Age | Commit message (Collapse) | Author |
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Previously timers were not copied over to the new nodes when frames
move. This lead to blinky plants from mesecons to stop working after a
platform has moved, and buttons getting stuck in their pressed state.
Now the timers state for active timers are copied from the old node
positions to the new node positions.
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* New MV hydro with upgraded power
The LV hydro is easy to make giving lot of power. The New hydro MV will put a tier system to it; thereby giving more incentive to player to pursue MV hydro plus a little survival aspect. This is a result of [Detailed discussion which is here](https://github.com/minetest-mods/technic/issues/411). Thanks to VanessaE for a good talk and support and enthusiasm to make one :) This will now produce around 175 EU (in between 150-200, so basically average). The MV hydro will give 10x more power than this one. :)
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- There are manuals for all of the modpacks Technic depends on (possibly this is recent)
- Tin is now part of minetest_game
- Minor typo fixes
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Register tin dust unconditionally
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Do not remove air and group:hot nodes instead of using a fixed list
Abort mining when encountering an unknown node
Add random to the smoke puff particle
Set mining laser tool range to 0
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Add the EU_string helper function
In comparison to pretty_num it uses SI prefixes, adds "EU" (e.g. kEU) and rounds the number for readability
Add a constant_digit_count boolean setting
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This allows admins to move other players locked chests/etc without hassle (relocating flying chests).
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Fixes crash related to pipeworks
default.can_interact_with_node is not official part of the API yet. Using it anyway..
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can_dig callbacks to prevent nil object errors (#425)
Minetest game's doors mod was known to cause server errors when passed a nil digger in it's can_dig callback,
due to always attempting to invoke digger:get_player_name().
Fix this by providing a basic fake player which provides this method to can_dig callbacks.
(It should be noted that currently this fix causes doors to be undiggable by quarries.)
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and where it is
only prints the warning once per redundant station, per minetest
session. if there are multiple redundant stations on a network, digging
one should cause the warning to appear for the next one technic finds,
if it doesn't show them all right away.
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(for situations where a user creates a laggy machine on a public server, use
this to suspend power distribution until the machine is found and disabled)
`/powerctrl off` to disable
`/powerctrl on` to reenable
(actually, anything but "on" disables it)
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they're incompatible with current minetest_game and do nothing useful anyway
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if they are enabled in pipeworks' config
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* start digilinizing
* add self :boom: destruction and co.
* add start button and command
* fix some things
* add possibility to disable nuclear reactor in formspec
* oops
* some style
* improve connectivity
* add protection
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* mkae some forcefield improvements
* add emitter on_blast
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Add the sapling group to Rubber Tree Sapling so that it can be used in
Mesecons recipes for glue and blinky plant.
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* advanced cable plate placing
* make also sneak possible
* add screwdriver support
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(since a power cable needs to go there)
items destined for "discharge" still come from the top, but items bound for the
"charge" slot must come in from the left, right or back
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Also, use "simple" screwdriver mode for "off" constructor, and disable screwdriver for "on" one.
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get rid of the two grinder recipes from homedecor/fake_fire (obsolete)
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model includes a flat extension on one "side" to fix #342
rotate the reactor with the screwdriver with shift-right-click before filling, to
line up the flat side with your cabling. Note that the reactor doesn't actually
care which side the cable comes from.
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(also, fixup some other texture defs for readability)
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