Commit Graph

418 Commits

Author SHA1 Message Date
Zefram 0de4fec07c Fix second description of radioactive group value 2014-08-28 15:30:15 +02:00
Zefram 45919b871a Make forcefield properly undiggable 2014-08-28 15:14:05 +02:00
ShadowNinja ec069aa43e Change chainsaw cutting algorithm back to old one
The new algorithm caused horizontal sections of trees to be left, with the
sections above and below them removed.
2014-08-22 20:57:30 -04:00
ShadowNinja 16302cffce Fix chainsaw placing drops and playing sounds at tops of trees 2014-08-22 20:01:15 -04:00
Zefram 78646b2d89 Make tree tap respect item_drop 2014-08-22 14:20:13 +01:00
Zefram 2912e2da78 Rebalance radiation shielding
Squeeze the range of material shielding values.  The strongest shielding
materials get weaker, and weaker shielding materials, especially low-end
ones such as dirt, get stronger.  The radioactivity of the active
reactor core is increased so that the standard shielding is (still)
only narrowly sufficient.
2014-08-20 20:09:41 +01:00
Zefram 7a9d2ffe5f Finer gradations of radioactivity
Make the "radioactive" group value be the safe distance in millimeters
rather than meters, to allow for intermediate values.  Use such
intermediate values for the uranium blocks, using the existing formula
with this finer quantisation.  All other radioactive nodes retain their
existing radioactivity exactly.
2014-08-20 19:14:03 +01:00
Zefram 7d610b7c80 Tube capability for tool workshop
Tool workshop can now accept tools to repair via tube.  It has upgrade
slots.  Battery upgrade reduces its power consumption.  Tube upgrade
makes it eject fully-repaired (or unrepairable) items via tube.
2014-08-18 17:09:37 +01:00
Zefram 814646b542 Smoother link of processing cycles to ABM cycles
Make the generic processing machine code willing to complete more than
one processing cycle in one ABM cycle, and more generally to carry
over leftover processing effort after completing a processing cycle.
The src_time meta item now represents accumulated processing effort
(time multiplied by speed) in a scaled form (to retain fractions),
rather than just time in integral seconds.  This affects the MV furnace,
with speed 4 and most recipe times being 3 s, and will be essential for
faster furnaces.
2014-08-18 15:14:15 +01:00
Zefram d0efa15b98 In quarry, skip past undiggable nodes
The quarry used to get stuck when it encountered an undiggable node.
Change it to skip past that node, digging whatever later stuff it can.
Necessarily, the current digging position becomes semantically-significant
state: it is no longer sufficient to search the quarry cuboid from the top
on each iteration.  The current digging height is reported in the quarry's
interaction form, and can be reset to the top using a button on the form.

Where there is a non-air node within the quarry directly above the
next node to dig, it blocks the quarry's access to that node, even if
everything involved is diggable.  Thus an undiggable node casts a shadow
of undug nodes below it.  Resolving undiggability of a node is a major
reason to use the restart button.
2014-08-18 15:14:15 +01:00
Zefram d0001a20c9 Fix visible cable connection for irregular items
The switching station and supply converter only semantically connect to
cables in particular directions.  Make them visually connect only in
the matching directions.  This is done by special-casing in the cable
update logic.  If more irregular items arise in the future, or the
existing items start to need facedir logic, this should be generalised
into something like the connect_sides system for pneumatic tubes.
2014-08-17 13:43:39 +01:00
Novatux 35b10adb40 Fix items sending 2014-08-16 13:42:17 +02:00
Zefram 849526cd76 Fix forcefield power demand when disabled 2014-08-15 12:25:47 +01:00
Zefram 830de45936 Option for forcefield to be cubical 2014-08-15 12:25:46 +01:00
Zefram 6cc471e986 Simplify music player interface
Having a track selected now implies playing it, rather than
playing/stopped being a hidden state separate from track selection.
2014-08-15 12:25:46 +01:00
Zefram 1d0687556a Fix music player's sound management
If an operating music player was disconnected from the electrical network
or destroyed, it used to leave the music playing forever.  There was
also a glitch upon starting playing, as the music was started by the
form handler but then stopped when the run function realised it wasn't
receiving any power, because it hadn't demanded any yet.
2014-08-15 12:25:46 +01:00
Zefram 049129d9b8 Handle both pipeworks APIs
The new API function is now renamed to pipeworks.tube_inject_item(),
so use it under that name.  If it is not available, synthesise the new
API in terms of the old one.
2014-08-15 13:23:41 +02:00
Vanessa Ezekowitz 772c21cb04 don't put anchor in creative inv 2014-08-14 21:56:05 -04:00
Novatux baf7f61665 Compatibility with latest pipeworks 2014-08-14 21:29:56 +02:00
Zefram 3b16a2858f Revise rules for regenerating latex
To ensure that only rubber tree trunk nodes that are part of trees
regenerate, rather than those that are used as building blocks, check
that they are sufficiently close to rubber tree leaves.  This replaces the
older rule that naturally-grown trunks regenerate (regardless of leaves)
and manually-placed trunks don't (even though manually building a tree
otherwise works).  The detection of manually-placed trunks was in any
case broken for users of moretrees, because that mod fails to set the
flag signalling manual placement.

