Commit Graph

22 Commits

Author SHA1 Message Date
Carter Kolwey
95fcc435f1 Make MV extractor/compressor work 2014-07-03 08:18:41 +02:00
Novatux
c0a17396bf Add MV version of compressor too, remove infinite sand-producing compressor recipe. 2014-07-02 22:45:46 +02:00
Novatux
88cbc6c2a7 Add MV extractor 2014-07-02 19:43:24 +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
ShadowNinja
799c1b3409 Fix wear_represents logic 2014-05-30 21:13:14 -04:00
ShadowNinja
ebc122fb35 Remove unused parameter to is_empty() 2014-05-30 21:00:58 -04:00
ShadowNinja
7c2f2d9630 Fix crash when trying to repair unknown items 2014-05-30 20:59:59 -04:00
Novatux
6a08071d86 Upgrades to battery boxes too, prevent frames from moving too often (one move every second max) 2014-05-23 19:58:41 +02:00
Zefram
68b7bcc28e split default iron/steel into three metals
Override the default mod's iron/steel substance, replacing it with three
metals: wrought iron (pure iron), carbon steel (iron alloyed with a little
carbon), and cast iron (iron alloyed with lots of carbon).  Wrought iron
is easiest to refine, then cast iron, and carbon steel the most difficult,
matching the historical progression.  Recipes that used default steel are
changed to use one of the three, the choice of alloy for each application
being both somewhat realistic and also matching up with game progression.

The default:steel{_ingot,block} items are identified specifically with
wrought iron.  This makes the default refining recipes work appropriately.
Iron-using recipes defined outside technic are thus necessarily
reinterpreted to use wrought iron, which is mostly appropriate.
Some objects are renamed accordingly.

Rather than use the default steel textures for wrought iron, with technic
providing textures for the other two, technic now provides textures for
all three metals.  This avoids problems that would occur with texture
packs that provide default_steel_{ingot,block} textures that are not
intended to support this wrought-iron/carbon-steel/cast-iron distinction.
A texture pack can provide a distinct set of three textures specifically
for the situation where this distinction is required.

Incidentally make grinding and alloy cooking recipes work correctly when
ingredients are specified by alias.
2014-05-22 20:57:50 +02:00
Zefram
0294fc8f3a various backward-compatibility aliases 2014-04-30 00:26:45 +01:00
Zefram
99fd5dfee5 Genericise handling of multiple meanings of wear
The tool workshop is meant to repair mechanical damage to tools, so
is at risk of `repairing' tools that use the wear bar to represent
something other than mechanical wear.  It had special-case recognition
of the water and lava cans, which use the wear bar to represent how much
content they're carrying, and wouldn't repair them.  But it didn't avoid
`repairing' RE chargeable items, which use the wear bar to represent
how much energy they have stored.  It would modify the wear bar without
actually affecting the charge, so the wear bar would jump back to the
correct place when the next charging or discharging event occurred.

To genericise, introduce a new item property, "wear_represents", which
indicates how the wear bar is used for this item.  Currently defined
values are "mechanical_wear" (straightforward damage to tools that
start out perfect), "technic_RE_charge" (electrical energy, canonically
represented in the meta rather than the wear bar), and "content_level"
(how full a container is).  For backcompat, nil is interpreted as
"mechanical_wear".  The tool workshop will only repair "mechanical_wear"
tools.  As a bonus, set_RE_wear() will only set the wear bar for
"technic_RE_charge" items: this means developers will notice if they
forget to declare wear_represents, but also means that with no further
changes it's possible to have an RE chargeable item that uses its wear
bar to represent something else.
2014-04-30 00:21:55 +01:00
Bryant Mairs
9ab5846d56 Make the charge stored by every battery box consistent with the input ingredients. 2014-03-30 17:40:54 -04:00
Vanessa Ezekowitz
749df3b581 Fix all recipes that use pipeworks pneumatic tubes to follow latest changes
in pipeworks node namining conventions.
2014-01-01 23:27:51 -05:00
ShadowNinja
d8437faebc More global localiztions 2013-12-17 19:56:01 -05:00
ShadowNinja
5cf765b2f1 Localize most variables 2013-12-17 13:56:37 -05:00
ShadowNinja
f3d8b47b20 Add support for minetest.swap_node 2013-12-10 20:14:39 -05:00
SmallJoker
7a3cd49597 Add pipeworks support to generators 2013-12-03 11:22:48 -05:00
ShadowNinja
0809dd747e Externalize common functions and protect inventories 2013-11-27 12:28:56 -05:00
ShadowNinja
be2f30a1a2 Add support for translations via intllib 2013-10-30 13:48:39 -04:00
pagliaccio
704925aa7b Add MV and HV generators and make coal dust a fuel 2013-10-27 14:39:44 -04:00
ShadowNinja
363f033278 Disable wind mill by default because it isn't ready yet 2013-10-06 12:42:41 -04:00
ShadowNinja
ee0765804c Partial rewrite 2013-09-17 16:37:56 -04:00