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2014-07-23Tweak corium light settingsZefram
Flowing corium appeared too dark.
2014-07-23Config setting to nerf coriumZefram
For use on servers that have a mainly creative purpose, the setting enable_corium_griefing=false will prevent corium from flowing far or unpredictably and from destroying nodes other than water. All reactor meltdowns will stay contained.
2014-07-23Better reactor meltdownZefram
Reactor `explosion' now replaces the reactor core with a corium source node. Corium is a new liquid, which flows a bit like lava, but has the additional feature of destroying nodes to which it is adjacent. It also randomly turns into a solid form, chernobylite, which makes an attractive building block. It thus gradually melts its way through the reactor shielding layers; a meltdown gets worse over time if not cleaned up promptly. The mechanism for an active reactor core to damage nearby players is generalised into a "radioactive" node group. Corium and chernobylite are radioactive, to varying degrees. Players receive a varying amount of damage from a radioactive node, depending on proximity. Staying outside a reactor cube is sufficient to be safe from the active core, but not sufficient to be safe from a melted core.
2014-07-23Improved can usageZefram
Make the use of cans more like the digging and placement of ordinary nodes, and specifically make it much closer to the use of buckets. The main change is that left-click with a can is now only used to take liquid; placing liquid is now done with a right-click. This makes the use of cans a lot less error-prone, compared to the old scheme of determining the operation based on the type of node pointed to. Other changes are that liquid placement is now permitted to replace any buildable_to node, and the cans obey node protection.
2014-07-23Genericise can logicZefram
Factor out the logic common to water and lava cans. Provide it in the form of a technic.register_can() function, which can be called by other mods to register cans for other liquids.
2014-07-23Tweak mesecon control of forcefieldZefram
Drop support for negative mesecon control. This requires users of negative mesecon control to invert their mesecon signal externally. Comment on rationale for the way toggle buttons in formspec are managed.
2014-07-23Fix mesecon control of forcefieldZefram
The code formerly attempted to make the forcefield emitter controlled both manually and by (inverted) mesecon signal, but the two interfered with each other. In particular, a newly-placed emitted would be informed that it was getting no mesecon signal, and would therefore enable itself. Fix this by adding explicit modes for how the emitter will respond to mesecon signals: ignore them, obey them positively, or obey them negatively. The manual control could have been incorporated into this mode setting by having two "ignore mesecon" modes: always-enabled and always-disabled. But it seems more useful to have a separate manual master switch, so that the emitter can be manually disabled without losing the mesecon mode. So it is now implemented that way.
2014-07-23Better chest color button layoutZefram
Where possible (which it currently is for the gold chest), don't break the centering of the player inventory in the chest formspec because of the color buttons. Where the color buttons don't fit next to a perfectly centered player inventory (which doesn't currently occur for any technic chest), move the player inventory only as much as necessary to accommodate the color buttons.
2014-07-23Bring wooden chest fully into the chest systemZefram
Re-register most aspects of default:chest and default:chest_locked, using the technic chests code, so that the wooden chests fit properly into the sequence of chest types. This mainly affects the formspec, which now uses the style of the other chests, rather than the bare style used by the default mod.
2014-07-23actually make the reactor core melt down when it shouldVanessa Ezekowitz
(turns into a lava source, boils away the surrounding water)
2014-07-23don't attempt to force-load blocks if they're already loaded.Vanessa Ezekowitz
2014-07-21Remove dependency on moreores that was accidentally left in placeShadowNinja
2014-07-21Clean up constructorShadowNinja
2014-07-21Remove swap_node compatability codeShadowNinja
2014-07-21Add hack for uninitialized players in flashlightShadowNinja
2014-07-21log_mod -> log_mods and get setting as booleanShadowNinja
2014-07-20Remove mods that aren't strictly required from depends.txtShadowNinja
2014-07-18Merge pull request #152 from goblin/coal_alloy_return_buckethdastwb
alloy furnaces and generators should not eat fuel buckets
2014-07-19also return buckets with generatorsgoblin
... and in the `smelt_item` function, even though it seems unused
2014-07-18coal alloy furnace to return the bucketsgoblin
2014-07-14Fix drill recipeZefram
It was attempting to get the copper ingot from the wrong mod.
2014-07-14Fix supply converter againNovatux
2014-07-13Fix problem with supply converter producing energyNovatux
2014-07-12Fix crash with supply converterNovatux
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.