Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
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
|
|
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.
|
|
and add support for default flowing river water
|
|
|
|
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.
|
|
|
|
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).
|
|
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.
|
|
|
|
|
|
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.
|
|
This function includes more nodes, so laser tunnels
aren't always only one node wide.
|
|
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.
|
|
|
|
|
|
You can dupe nodes by placing them on a frame, because the on_rightclick wouldn't return the new itemstack.
|
|
variable above.
|
|
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.
|
|
The destroyed item is now returned instead of being directly dropped, and the blast intensity value has changed.
|
|
|
|
|
|
Added missing translations
|
|
Fixed crash when digging mv furnace
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
Changed zinc parameters in first block block to match "lead noise" and "tin frequent". Please commit this! Zinc was a real problem to me untill i changed this file, now i can find about 10 zinc in 2 minutes!
|
|
|
|
|
|
(due to misread of the code)
This reverts commit 798a885807a1e1d6f0e028dbf6dcdb5cc9517106.
|
|
|
|
|
|
|
|
|
|
Fix regression of commit
d732c8dfbd818e9b0b4a04620af40399b35c74ab - "Add listring functionality"
by @est31 (me xD).
|
|
|
|
|
|
|
|
should fix #222
|
|
|
|
+added to group "leaves"
|