We raise the height of the fencegate node by 0.0001 to make the
fencegate post stop fighting with node blocks. This makes the
gate pole appear to be cut through the node, and doesn't leave
a gap when stacking fencegates, which would look odd.
Fixes #909. Door tops are never flammable.
This doesn't guard yet against a voxelmanip removing the top node,
but that is less of an issue since if a voxelmanip removes the top,
then the bottom part remains functional and visibly intact. If the
voxelmanip removes the bottom part, but not the top, then this patch
makes it clean up the top just fine.
The access privilege allows players that have it to bypass protection
on locked doors/trapdoors, chests and bones.
The priv also allows bypassing any minetest.is_protected() check,
including digging nodes and placing them. It is meant for world
moderators to clean up and fix map issues.
Original patch by red-001. Split up and rebased/rewritten by sofar.
This patch requires https://github.com/minetest/minetest/pull/3800
These basic connected wall nodes automatically connect
to neigboring stone blocks, other wall blocks and anything
that's "cracky". The do not connect to wood (fences will do
that).
The walls are generated using a new walls.register() API.
Documentation on the API is included in game_api.txt.
This change requires minetest/minetest#3503.
Walls are added for all cobble stone materials. They generally
look best and are the natural use cases for these materials.
This fence gate builds on NDT_CONNECTED by assuming fence nodes will
automatically connect to it's sides properly. The fence gate will
open and close just like doors, with sounds, but it only opens one
way. The gate sticks out quite a bit and can be bumped into, so the
fence may be used as some sort of path switch.
The fence gate offers no form of protection and can be opened and
closed by anyone. This is done on purpose - the fencegate isn't
meant to provide protection from players, as fences can be
trivially jumped over. Instead, these fences should be used for
protecting crops from hungry sheep, or keeping rabbits in their
pen, or just decoration. Mods can also modify the mod to add
protection, of course.
A recipe is added to make these. It's 4 sticks and 2 wood (any)
as follows:
stick wood stick
stick wood stick
The collision box of the open gate is such that if two gates are
connected but mirrored (making an M shape) then you can walk a large
entity that's larger than 1.0 wide through the opening. The gate of
an opened fence can also be stood upon or bumped into.
I've mixed together some sounds to provide a somewhat light sound
experience, one that one would expect from a small gate latching open
and close.
This change requires #873, otherwise it doesn't connect to fences.
This changes the drawtype of fences to NDT_CONNECTED nodebox drawtype.
These nodes are drawn by the client with the needed connections on
the fly as the scene is drawn. There is no logic needed by mods to
modify the nodes.
These fences connect to (1) other fences, (2) planks and (3) tree
trunks, but nothing else. They do not connect to stone, dirt, wool,
etc. This is done by the "connects_to" parameter, which takes groups
and node names.
Due to the way textures are wrapped, we can make these nodes look a
lot better by giving them a special tile.
This change requires minetest/minetest#3503.
Books still don't wrap long lines of text properly so until this has been sorted out I suggest reverting back to a previous working formspec which lets players read books properly until a fix is found (and maybe scrollbars added to texarea's). Also adding a recipe to blank written books.
This is an adapted version of #861 - by oleastre
Most mods had been calling `doors.register_door() with a door
name that included the "modname:" prefix, and we should continue
to allow mods to do so, without registering the nodenames created
in the "doors:" namespace.
The default case is to use the "modname:" prefix verbatim. If
mods or code calls this function without a prefix, then "doors:"
is automatically used.
Now that the namespace is corrected, the copy replacement ABM is
no longer needed.
This function maps doors.register_door to the new API as far as
reasonable. We can't map the texture, so we fall back to a default
texture. An error message is printed if mod writers did not provide the
needed new tiles field for the door. The created doors are functional
and a full replacement. Old doors are replaced with the new ones
through an ABM.
These sounds were perceived to be too loud in the
game. I've lowered them significantly but they remain
plenty audible. The dig sounds were very loud as well
so I toned them down as well.
Other mods may depend on knowing whether doors are placed
to setup additional attributes or perform node manipulations.
This is something e.g. mesecons does to connect circuits
to doors. This was tested with mesecons. Placing a door next
to a mesecon wire will make the wire automatically
connect, which was otherwise not happening.
And similarly, if we wield a door and right click any node
that has an on_rightclick() handler, call the handler
instead.
Just to be on the safe side, assure that none of this
code runs when right-clicking an entity or player, which
would likely crash the server.
Fold in PR #831 as well - prevent server crash on door
place on unknown blocks, by @tenplus1.
This code never allowed placing a door on e.g. a grass
plant. The code to handle this isn't that complex. With
this code, doors can be placed on flowers and on normal
node surfaces without issues.
Issue #811 - new gravel texture needed.
This texture was Gambits' PixelBOX gravel light texture. Gambit
posted that his texture pack is WTFPL:
- https://forum.minetest.net/viewtopic.php?f=4&t=4990&start=50#p141196
I've made significant modifications to this texture:
- slightly rotated and rolled some sections of pixels
- minor burn/dodge some pixels to keep high contrast
- removed lineair repeating effects
- etc.
Attribution is added back to Gambit. Thanks.
Both the standing and sitting animations had misplaced curve
cusps that caused the end part of the animation to wiggle the
feet slightly back and forward.
I've fixed both animations parts and re-exported. Verified in-game
with multiplayer that everything was indeed fixed.
By adding the timer to the tnt:tnt_burning node it will help mods add the block and cause an explosion after 4 seconds instead of doing nothing like in it's current state.
Spread ABM intervals evenly across 1 to 16 seconds
16s ensures no nodes are missed when player walks past
Adjust chance values to compensate, for identical action rates
Combine lavacooling ABMs into one, return to chance = 1
Grass growth: add 'neighbors = "air"' to avoid
processing the thousands of underground dirt nodes
Grass death: Reduce action rate to that of grass growth
Fire: Use chance = 1 for flame extinguishing
and flame removal when mod is disabled
Node timers are higher precision and a better guarantee
of happening at regular intervals, whereas ABM's may be
postponed, cancelled or missed if a player is too far.
The largest benefit is that once the furnace is done
cooking, no more ABM's are fired - the timer is stopped
instead and no more events are created until items
are put in the furnace.
This patch is larger due to the migration of the timer
function and indentation change as a result of the somewhat
reduced complexity. I've tested with several furnaces and
this works correctly and behavior is not affected, although
people may find that their furnaces now work more
regularly.
If you place several furnaces next to eachother, you will
still find all furnace timers firing exactly at the same
time. This is a bug in core that should not coalesce node
timers at second intervals.