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Commit Graph

112 Commits

Author SHA1 Message Date
Paramat
1d5bc15f9a Crafting: Remove duplicate reversed recipes (#1777)
For axes and hoes only use one recipe that matches the appearance of the texture and in inventory.
2017-07-16 14:31:21 +02:00
ezhh
15ba96467d Descriptions: Make capitalization consistent 2017-06-14 20:26:33 +01:00
zaoqi
077316b4cd Use creative.is_enabled_for for creative mode if possible (#1558) 2017-03-29 21:02:26 +02:00
paramat
bd4d2dff1c Farming: Add override for default:dirt_with_rainforest_litter 2017-03-15 22:22:21 +00:00
Auke Kok
78c632ebd4 Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds

All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.

This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
2017-02-28 18:16:12 -08:00
Thomas--S
c88c0a98fd Make drop logic work better for non-8-step-plants. (#1544)
Using @paramat's formula.
2017-02-08 15:59:25 -08:00
paramat
55a16cd2c6 Default: Add missing 'default_dig_snappy' sound
Some nodes with the snappy group (wool, glass pane, seeds) were missing
sound when dug with a sword.
Adding the sound causes it to be used for glass pane, so define a 'dig'
sound in the 'node sound glass defaults' table, use the footstep sound.
Adding the sound also causes it to be used for seeds which deliberately
have no dig sound, so add an empty sound override for seed dig.

Reduce the gain of the glass footstep sound which was excessively loud.

Add some freesound members to license.txt.
2016-12-13 03:15:30 +00:00
Auke Kok
ea9c4012d5 Farming: Change wheat into # shaped plant
This changes the farming API such that any nodedef with paramtype2
and place_param2 are passed through to all the plant stages of the
farming plant.

This allows plants to use an alternative mesh for the plantlike
drawtype, and provide a bit of graphical variation in plants.

We enable this for wheat, using place_param2 = 3, which is the '#'
shaped plant mesh. If you would actually be able to give yourself
this plant in creative or through /give, you would also get the
same '#' shape.
2016-12-04 06:34:51 +00:00
paramat
e837621537 Farming/fire: Add tool break sounds
Add tool break sounds to hoes and flint and steel.
Flint and steel: Reduce gain of use sound and only add tool wear
if not in creative mode.
2016-11-26 03:14:56 +00:00
Thomas--S
55ab3a117d Farming: Add forgotten colon
This makes the itemstrings consistent over the whole file.
2016-11-21 03:19:47 +00:00
Auke Kok
75caa9167c Fix whitespace errors to silence luacheck.
Currently all minetest_game PR's are failing travis since the
upstream luacheck now also warns about whitespace issues, and
there are a few of those in the code. This fixes all of them
so we can yet again rely on luacheck.
2016-11-19 19:39:51 -08:00
paramat
47efa2f558 Textures: Revert many back to RGBA to fix visual bug
With mip-mapping enabled, some GPUs cause a visual bug with indexed
textures that use alpha. This bug has been present for a while but
not noticed before. All indexed alpha textures must now be converted
to RGBA, to start this process we revert some textures converted to
indexed in the recent commit af3c918.
2016-11-19 23:45:08 +00:00
Auke Kok
af3c91862c Convert many textures to indexed color
This fixes all cases where the color profile was broken, and
libpng warns about. It also makes almost all textures indexed
instead of RGB where possible (textures that don't have
semi-transparent pixels).
2016-11-18 05:37:02 +00:00
cx384
23ba2d3a0c Add and edit fuel registrations
Edited fuels: fences, wooden ladder.
New fuels:
boat, paper, book, dry shrub, stick, vessels shelf, wooden tools,
wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
2016-11-02 13:04:25 +00:00
Fernando Carmona Varo
3c9d71e6f7 Make flammable: Flowers, grasses and several crafitems 2016-10-25 02:37:36 +01:00
bas080
78311a27a1 Store registered plant on namespace
Handy for when modders want to use these definitions to extend or add to the mod
2016-10-12 00:14:11 +01:00
tenplus1
0ad3306c79 Farming: Remove unnecessary overriding of groups
This removes the group overrides for dirt, dirt_with_grass and dirt_with_dry_grass which aren't needed and interfere with new grass spreading changes: https://github.com/minetest/minetest_game/pull/1286
2016-09-27 17:03:50 +01:00
paramat
6171fb43f0 Change WTFPL to MIT (part 3)
Relicense WTFPL media to CC BY-SA 3.0.
Various corrections and edits.
2016-09-07 04:44:53 +01:00
paramat
7d70d25eeb Licenses: Change WTFPL to MIT (part 2)
Add license.txt files.
Update and improve README.txt files.
Corrections to part 1.
2016-09-06 04:45:23 +01:00
paramat
e9d26e2ee3 Licenses: Change WTFPL to MIT (part 1)
Part 1: All mods except default and xpanes.
Add license.txt files.
Add missing README.txt files.
Check and update copyright years for all contributors.
Improve text format and make more consistent.
2016-09-05 05:54:33 +01:00
tenplus1
619ac52693 Add labels to ABMs
Useful for searches and the mod profiler.
2016-08-09 03:56:37 +01:00
Tim
4473627de0 Remove unused and clean up missused variable-value assignments.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
2016-07-15 21:58:49 +01:00
Tim
71c7e21669 Always return the leftover ItemStack for on_place and on_rightclick 2016-07-09 16:32:41 +01:00
cd2
5775c9147c Farming: Add negative fall_damage_add_percent to straw
This doubles the fall height without damage to 11 nodes.
2016-06-17 23:43:41 +01:00
Auke Kok
dcf2465441 Farming: allow LBM's for other mods as well.
Fixes #1114
2016-06-04 13:39:58 +01:00
Auke Kok
70ef7864c1 Farming: Convert plants to use node timers
This PR requires @minetest/minetest#3677