Incidentally also fix a bug that caused rubber tree branches (horizontal
trunk nodes) to turn vertical when regenerating latex.  Rather than set
the complete node structure, only switch the type name, as does the tree
tap when emptying the node.
2014-08-13 23:13:52 +01:00
Zefram b001a67979 Administrative world anchor 2014-08-13 19:07:53 +01:00
Zefram 38e85e9775 Manual section on uranium enrichment 2014-08-13 02:45:44 +01:00
Kevin Zheng 7cfb3874a3 Evenly distribute charge across multiple batteries 2014-08-06 12:08:48 -05:00
ShadowNinja ab567e21ca Remove non-functional tetris machine 2014-08-04 13:43:57 -04:00
Zefram 4996d1824c Make nuclear reactor core harder to break
With breaking an active reactor core now causing instant meltdown, having
it breakable by hand is too hazardous.  Change it to match steel block,
which constitutes the main part of the rest of the reactor structure.
2014-08-04 12:54:47 -04:00
Zefram a2d1fefe14 Realistic range of radioactivity of uranium blocks
Fully-depleted uranium doesn't lack noticeable radioactivity.  The
radioactivity of enriched uranium is dominated by the U-234 fraction,
not U-235.
2014-08-04 17:03:56 +01:00
Zefram fc87eca4cd Fix technic_run declaration for hydro generator 2014-08-04 14:58:38 +01:00
Zefram 8275091347 Improve injector interface
Make the injector's mode button lag-resistant.  Display the mode on
the button, as is done with other machines' toggle buttons.  Describe
the modes using the same words that are now used to distinguish the
corresponding pipeworks objects.  Expand name to "self-contained
injector", now that the pipeworks objects are also called "injector".
Show injector item image along with the item name at the head of the form.
2014-08-01 18:25:20 +01:00
Zefram daa6135211 Update alloying craft guide to match machine
The alloy furnaces have been changed to lay out the input slots
horizontally.  The craft guide should match that, for mnemonic value.
2014-08-01 17:56:32 +01:00
Zefram beb480bec2 Redescribe alloying in craft guide
Change "Alloy cooking" to "Alloying", for consistency with the
descriptions of other recipe types.
2014-08-01 17:50:40 +01:00
Zefram 0003ec6a79 Make carbon steel alloying quicker
Taking the same time per alloying cycle as other alloys meant that carbon
steel was being produced painfully slowly, becuase it processes much less
material per cycle than other alloys.  This change halves the cycle time,
which leaves it still processing less material per second than other
alloying processes, but by a less drastic margin.
2014-08-01 17:40:35 +01:00
Zefram 2a7ee141eb Fix behaviour on decabling a forcefield emitter 2014-08-01 17:30:21 +01:00
Vanessa Ezekowitz 88bdac62e3 Merge remote-tracking branch 'zefram/zefram/centrifuge' 2014-07-30 15:36:27 -04:00
Zefram 12d0c6522b Correct breakability of sandstone CNC nodes
default:sandstone has cracky=3, but the CNC nodes had cracky=2.
2014-07-30 20:28:30 +01:00
Zefram 0dfac3f484 Make granite harder than regular stone
In real life granite is renowned for its hardness.
2014-07-30 20:25:35 +01:00
Zefram 60bc80692b Remove a noisy debugging print 2014-07-28 13:29:39 +01:00
Zefram b0faa70873 Uranium enrichment via centrifuge
Replacing the extractor-based system, uranium to be used as reactor fuel
must now be enriched in stages using the centrifuge.  Uranium metal can
exist at 36 levels of fissile content, from 0.0% to 3.5% in steps of 0.1%.
One round of centrifuging splits two dust of a particular grade in to one
dust each of the two neighbouring grades.  Uranium of each grade can exist
as dust, ingot, and block, with all the regular metal processes to convert
between them.  Uranium from ore exists in lump form, and is 0.7% fissle.
The blocks are radioactive to a degree dependent on fissile content.
Thus the chemical refinement and processing of uranium now follows the
standard pattern for metals, and is orthogonal to isotopic enrichment.
Each form of uranium (dust, ingot, block) intentionally looks identical
regardless of fissile grade.

