| Age | Commit message (Collapse) | Author | 
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|  | Fix chest bug | 
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|  | Make mk3 drill in 3x3 mode drill nodes from top to bottom | 
|  | Update chest definitions to current minetest_game definitions | 
|  | Update has_locked_chest_privilege to current minetest_game function | 
|  | Mitigate server freezes due to item-transportation loops with quarries. | 
|  | Remove reading of undefined global to fix drill drilling pointed_thing.above in combination with other badly coded mods. | 
|  | Supply converter control | 
|  | Updated Italian locale | 
|  | Replace nuclear reactor alarm sound | 
|  | Zinc is too rare!!! It is an issue! | 
|  | Fixed set mode for mining drill mk2 and mk3 | 
|  | Only update the associated network(s) when placing/digging nodes | 
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|  | 2250 is just too much | 
|  | Crafting changes | 
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|  | 4 dirt -> 2 clay lumps, 1 sand, 1 gravel | 
|  | 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 | 
|  | 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 | 
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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). | 
|  | 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. | 
|  | 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. | 
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|  | 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. | 
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|  | Added missing translations |