| Age | Commit message (Collapse) | Author | 
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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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You can dupe nodes by placing them on a frame, because the on_rightclick wouldn't return the new itemstack.
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variable above.
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loops, that eventually cause server freezes.
As a nice side effect, items are not gonna be unnecessarily received by the quarry anymore, if another tube is available for transport.
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The destroyed item is now returned instead of being directly dropped, and the blast intensity value has changed.
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Added missing translations
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Fixed crash when digging mv furnace
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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.
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