Commit Graph

1008 Commits

Author SHA1 Message Date
Vanessa Ezekowitz
bf3498b736 really add insulator clip model
(and fix .gitignore accordingly)
2017-03-11 11:17:13 -05:00
Vanessa Ezekowitz
e5f40f5c39 Merge pull request #321 from cheapie/master
Don't require a full network recalculation to add or remove a dead end
2017-03-11 02:03:44 -05:00
Carter Kolwey
c4acb7225a Don't require a full network recalculation to add or remove a dead end
A dead end (node with only one connection) can be simply added or removed from the network without needing to traverse the whole thing.
2017-03-11 00:57:52 -06:00
Vanessa Ezekowitz
8b222bc66b add fence-like cable clip
to complement the block-sized one
2017-03-11 01:17:19 -05:00
Vanessa Ezekowitz
9382558d82 add insulated cable clip/mount
(purely decorative, uses colorwallmounted mode)
2017-03-10 22:30:36 -05:00
Vanessa Ezekowitz
343c7946d9 power monitor changes
New textures, uses facedir, connects from the back as well.
2017-03-10 14:15:38 -05:00
Vanessa Ezekowitz
5b473927ca Merge pull request #320 from cheapie/master
Fixes for network calculation issues
2017-03-10 02:44:16 -05:00
Carter Kolwey
088eea1e3b Fixes for network calculation issues
This fixes several issues:
* More than one switching station could become active on large networks
 - Switching stations now semi-permanently become disabled if another is present
 - Power monitors have been added to replace the function of "slave" switching stations, to discourage overuse of switching stations
* Networks did not reliably "split" when cutting a cable
 - I "may" have caused this issue, but I believe it is solved by this
* Machines did not run without a player near the switching station
 - Active switching stations now forceload themselves, and free the forceloaded block if disabled, dug, or disconnected
 - Machines are only loaded to run them (as before), so only one mapblock (or two if the bottom edge of the switching station is a mapblock boundary) is loaded
 - Cables are still only loaded during a full network recalculation
2017-03-10 01:35:58 -06:00
Diego Martínez
9cc5ad3d90 Delete origin
Fixes #319.
2017-03-10 02:23:26 -03:00
Vanessa Ezekowitz
b4659d9356 Merge pull request #317 from Thomas--S/chest-bugfix
Update chests protection to current minetest_game
2017-03-07 11:09:13 -05:00
Diego Martínez
186f9b70ac Temporary fix for crash in constructor. 2017-03-06 23:02:39 -03:00
Thomas--S
ec6354b6a5 Update chests protection to current minetest_game 2017-03-06 21:09:44 +01:00
Vanessa Ezekowitz
67d5a88d05 Merge pull request #316 from Thomas--S/chest-bugfix
Fix chest bug
2017-03-06 14:35:27 -05:00
Thomas--S
35da22fcd2 Fix chest bug 2017-03-06 20:32:18 +01:00
Vanessa Ezekowitz
60b5ca5594 Merge pull request #308 from thatgraemeguy/mk3_drill_fix
Make mk3 drill in 3x3 mode drill nodes from top to bottom
2017-03-06 14:22:25 -05:00
Vanessa Ezekowitz
dd580e7684 Merge pull request #307 from Thomas--S/patch-2
Update chest definitions to current minetest_game definitions
2017-03-06 14:21:05 -05:00
Vanessa Ezekowitz
663d272870 Merge pull request #306 from Thomas--S/patch-1
Update has_locked_chest_privilege to current minetest_game function
2017-03-06 14:20:11 -05:00
Vanessa Ezekowitz
32b6ca9816 Merge pull request #298 from t4im/fix/quarry_loops
Mitigate server freezes due to item-transportation loops with quarries.
2017-03-06 14:11:40 -05:00
Vanessa Ezekowitz
05dfc14fdb Merge pull request #297 from t4im/fix/drill_pointed_thing
Remove reading of undefined global to fix drill drilling pointed_thing.above in combination with other badly coded mods.
