digiline stuff to be more generic, and add various digilines connections
rules to complement mesecons rules.
Mesecons must be present to get the "wallmounted" rules for digilines nodes.
Without mesecons, nodes that want wall rules will get alldir rules instead.
Add mesecons support to table and standing lamps (off -> max -> off).
Add digilines support to all other lights that now support mesecons,
except rope lights, since they're a mesecon conductor.
(will approach that last one later)
"off", "low", "med", "hi", "max". Any other message is ignored
shift-punch to set the digiline channel
only connects from X/Z directions
right-click still cycles brightness as before
also adds protection check for right-click brightness changing
Each light connects only according to what sides make sense.
For example:
* a plasma lamp cube or large lattice lamp will connect from all 6 sides
* a ground lantern will only connect from its NSEW sides, not its top or
bottom
* a glowlight slab, glowlight cube, or lattice cube uses the same rules as
mesecons lamps, so its four edges and it back/bottom, whatever its
orientation, but not its top/front.
* a (kitchen) ceiling lamp, and a (hanging, exterior) ceiling lantern will
only connect from the top.
Rope lights are defined as a conductor, just like a mesecons wire,
so if mesecons is present, they will default to off unless powered by
a mesecons wire/switch/etc.
You can still right-click-toggle individual segments on/off.
Ceiling rope light connection rules are a little funky, but they work
(I wanted them to only connect from the top, but I couldn't get it
just right). Floor-orientation connections are straightforward.
also removed debug prints
Lights are forced-on when placed, and remain so
until they receive a mesecons "off" signal.
Lights can be toggled on/off independent of the
mesecon signal state by right click, which will
persist until the next signal transition,
which will change the light to follow.
with right-click.
Rework glowlight slab and cube textures, simplify,
use overlays and compositing, so that the bulk
of the light can switch between a dark, matte surface,
and a bright surface with central glare gradient, and
so that the surface and eging respond to param2 color.
Tweak all other relevant nodes so that their light
source changes to a darkened (or even translucent
texture) when off.
On/off switching doesn't affect things like oil lamps,
candles, chandeliers, etc. Just basically the stuff
that would be electric-powered in real life.
If in a protected area, only that area's owner can
turn the light on/off.
remove duplicate dishwasher recipe
more kitchen depends fixes
fix wrong brass taps recipe (ref technic brass, need basic_materials brass)
re-add missing bathroom items recipes
re-add missing stading- and table-lamp recipes
add alternate dishwasher recipe
add recipes for "half-doors"
change light bath tiles recipe (don't need white dye for base node, now)
move japanese wall parts to homedecor_misc, make _doors opt depend on that
Any of these new submods can be run without any other
components that were once part of the big "homedecor"
mod, other than homedecor_common and homedecor_i18n
Reduced dependencies where possible, but each submod still
has its various dependencies more or less the same as before,
i.e. some need basic_materials, others need unifieddyes,
some need building_blocks, and so on.
All of the stuff that used to be under homedecor/handlers
got moved to homedecor_common, as did any models and/or textures
that are used by more than one other homedecor component.
All the miscellaneous items that didn't warrant their own
mod ended up in homedecor_misc, which can also be thought
of as the remains of the original "homedecor" mod, renamed.