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https://github.com/mt-mods/homedecor_modpack.git
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86 lines
4.2 KiB
Plaintext
86 lines
4.2 KiB
Plaintext
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CHANGELOG
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~~~~~~~~~~~~~~~~~
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2014_07_27:
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* Replaced LazyJ's smoke nodes pictures by smoke particles. Lighter, prettier, configurable smoke.
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* Code clean-up.
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2014_06_21:
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* Added changelog.txt, 2014_06_19. Some changes are much older than this.
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I've been making little tweaks to it for several months and finally decided
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to give it an overhaul.
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* Code clean-up.
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* Split the init.lua file stuff into separate files and moved them into the
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"modfiles" folder.
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* I had added a lump of coal to be dropped when the flame was dug but, as
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one of our moderators pointed out, once word got out, new players would
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snuff-out every fake_fire they found just to get easy coal. The coal drop
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was removed.
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* Changed the flint crafting recipe to require 2 gravel instead of one.
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This resolves a crafting conflict with another mod. The recipe is also
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shapless now.
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* Added crafting recipes for 1 cobble to 1 gravel, then 1 gravel to 1 sand.
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For Wazuland2 these recipes are commented out because another mod takes
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care of them (the reason for changing the flint recipe).
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* Health-damage disabled. This fork is strictly for decoration.
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* Waving added to flames and smoke.
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* Rising, disappearing smoke-puffs added. Smoke columns will rise to 14
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spaces above the flame or chimney top.
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* Smoke can be punched to remove.
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* Never-ending flint and steel disabled. May add it as a priv later.
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* Extinguishing with water and lava(??) disabled. Again, this fork is
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strictly for decoration so dousing the flames with water or lava would just
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make a big, needless mess. Much easier and cleaner to just punch the flame.
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* Flame images are hidden from creative inventory but are still provided
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for in the code and image files if you want them to be visible. Just remove
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the "not_in_creative_inventory" part from the groups of the flame types and
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they will be visible again. Having the images in inventory is useful when
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playing in creative mode or if you want to torture griefers who put in the
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time and effort to get the materials to make the fire hoping to be able to
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burn things only to discover that it is *fake* and *harmless*. Bwa-hahaha!
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* Added ice-fire, a blue-colored flame that only ignites on snow and ice
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stuff.
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* Added added ability to switch between smoking and non-smoking flames by
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punching them. Default is non-smoking.
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* Added stone and sandstone chimney caps that can produce smoke when punched
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(smoking and non-smoking versions). Useful for small builds where a 3x3
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chimney would be too oversized in proportion to the reset of the build.
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* Added animated, glowing embers. This hearth-warming block emits a
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mid-level light and simulates the hot coals under a flame. Flames are not
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required and the embers blocks are smokeless.
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2014_06_23:
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* Flames - "sunlight_propagates = true,"
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-- Adding sunlight_propagtes and leaving comments as a future reference.
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-- If true, sunlight will go infinitely through this (no shadow is cast).
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-- Because fire produces light it should be "true" so fire *doesn't* have
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-- a shadow.
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* Embers - "sunlight_propagates = true,"
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-- Adding sunlight_propagtes and leaving comments as a future reference.
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-- If true, sunlight will go infinitely through this (no shadow is cast).
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-- Because embers produce some light it should be somewhat "true" but this
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-- is an area where Minetest lacks in subtlety so I'm opting for 100% that
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-- embers *don't* have a shadow.
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* Bug Fix - Server Crash when Flint-Steel Clicked on Nothing (sky).
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-- Players can see farther than they can reach. Even though the player
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-- was aiming for a node several spaces ahead of them, Minetest's targeting
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-- range doesn't extend that far. The player saw the node they were aiming
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-- at, Minetest's target range ended and Minetest saw "nothing"
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-- (a nil value). The bug was a conflict in the code so when that
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-- particular nil value popped up, Minetest was confused by the bug, threw
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-- up it's hands in frustration and said "I quit!" by crashing.
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* Original init.lua Added
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-- What I thought was the original init.lua file turned out to be one I had
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-- tinkered with months ago. So I extracted the actual original init.lua
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-- file from a zip file of the original mod. Why bother including it in my
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-- fork? Because it's a reference to compare to and learn from.
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