This adds a new callback to trigger when the machine is no longer powered by the technic power grid. Also allows mods to override the infotext if needed.
When the function is defined inside the ABM, a new closure is allocated every time the ABM runs.
Since the action function is already way too long, it's better for readability and performance to split it out.
- "#(array)" replaced with "#array"
- "(a and b) or c" replaced with "a and b or c"
- Cleaned some other places with unnecessary parenthesis
- "a,b" replaced with "a, b"
- "a+b" replaced with "a + b" (and for all other binops)
- "{a, b, c}" replaced with "{ a, b, c }"
- "-n + a" replaced with "a - n"
- Removed trailing whitespace
- Blank lines added in some very dense places
- Very long lines broken into shorter lines
- Use modern functions like vector.new and vector.round
- Align with spaces instead of tabs
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.
* 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. :)
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
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.)