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homedecor_modpack/fake_fire/changelog.txt

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