mesecons/mesecons
Christopher Head 564cee346a
Use VoxelManipulators for get_node_force.
A VoxelManipulator, when asked to read a mapblock, in addition to making
that mapblock available to the caller, also pulls it into the server’s
map cache, thus making get_node calls in the immediate future succeed.

This has the dual advantages that not every mapblock containing a
Mesecons circuit need remain loaded at all times (rather mapblocks can
be loaded on demand as signals are sent), and that the server need not
bother running ABMs and ticking entities within those mapblocks that are
loaded due to Mesecons signalling.
2016-08-24 00:41:47 -07:00
..
textures Move shared textures into base mod (fixes a few LuaC issues) 2016-08-23 11:02:12 +02:00
actionqueue.lua Force-load areas with mesecon usage 2016-02-19 12:11:38 +01:00
depends.txt Upload after major code reorganization - Version 0.6 DEV - Split mesecons mod into several modules - [BUGGY?] 2012-03-05 19:21:26 +01:00
init.lua Split wires into their own mod, introduce autoconnect hooks 2016-08-23 11:08:53 +02:00
internal.lua Fix bug introduced in previous commit that broke all logic blocks 2016-07-31 22:26:33 +02:00
legacy.lua Merge branch 'improve-luacontroller' of https://github.com/ShadowNinja/minetest-mod-mesecons into ShadowNinja-improve-luacontroller 2014-11-22 23:04:34 +01:00
oldwires.lua Don't refer to LIGHT_MAX global; use default. 2015-05-11 11:28:56 +07:00
presets.lua Remove trailing whitespace 2015-10-04 13:30:34 +02:00
services.lua Split wires into their own mod, introduce autoconnect hooks 2016-08-23 11:08:53 +02:00
settings.lua Consistently use UNIX line endings (LF instead of CR LF) 2016-02-15 23:05:21 +01:00
util.lua Use VoxelManipulators for get_node_force. 2016-08-24 00:41:47 -07:00