Farming and plant growth has traditionally in minetest been
implemented using ABM's. These ABM's periodically tick and cause
plants to grow. The way these ABM's work has several side effects
that can be considered harmful.

Not to mention a comprehensive list of downsides here, but ABM's
are chance-dependent. That results in the chance that some nodes
potentially never get processed by the ABM action, and others get
processed always. One can easily find this effect by planting a large
field of crops, and seeing that some nodes are fully grown really
fast, and some just won't make it to fully grown status even after
hours or play time.

One could solve the problem by making the ABM's slower, and giving them
a 100% of action, but this would cause the entire field to grow a step
instantly at ABM intervals, and is both ugly, and a large number of
node updates that needs to be sent out to each client. Very un-ideal.

With NodeTimers though, each node will see a separate node timer event,
and they will likely not coalesce. This means that we can stop relying
on chance to distribute plant growth, and assign a single timer event
to grow the plant to the next phase.  Due to the timer implementation,
we won't ever miss a growth event, and we can re-scehdule them until
the plant has reached full size.

Previously, plants would attempt to grow every 9 seconds, with a
chance of 1/20. This means typically, a plant would need 9*20 seconds
to grow 1 phase, and since there are 8 steps, a typical plant growth
would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual
underlying events per block, roughly).

because plants are likely not growing to full for a very long time
due to statistics working against it (5% of the crops take 20x longer
than the median to grow to full, we'd be seeing ABMs fire possibly
up to 9*20*8*20 with a 95% confidence interval (the actual math
is likely off, but the scale should be correct). That's incredibly
wasteful. We'd reach those conditions easily with 20 plant nodes.

Now, after we convert to NodeTimers, each plant node will see exactly
8 NodeTimer events, and no more. This scales lineairly per plant.

I've tuned the growth rate of crops to be mature in just under 3
whole days. That's about 1hr of game time. Previously, about half
the crops would grow to full in under 2 days, but many plants would
still not be mature by the end of day 3. This is more consistent.

