Commit Graph

1055 Commits

Author SHA1 Message Date
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
Zefram
4ea213c1e0 Reduce mithril chest to gold chest size
Due to concerns about form appearance, reduce mithril chest size to avoid
its form exceeding screen height.  This reduces it to the same size as
the gold chest.  Having two chest types of the same size looks silly now,
but will be reasonable as soon as mithril chests get their long-planned
special features.
2014-06-27 18:48:10 +02:00
Zefram
96ad67b9ef Buff chest sizes
Make the inventory sizes of all the technic chests larger, to provide
a more appreciable benefit from upgrading chests, more in keeping with
the resources spent on the upgrades.

Currently the game engine doesn't handle large forms well.  The size
of an inventory slot is fixed relative to the screen height, and a
form that exceeds either screen dimension will extend off the screen,
making parts of it inaccessible.  The tallest a form can get and remain
usable is 13 slots, and even that slightly overspills the screen height.
The maximum usable width depends on the screen aspect ratio.  For the
narrowest common ratio, 5:4, the widest a form can usably get is 15 slots,
again slightly overspilling.  Combined with the layout of the chest forms,
this implies a maximum practical chest inventory size of 15x7 (= 105),
slightly smaller than the largest Minecraft chests.

To provide roughly equal size steps in the five upgrades from wooden
chest (staying at 8x4 = 32) to mithril chest, the steps need to be of
about 15 slots instead of the former 4.  The new sizes are:

    wooden   8x4  32
    iron     9x5  45
    copper  12x5  60
    silver  12x6  72
    gold    15x6  90
    mithril 15x7 105

To make upgrading from the old chest sizes to the new sizes more
convenient, the inventory size is now set not only upon chest construction
but also when accepting form input, at the same time as rewriting
the formspec.  So after upgrading the technic mod, viewing an existing
chest upgrades it to the new size.  The first time a pre-existing chest
is viewed its form will have the old dimensions, looking broken due
to the inventory background image now having the new number of slots.
The second time it is viewed the form will have the new dimensions,
and the full new number of slots will be usable.
2014-06-27 18:48:10 +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
f7d103cd96 Rename default chest to "Wooden Chest"
All the chests added by technic specify their material in their
description, so the description "Chest" for the default chest looks
ambiguous.  Rename it to seamlessly fit into the range of chest types.
2014-06-21 01:20:30 +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
Zefram
c2bc4e9d56 Proper x32 texture for coal dust 2014-06-21 00:51:08 +02:00
Novatux
9181666cdc Chainsaw should dig jungle leaves too. 2014-06-08 09:46:44 +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
Zefram
b74c2d38b9 Better quarry 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.
2014-05-24 00:26:24 +02:00
Zefram
4d20e4473e Stop quarry duplicating items
The quarry was digging via dig_node and also manually putting the node's
drops into the tube system.  This assumed that dig_node would attempt
to put the drops in the player's inventory, doing nothing if there is
no such inventory.  With the item_drop mod installed, dig_node would
instead turn the node into an item entity, so the quarry's strategy would
duplicate the item, making it appear both as an item entity in situ and
as an item in the tube.  Instead, the quarry must use remove_node when
it manually processes the drops, just like the pipeworks node breaker.
2014-05-24 00:25:19 +02:00
Zefram
623fcae4a4 Fix supply converter
Its registration as a battery (BA) node didn't work.  It needs to be
registered as both a producer (PR) and a receiver (RE).
2014-05-24 00:24:30 +02:00
Zefram
29429f636e Only make gloop dusts if gloopores is present 2014-05-24 00:23:48 +02:00
Zefram
a5fc7ac41e Make stainless steel ingot grindable to dust
Consistent with all the other ingot/dust pairs.
2014-05-24 00:22:11 +02:00
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
Novatux
ecb53e9717 Mining lasers: don't dig the node the player is in. 2014-05-18 16:11:06 +02:00
Novatux
b204090acc Fix errors when trying to charge buckets of water. 2014-05-18 14:47:05 +02:00
RealBadAngel
c7a4c05860 Fix invalid check for UI. 2014-05-06 22:11:04 +02:00
asl97
45e1f05ffc Move checking of node that should be ignore above protection checking
firing a laser into a sky while in someone land without hitting anything but air shouldn't get anyone ban
2014-05-06 04:22:51 +02:00
Vanessa Ezekowitz
30adc3b651 86400 ticks is one week, not 24h 2014-05-04 15:23:34 -04:00
roberto5
67b709744f Improve italian translation 2014-05-01 19:09:24 -04:00
RealBadAngel
5c689acc22 Chests sorting by Zefram_Fysh 2014-05-01 09:32:01 +02:00
Zefram
00d7c9bdea Refill behaviour for power tools and cans
Supply the on_refill hook for power tools and cans, to perform appropriate
charging.  This is to be used by unified_inventory's creative-mode
refill slot.
2014-04-30 10:49:54 +01:00
Zefram
0294fc8f3a various backward-compatibility aliases 2014-04-30 00:26:45 +01:00
Zefram
9b64ffea8c Register craft types with unified_inventory 2014-04-30 00:22:48 +01:00
Zefram
c9bf799e32 Declare unified_inventory optional dependency
Make sure unified_inventory is loaded before us if present, so that we
successfully register crafts with it.
2014-04-30 00:22:08 +01:00
Zefram
03a5375e55 Fix can wear following tool workshop change
The cans used set_RE_wear() to manage their wear bars.  As that now only
sets wear for power tools, the cans need a separate function.
2014-04-30 00:22:02 +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
Zefram
ca69473664 fix tube properties for injector
By relying on another no-longer-extant definition, the injector didn't
visually connect to the tube below it.
2014-04-30 00:21:36 +01:00
Zefram
1a94fdc601 fix groups for injector
The injector was in no groups, and therefore not breakable by ordinary
means.  This was because the code referred to a defined variable that
went away in the course of a rewrite of the chests code.
2014-04-30 00:21:13 +01:00
Zefram
70fb21ef36 Fix search for operating flashlight
Having a never-charged flashlight in the hotbar earlier than a charged
flashlight prevented the charged flashlight being found.
2014-04-27 14:43:31 -04:00
Zefram
5c59d97070 Fix discharge of flashlight and sonic screwdriver
These two tools wouldn't discharge all the way to zero through use,
unlike most chargeable items.