If technic_worldgen is used alone, it defines only one grade of uranium
(as before), but defines it in the regular metal pattern, with lump, ingot
produced by cooking lump, and block crafted from ingots.  It identifies
the metal only as "uranium".  The multiple grades of uranium are defined
by the technic mod, which identifies each grade as "N.N%-fissile
uranium".  The single grade that was registered by technic_worldgen
is redefined to be described specifically as "0.7%-fissile uranium".
For the redefinition to work, technic_worldgen must load before technic,
so technic now declares a dependency on technic_worldgen.

Each fuel rod is made from five 3.5%-fissile ingots, each of which in
turn requires one to start with five 0.7%-fissile dust, so each fuel rod
is now derived from 12.5 uranium lumps (or 25 if the lumps were first
cooked rather than being ground).  This replaces the 20 lumps required
by the former recipes.  After setting up and priming the centrifuge
cascade, enriching a full set of fuel for the reactor (six fuel rods)
takes 14700 centrifuge operations.  It's intended to be a practical
necessity to automate the centrifuge.  In the absence of EU upgrades
for the centrifuges, these operations consume 5.88e8 EU, about 0.97%
of the 6.048e10 EU that the fuel set will produce in the reactor.
The intent is that, in this respect as in others, operating a reactor
should carry a very high up-front cost, but ultimately be very profitable.
2014-07-28 13:18:51 +01:00
Zefram 9f0b41fe71 Make technic_worldgen loadable before technic
There was a small amount of dependency of technic_worldgen on the
technic mod, for configuration loading and the top-level "technic" table.
Resolve that by sharing the configuration and top-level table between the
two mods.  This means that technic_worldgen can be loaded before technic,
permitting other mods to depend on it without depending on technic.
2014-07-26 19:20:45 +01:00
Zefram dd65a68ce9 Add centrifuge
The centrifuge, currently only existing in an MV variety, is a machine
that separates a mixed substance into its constituents.  Currently the
main use is to reverse alloying of metals.  The alloy separation recipes
intentionally only operate on the dust form of metals, making this less
convenient than the original alloying.  It also only recovers metal
constituents, not the carbon that went into cast iron or carbon steel.

This change incidentally generalises the technic recipe and
machine infrastructure to handle recipes with multiple outputs.
As unified_inventory's craft guide can't yet handle that, these recipes
are not registered there.
2014-07-26 18:01:05 +01:00
Zefram 84cf6504c5 Make outer layer of reactor structure optional
As the layers of reactor structure now have a practical purpose,
in attenuating the modelled radiation from the core, it is no longer
necessary to make so much of it mandatory in order to motivate players
to build it.
2014-07-25 17:27:55 +01:00
Zefram d59055dd2b Audible siren to warn of reactor meltdown
The siren sounds a "danger" tone continuously while it is active and
damaged, such that meltdown is imminent.  It sounds a one-off "clear"
tone if it has been sounding "danger" and the danger has passed, either
because the structure is repaired or because the reactor has become idle.
2014-07-25 15:38:40 +01:00
Zefram 67b90f3ad1 Grace period before reactor meltdown
The meltdown check now doesn't trigger meltdown immediately on reactor
structure being compromised.  Instead, there's a grace period of up to
100 s, during which the reactor can be repaired.  The check doesn't just
look at whether the structure is damaged at all: it looks at how damaged
it is, counting the number of faulty nodes.  The amount of damage is
integrated over time, and the grace period is actually 100 node-seconds,
so greater damage causes meltdown more quickly.  If the active core is
dug then it melts down immediately, preventing the tactic of digging
the core to avert meltdown.