An additional problem in the farming mod was that the final fully-grown
plant was also included in the ABM, causing infinite more ABM's even
after the entire field had grown to completion.

Now, we're left with the problem that none of the pre-existing plants
have actual node timers started on them, and we do not want a new ABM
to fix this issue, since that would be wasteful.  Fortunately, there
is now an LBM concept, and we can use it to assure that NodeTimers
on crop nodes are properly started, and only have to do the actual
conversion once per block, ever.

We want to provide a fairly similar growth rate after this conversion
and as such I've resorted to modelling some statistical data. For this
I created a virtual 32x32 crop field with 9 steps (8 transitions)
as is the default wheat crop. We then apply a step where 1 in 20
plants in the field grows a step (randomly chosen) and count the
number of steps needed to get to 25%, 50, 75% and 95% grown.

The resulting data looks as follows:

25% - ~120 steps * 9 sec / abm = 1080s
50% - ~152 steps               = 1368s
75% - ~194 steps               = 1746s
95% - ~255 steps               = 2295s

Next, we want to create a model where the chance that a crop grows
is 100% every node timer. Since there will only be 8 steps ever,
we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds
and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals.
We can roughly compare this to a normal distribution with a median
of 1400 with a stddev of ~350 (thick fingering this one here).

The rest is a bit of thick-fingering to get similar growth rates,
taking into account that ABM's fire regularly so if they're missed
it's fairly painless, but our timers are going to be 1-2 minutes
apart at minimum. I calculate the timer should be around 150s
median, and experimented with several jitter ranges.

Eventually I settled for now on [80,200] with a redo of [40,80],
meaning that each growth step at minimum takes (80 to 200) seconds,
and if a negative growth condition was found (darkness, soil not
wet, etc), then the growth step is retried every (40 to 80) seconds.

The end result is a growth period from seed to full in ~ 2.25
minetest days. This is a little bit shorter than the current
growth rate but the chances you'll miss timer ticks is a bit
larger, so in normal gameplay it should be fairly comparable.

A side effect is that fields grow to full yield fairly quickly
after crops make it to mature growth, and no crops are mature
a very long time before the majority grows to full. The spread
and view over a growing field is also fairly even, there's no
large updates with plenty of nodes. Just a node here or there
every second or so in large fields.

