Commit Graph

23 Commits

Author SHA1 Message Date
SmallJoker
fb93388f06 Replace deprecated invsize[] with size[] 2018-07-19 14:36:21 +02:00
Vanessa Ezekowitz
869d0597ef add pipeworks tube entry overlay to tool workshop 2017-04-11 07:57:45 -04:00
Vanessa Ezekowitz
64f38f423e tool workshop shouldn't ever allow stack splitting
(tools don't stack :) )
2017-04-11 05:25:25 -04:00
Vanessa Ezekowitz
af39221df9 only reject part of itemtack from chest/machine/etc., if possible
(e.g. if there's room for 50 of some item, and you send a stack of 99,
50 are added to the chest and a stack of 49 is rejected and sent
on to the next destination)
2017-04-09 20:35:11 -04:00
ShadowNinja
83c6494166 Use connected nodeboxes for cables 2016-03-20 00:02:33 -04:00
Vanessa Ezekowitz
1b1780946e add facedir to tool workshop 2015-09-12 01:18:16 -04:00
est31
d732c8dfbd Add listring functionality
Add shift-click functionality
2015-06-18 04:09:27 +02:00
Jay Arndt
c8cbd261ee Drop upgrade items in the after_dig_node handler instead of can_dig
This fixes an item duplication bug triggered by using a screwdriver on an upgraded machine
2015-03-07 21:44:42 -05:00
Vanessa Ezekowitz
bccefd6997 fix other machines, battery boxes, etc to work with tube routing. 2015-02-07 03:47:53 -05:00
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
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
5e4a87b925 Rework some recipes to use more varied ingredients 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
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
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
ShadowNinja
d8437faebc More global localiztions 2013-12-17 19:56:01 -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
ShadowNinja
ee0765804c Partial rewrite 2013-09-17 16:37:56 -04:00