Incidentally move the meltdown check into its own ABM, from the
technic_run callback, so that it applies even when the reactor is not
connected to a switching station.
2014-07-25 14:24:25 +01:00
Zefram ec008d7045 Material-dependent radiation shielding
Radiation is attenuated exponentially by passing through shielding
material.  Radiation resistance values are assigned to all bulk-material
nodes, and the radiation damage ABM traces the path of each radiation ray
to count up the shielding.  The relative radiation resistance values are
essentially real, but the effectiveness of all shielding is scaled down
by a factor of about 70 for game purposes.  Strength of the existing
radiation sources is increased by varying amounts to compensate for
shielding.  Uranium block and ore, both usable as shielding, are made
slightly radioactive, the latter only very slightly.
2014-07-25 03:42:21 +01:00
Zefram 17c5b66524 Inverse square law for radiation damage 2014-07-24 17:38:53 +01:00
Zefram e64fdbf03b Fix celeron55 credit 2014-07-23 18:47:04 -04:00
Zefram e11f0f8817 Tweak corium light settings
Flowing corium appeared too dark.
2014-07-23 18:45:50 -04:00
Zefram c5e9480d99 Config setting to nerf corium
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.
2014-07-23 17:24:52 -04:00
Zefram 366fc3bc65 Better reactor meltdown
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.
2014-07-23 20:21:59 +01:00
Zefram 62e04b9c0d Improved can usage
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.
2014-07-23 20:21:59 +01:00
Zefram 6771ad9d33 Genericise can logic
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.
2014-07-23 20:21:59 +01:00
Zefram cca72f43f1 Tweak mesecon control of forcefield
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.
2014-07-23 16:49:08 +01:00
Zefram 6a4cb16392 Fix mesecon control of forcefield
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.
2014-07-23 16:49:08 +01:00
Vanessa Ezekowitz 2d9e06c479 actually make the reactor core melt down when it should
(turns into a lava source, boils away the surrounding water)
2014-07-23 11:08:11 -04:00
Vanessa Ezekowitz 29c7ff5228 don't attempt to force-load blocks if they're already loaded. 2014-07-23 10:00:13 -04:00
ShadowNinja 14b30bfd0d Clean up constructor 2014-07-21 01:52:13 -04:00
ShadowNinja 7d5edcf23e Remove swap_node compatability code 2014-07-21 00:40:53 -04:00
ShadowNinja 87fc21443c Add hack for uninitialized players in flashlight 2014-07-21 00:14:55 -04:00
ShadowNinja 37c06a9110 log_mod -> log_mods and get setting as boolean 2014-07-21 00:13:45 -04:00
ShadowNinja 22a4bcf80d Remove mods that aren't strictly required from depends.txt 2014-07-20 23:49:38 -04:00
goblin 6ec12b51cb also return buckets with generators
... and in the `smelt_item` function, even though it seems unused
2014-07-19 00:18:44 +01:00
goblin 9290e6f00d coal alloy furnace to return the buckets 2014-07-18 17:08:05 +01:00
Zefram 69487e530b Fix drill recipe
It was attempting to get the copper ingot from the wrong mod.
2014-07-14 15:19:02 +02:00
Novatux efd5ff644c Fix supply converter again 2014-07-14 11:16:37 +02:00
Novatux 7065ba9155 Fix problem with supply converter producing energy 2014-07-13 14:15:10 +02:00
Novatux 1af6313c69 Fix crash with supply converter 2014-07-12 18:22:52 +02:00
Novatux 1c617f2c5e Make unconnected generators burn the fuel they still have. 2014-07-12 09:50:50 +02:00
Novatux 563a4c071d Make switching station run all machines it is connected to, including those in unloaded blocks. 2014-07-11 11:00:46 +02:00
Zefram 871ded6e6a Increase prospector's charge capacity
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.
2014-07-10 08:56:48 +02:00
Novatux 83e9cab3ad Better ingot textures 2014-07-09 19:03:22 +02:00
Zefram 78128fd49a Tweak energy crystal recipes
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.
2014-07-09 09:17:44 +02:00
Zefram 5e4a87b925 Rework some recipes to use more varied ingredients 2014-07-09 09:17:44 +02:00
Zefram 5e7c47a619 Exclude technic:nothing from creative inventory 2014-07-09 09:17:44 +02:00
Zefram 5ec2d10dbc Vary cable insulation type with tier
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.
2014-07-09 09:17:44 +02:00
Zefram f7819b4cb8 Remove duplicate cable textures
Some of the technicx32 cable textures were just duplicates of the
standard-resolution textures.
2014-07-09 09:17:44 +02:00
Zefram 3f717cbb9e Fine gold and silver wire items
Not used in any recipes yet.
2014-07-09 09:17:44 +02:00
Zefram 4958a77e21 Tweak supply converter recipe
The casing is now in the center of the grid, as it is for all other
machines.
2014-07-09 09:17:44 +02:00
Zefram 68ea0acbd0 Consistently use cable in electric machine recipes
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.
2014-07-09 09:17:43 +02:00
Zefram e8a5a6652d Use machine casing in most machine recipes 2014-07-09 09:17:43 +02:00
Zefram 430b310eb4 Machine casing item
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.
2014-07-09 09:17:43 +02:00
Zefram 636b0f20df Handheld prospecting tool
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.
2014-07-07 15:15:05 +02:00
Zefram 611c7760eb Fix fuel-fired alloy furnace
Commit ee0765804c broke the fuel-fired alloy
furnace, by removing the definition of its formspec that it requires to
set up the form upon construction.
2014-07-07 15:15:05 +02:00
Zefram e5cc3359e0 Fix craft guide for alloy cooking et al
A typo in commit d55ecc39f9 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.
2014-07-07 15:15:05 +02:00
Zefram ad157d1b8f Fix brass alloying recipe
Commit d55ecc39f9 introduced a bogus
reference to "technic:copper_ingot".
2014-07-07 15:15:05 +02:00
RealBadAngel 0e6b3ce86b Add snippet to check if function exists. 2014-07-03 17:40:06 +02:00
Novatux 5727a84bd8 Add missing entry to template 2014-07-03 17:24:01 +02:00
Novatux 8f1c202eaa Remove most tube crafting recipes 2014-07-03 16:48:47 +02:00
Novatux d55ecc39f9 Change the recipe code to be able to handle recipes with more than one input, and use it for the alloy furnace.
Reorganize the init.lua files.
2014-07-03 15:57:39 +02:00
Carter Kolwey 95fcc435f1 Make MV extractor/compressor work 2014-07-03 08:18:41 +02:00
Novatux 5f2d09b8a9 Fix machine description 2014-07-03 08:17:20 +02:00
Zefram 2d6f34df15 Better forcefield control dialog
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.
2014-07-02 21:43:34 -04:00
Novatux c0a17396bf Add MV version of compressor too, remove infinite sand-producing compressor recipe. 2014-07-02 22:45:46 +02:00
Novatux aa8af0c871 Refactor a lot of code: make only one registration function for grinder, extractor and electric furnace (compressor will follow soon) 2014-07-02 22:24:38 +02:00
Novatux 88cbc6c2a7 Add MV extractor 2014-07-02 19:43:24 +02:00
Novatux 2a23587445 Add registration code for extractor 2014-07-02 19:43:13 +02:00
ShadowNinja 51c02e9c8a Fix the chainsaw's protection check 2014-06-26 16:53:38 -04:00
ShadowNinja 9019ebe496 Clean up and improve chainsaw 2014-06-26 11:13:30 -04:00
Phvli c636582707 Make sure chainsaw drops appear above ground
A fix for https://github.com/minetest-technic/technic/issues/137
Chainsaw drops are forced to pop above ground. Also, as asl suggested,
they must not end up too high on a ledge or a pillar.