Incidentally remove a duplicate of the check_for_flashlight() function.
2014-04-27 14:43:31 -04:00
Zefram
db79675570 Fix flashlight's light generation
The flashlight was lighting the wrong node, 1 m east of the player's lower
half, thus getting no light if the player is adjacent to an eastern wall.
Restore the old 1 m above, that coincides with the player's hands.

There was a problem with light from the flashlight getting stuck in
the map.  This arises because the flashlight's light value was 15, the
reserved value that the engine uses for sunlight.  Moving the flashlight
upwards, by jumping while it is equipped, would cause the node below it to
acquire a bogus sunlit state.  Fix this by reducing the flashlight's light
value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight.

The light_off node type is not required.  With the light value limited
to 14, mere removal of the light node suffices to correctly recalculate
lighting.
2014-04-27 14:43:31 -04:00
Zefram
60c75bce74 Fix flashlight light node declarations
The light and light_off node types should be not_in_creative_inventory,
and should drop nothing.
2014-04-27 14:43:31 -04:00
Zefram
e10335e952 Fix chest log messages
All log messages about moving stuff in/into/from chests described them
as "locked", whether the chests are locked or not.  Remove that word,
so the messages make no claim about lockedness.
2014-04-27 14:43:25 -04:00
Zefram
f504178421 Fix drops for active machines
Active machine nodes need to drop their inactive counterpart.  Some were
missing that declaration.
2014-04-27 14:43:00 -04:00
Zefram
e748af927a Fix drill charge usage
The drills weren't taking the variable usage cost into account (either
the per-type base cost or the per-mode multiplier) when deciding whether
they have sufficient charge to use.  This could cause them to overshoot in
charge usage, although they would then clamp to zero rather than record
negative charge.  Also, for the Mk1 drill where the cost was assessed
correctly, the drill would refuse to discharge to exactly zero charge.
2014-04-27 14:43:00 -04:00