Ultimately, we get rid of ABM rollercoasters that cause tens of
node updates every 9 seconds. This will help multiplayer servers
likely a lot.
2016-05-25 03:26:53 +01:00
paramat
f32a3ff57c Farming: Add quiet sounds to seeds 2016-04-23 20:09:04 +01:00
paramat
be05441e77 Farming: Override dirt_with_dry_grass to enable cultivation 2016-04-08 01:13:05 +01:00
paramat
7d2dfe4101 Consolidate ABMs
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
2016-02-14 05:22:20 +00:00
paramat
8e51f318b3 Rename to Minetest Game
Rename in game.conf and documentation
Update game_api.txt documentation for bucket API and tree functions
Fix tab, space and comment formatting in game_api.txt
Rename in mod READMEs
2015-09-30 23:33:12 +01:00
codeandfix
ff0973fa4f Update api.lua
added protection for seed placement and hoeing
2015-09-29 21:01:20 +01:00
Craig Davison
b6c12010b1 Remove beds/Changelog.txt & farming/API.txt
- beds/Changelog.txt probably won't be updated because http://dev.minetest.net/Changelog is used instead
- The information in farming/API.txt is already documented in game_api.txt
2015-09-14 23:08:52 +01:00
paramat
e15fde1624 Fix is_ground_content settings for nodes
Remove line if set to the default of 'true'
2015-06-18 02:25:02 +01:00
Novatux
23a37e5e79 Apples give 2 HP instead of 1 HP, bread gives 5 HP instead of 4 HP 2015-05-14 17:33:10 +02:00
jp
f86ac2fdff Optimize textures and model (use *.b3d instead *.x) 2015-02-28 22:33:19 +01:00
MT-Modder
3e912f7b85 Add reverse recipes for hoes
- Adds material for crafting (keeps def.recipe compatibility)
- Fix two typos in api documentation
2015-02-28 22:05:07 +01:00
jeanpatrick.guerrero@gmail.com
5518c277f3 Textures Update 2015-01-25 10:48:42 +01:00
jeanpatrick.guerrero@gmail.com
5d8b2442ce Add straw 2015-01-17 16:30:31 +01:00
PilzAdam
c654c9fd11 Remove weird constants in default 2015-01-10 15:47:30 +01:00
PilzAdam
b0fb180e4d Use an overlay over default_dirt.png for soil 2014-12-07 19:46:23 +01:00
PilzAdam
22dd46dcc6 Dont dry out soil if unloaded blocks are nearby 2014-12-06 11:54:56 +01:00
Craig Davison
128f0adb24 Fix some undeclared global variables 2014-11-30 18:02:33 +01:00
ShadowNinja
44dc611088 Fix farming unloaded node crash 2014-09-06 20:36:40 -04:00
BlockMen
ef1f66a64e Fix some farming stuff 2014-08-21 16:48:48 +02:00
Amaz
c8845e8d44 Fix desert_sand_soil dropping itself, and changed the descriptions 2014-07-22 12:56:20 +02:00
cupofinsane
5175897cdc Alias string to cotton
Cotton plants used to drop strings, now they drop farming:cotton. Some mods (namely, throwing) still use farming:string, therefore we need farming:string to be equal farming:cotton.
2014-07-13 20:04:14 +02:00
BlockMen
ff80b87783 Remove debug line 2014-07-05 16:06:08 +02:00
David Gumberg
e106fd51ca Compress all textures losslessly using optipng and advpng 2014-07-05 16:06:00 +02:00
webdesigner97
60ccb522d4 Make farming more flexible
- API {farming.register_hoe(), farming.register_plant()}
- Fertilities -> Plant only grow on soil with a fitting fertility, e.g. Wheat only grows on grassland, while cotton grows in deserts and grassland)
- New soil: Desert Sand
- Place seeds instead of plants
2014-07-05 16:03:24 +02:00
BlockMen
f85e9ba691 Add mese and diamond hoe, new tool textures 2014-07-05 16:02:34 +02:00
BlockMen
07d3981d61 Fix farming (caused by outdated pull) 2014-07-05 15:56:53 +02:00
Vanessa Ezekowitz
b3f4f406c4 Modify default grasses rather than entirely re-defining them
Also, move "waving = 1" property for grasses/shrubs over to default/nodes.lua
and put all instances of this property right under the drawtype, since they
are directly related and depend on the above.
2014-07-05 15:56:15 +02:00
RealBadAngel
579c279be2 Fix semitransparent pixel in bread's texture. 2014-05-20 19:58:30 +02:00
RealBadAngel
81e9a7cb36 Add waving property for leaves and plants. 2013-12-03 19:15:19 +01:00
ShadowNinja
7b8ad5786c Add and use the stick group 2013-11-01 11:34:24 -04:00
Novatux
066d23cdfd Change hoe_on_use to farming.hoe_on_use, for use and override by mods. 2013-11-01 16:31:01 +01:00
hdastwb
02bfcae53d Add support for walkable plants 2013-07-11 02:44:37 +02:00
PilzAdam
29f1f01f37 Increase chance for getting seeds 2013-06-03 01:15:40 +02:00
Sfan5
c2ce3d032e Pngcrush all Textures 2013-05-25 16:20:35 +02:00
PilzAdam
31a74ede18 Replace minetest.env: with minetest. 2013-05-25 00:40:03 +02:00
Casimir
814959cc28 Fix typo for droping seeds 2013-05-24 15:04:44 +02:00
PilzAdam
5d11a34b04 Add farming mod 2013-05-21 18:53:10 +02:00