2017-03-06 14:08:06 -05:00
Vanessa Ezekowitz
314d8c6c23 Merge pull request #288 from numberZero/control-supply_converter
Supply converter control
2017-03-06 14:07:12 -05:00
Vanessa Ezekowitz
8596ca7c19 Merge pull request #283 from ghost/patch-1
Updated Italian locale
2017-03-06 14:01:03 -05:00
Vanessa Ezekowitz
d26797d9de Merge pull request #272 from veikk0/master
Replace nuclear reactor alarm sound
2017-03-06 13:59:58 -05:00
Vanessa Ezekowitz
ed2aab46e1 Merge pull request #258 from mrsteyk/patch-1
Zinc is too rare!!! It is an issue!
2017-03-06 13:56:38 -05:00
Vanessa Ezekowitz
e3b33e21c7 Merge pull request #314 from thomas31415/master
Fixed set mode for mining drill mk2 and mk3
2017-03-06 13:35:16 -05:00
Vanessa Ezekowitz
ff6675ef28 Merge pull request #315 from cheapie/master
Only update the associated network(s) when placing/digging nodes
2017-03-06 00:35:44 -05:00
Carter Kolwey
d3f40e0fd0 Only update the associated network(s) when placing/digging nodes 2017-03-05 04:09:23 -06:00
Thomas
1765c31eaa Fixed set mode for mining drill mk2 and mk3 2017-03-05 09:01:50 +01:00
Thomas
11610cd9cb Fixed set mode for mining drill mk2 and mk3 2017-03-04 19:44:39 +01:00
Vanessa Ezekowitz
fd609d0f7b lower the cap on water mill to 1575 EU
2250 is just too much
2017-03-02 19:06:40 -05:00
Vanessa Ezekowitz
1b0669d5eb Merge pull request #312 from cheapie/master
Crafting changes
2017-02-27 19:08:26 -05:00
Carter Kolwey
dab5fa7105 Grind gravel into sand 2017-02-27 18:03:39 -06:00
Carter Kolwey
5e19514c60 Add dirt recipe to centrifuge
4 dirt -> 2 clay lumps, 1 sand, 1 gravel
2017-02-27 17:58:43 -06:00
Carter Kolwey
0139eab9a2 Rework dirt crafting
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.
2017-02-27 17:51:33 -06:00
Vanessa Ezekowitz
1f49ef973d cap water mill output at max_output and 100% :P 2017-02-26 15:16:41 -05:00
number Zero
cbe97434dc Add option to disable radiation protection 2017-02-25 20:55:15 -05:00
number Zero
73afc40d9c Immortal entities support 2017-02-25 20:55:15 -05:00
number Zero
b739ed6cb1 Made radiation configurable 2017-02-25 20:55:15 -05:00
number Zero
51be33deea Restored weak shielding 2017-02-25 20:55:15 -05:00
number Zero
1810f417d2 Radiation improved
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
2017-02-25 20:55:15 -05:00
Vanessa Ezekowitz
4888581bee Make hydro generators sense the water flow volume around them
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.
2017-02-21 13:36:58 -05:00
Vanessa Ezekowitz
8cab1a0aec don't allow standing water to power a gen,
and add support for default flowing river water
2017-02-21 13:21:23 -05:00
ThatGraemeGuy
5dd6191175 Make mk3 drill in 3x3 mode drill nodes from top to bottom 2017-01-30 12:14:26 +02:00
ShadowNinja
06dec20326 Add longer-term radiation damage
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.
2017-01-28 17:51:14 -05:00
ShadowNinja
1da213a5e4 Split radiation from nuclear reactor code 2017-01-28 17:51:14 -05:00
ShadowNinja
26de2f7c88 Tweak radioactivity
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).
2017-01-28 17:51:14 -05:00
ShadowNinja
8ccb6d97ec Switch nuclear reactor to a lead shield
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.
2017-01-28 17:51:14 -05:00
Thomas--S
6b52c78963 Update chest definitions to current minetest_game definitions 2017-01-15 15:58:13 +01:00
Thomas--S
5f1919d2bc Update has_locked_chest_privilege to current minetest_game function 2017-01-15 15:51:53 +01:00
Tim
d39797aad8 Handle CONTENT_IGNORE when checking windmill conditions.
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.
2016-11-17 11:59:48 -05:00
ShadowNinja
1475ee6e40 Add trace_node_ray_fat and use it for mining lasers
This function includes more nodes, so laser tunnels
aren't always only one node wide.
2016-11-17 11:48:19 -05:00