the form will have the new dimensions, and the full new number of slots will be usable.
2014-06-26Fix the chainsaw's protection checkShadowNinja
2014-06-26Clean up and improve chainsawShadowNinja
2014-06-23Make sure chainsaw drops appear above groundPhvli
A fix for https://github.com/minetest-technic/technic/issues/137 Chainsaw drops are forced to pop above ground. Also, as asl suggested, they must not end up too high on a ledge or a pillar. This also cleans up the code style of chainsaw.lua.
2014-06-21Handle lag better in drillZefram
If a mining drill is apparently applied to a non-pointable node, do nothing rather than drilling as normal. This situation usually arises from lag, where the news of a node having been drilled didn't reach the user quickly enough and the user thereby applied the drill twice to the same node. The second drill attempt would formerly consume charge and then find that all the nodes it wanted to dig had already been removed.
2014-06-21Rationalise machine terminologyZefram
All electrically-powered machines now consistently indicate their tier (supply voltage) in their names. As this implies that they are electrically powered, the furnaces no longer have "Electric" in their names. The fuel-fired equivalents of electric machines, which exist for alloy furnace and furnace, now say "Fuel-Fired" to distinguish them. (The fuel-fired alloy furnace used to say "Coal", which was inaccurate because it uses any fuel. The fuel-fired furnace, from the default mod, used to just be called "Furnace", which is ambiguous.) Electric power generators now consistently indicate their tier and have the word "Generator" in their names. This makes their purpose much clearer, and makes obvious craft guide searches produce useful results. The fuel-fired generators, previously just (ambiguously) called "Generator", are now explicitly "Fuel-Fired".
2014-06-21Rename default chest to "Wooden Chest"Zefram
All the chests added by technic specify their material in their description, so the description "Chest" for the default chest looks ambiguous. Rename it to seamlessly fit into the range of chest types.
2014-06-21Full glooptest supportZefram
To support the glooptest mod (successor of gloopores), define the gloopores lump->dust grinding recipes if either of the mods is available. (Formerly only "gloopores" was supported.) Define kalite dust item, which was previously missing. Make gloop ingots grindable to dust as the non-gloop ingots already are; incidentally refactor this to automatically make ingots grindable whenever the ingot can be made by cooking dust. Add textures for all the gloop dusts. Do the "Steel"->"Iron" renaming for glooptest-defined tools and items.
2014-06-21Proper x32 texture for coal dustZefram
2014-06-08Chainsaw should dig jungle leaves too.Novatux
2014-05-30Fix wear_represents logicorigin/facShadowNinja
2014-05-30Remove unused parameter to is_empty()ShadowNinja
2014-05-30Fix crash when trying to repair unknown itemsShadowNinja
2014-05-24Better quarry control dialogZefram
The size configuration is no longer cleared when exiting the dialog with <esc>. The enable/disable toggle button now indicates the current state. The name of the toggle button now varies according to state, so that pressing the button multiple times in one state (which can arise due to lag making the user unsure about whether the first press registered) only makes the state change that the user requested, rather than toggling repeatedly.
2014-05-24Stop quarry duplicating itemsZefram
The quarry was digging via dig_node and also manually putting the node's drops into the tube system. This assumed that dig_node would attempt to put the drops in the player's inventory, doing nothing if there is no such inventory. With the item_drop mod installed, dig_node would instead turn the node into an item entity, so the quarry's strategy would duplicate the item, making it appear both as an item entity in situ and as an item in the tube. Instead, the quarry must use remove_node when it manually processes the drops, just like the pipeworks node breaker.
2014-05-24Fix supply converterZefram
Its registration as a battery (BA) node didn't work. It needs to be registered as both a producer (PR) and a receiver (RE).
2014-05-24Only make gloop dusts if gloopores is presentZefram
2014-05-24Make stainless steel ingot grindable to dustZefram
Consistent with all the other ingot/dust pairs.
2014-05-23Upgrades to battery boxes too, prevent frames from moving too often (one ↵Novatux
move every second max)
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.