This also cleans up the code style of chainsaw.lua.
2014-06-23 18:36:43 -04:00
Zefram c394984ae5 Handle lag better in drill
If a mining drill is apparently applied to a non-pointable node, do
nothing rather than drilling as normal.  This situation usually arises
from lag, where the news of a node having been drilled didn't reach the
user quickly enough and the user thereby applied the drill twice to the
same node.  The second drill attempt would formerly consume charge and
then find that all the nodes it wanted to dig had already been removed.
2014-06-21 01:22:40 +02:00
Zefram 7c4b7046cc Rationalise machine terminology
All electrically-powered machines now consistently indicate their
tier (supply voltage) in their names.  As this implies that they are
electrically powered, the furnaces no longer have "Electric" in their
names.  The fuel-fired equivalents of electric machines, which exist
for alloy furnace and furnace, now say "Fuel-Fired" to distinguish them.
(The fuel-fired alloy furnace used to say "Coal", which was inaccurate
because it uses any fuel.  The fuel-fired furnace, from the default mod,
used to just be called "Furnace", which is ambiguous.)

Electric power generators now consistently indicate their tier and have
the word "Generator" in their names.  This makes their purpose much
clearer, and makes obvious craft guide searches produce useful results.
The fuel-fired generators, previously just (ambiguously) called
"Generator", are now explicitly "Fuel-Fired".
2014-06-21 01:21:52 +02:00
Zefram 23603e7f41 Full glooptest support
To support the glooptest mod (successor of gloopores), define the
gloopores lump->dust grinding recipes if either of the mods is available.
(Formerly only "gloopores" was supported.)  Define kalite dust item,
which was previously missing.  Make gloop ingots grindable to dust as the
non-gloop ingots already are; incidentally refactor this to automatically
make ingots grindable whenever the ingot can be made by cooking dust.
Add textures for all the gloop dusts.  Do the "Steel"->"Iron" renaming
for glooptest-defined tools and items.
2014-06-21 01:19:26 +02:00