default:river_water_source can also create sound if desired as
rivers are considered to be flowing water.
A simple mod for now, with the intention to later use new engine
environmental sound features if/when they appear.
Allows the initial hand registration to alter the 'wield_scale' without
needing to also alter it in creative mod.
Also make default mod a dependency again, as the initial hand
registration is required.
Previously, the value of 'mapgen_limit' was not used to limit the
spawn position.
If a friendly-biome spawn point is not found within a small world,
spawn point falls back to the engine spawn point, which has a larger
chance of success.
The output returned by `get_craft_result` has a replacements table that
contains any replacement items that could not be placed in the input
(due to the input stack having a count > 1). Put these replacements in
the dst list or drop them on the furnace.
Icesheet ice dungeons now have ice stairs.
Remove some now-unnecessary sandstone mapgen aliases, one
remains as it is required by the dungeon loot mod.
Re-arrange mapgen aliases to separate those needed for mgv6.
This schematic is used for sapling-grown large cacti, so should not
destroy the sand node below, as sand nodes are in short supply in
some situations.
Like trees, only force-place the node that replaces the sapling.
Previously, opening a trapdoor caused the side textures to flip.
Fix the incorrect textures.
Also add a texture transform to a tile of the open trapdoor, such
that the closed trapdoor sides use the lower part of the texture
and the open trapdoor sides use the higher part.
Clean up some codestyle issues.
In preparation for biome-defined: dungeon materials, cave liquids,
stone type, ores, decorations.
'_ocean' biomes now extend to y = -255 to be deeper than default
mgv5 oceans, and to create 'shallow underground biomes'.
Remove unnecessary biome lists for gravel and silver sand blob ores,
as those are already defined to only appear in default:stone.
Players can enter unlimited text into the field, causing lag and
potentially locking up clients. I have not found any negative effects
server side, other than the large storage needed to store the long
text.
The on_rotate function now checks the new param2 value to determine if a rotation is valid, rather than checking the rotation mode.
This is so screwdriver-like items with different rotation modes will not be able to rotate the bed into invalid orientations.
Alter 'large cactus' schematic to place another force-placed cactus node,
to replace the cactus seedling on growth.
Make schematic 5x7x5 to solve rotation, placement and protection check
issues.
Add a y-slice probability for height variation.
Growth time is tuned to not make this a faster way to obtain cactus nodes
compared to normal cactus farming.
Seedling texture by Extex101.
Use sapling/seedling description in protection intersection message in
'sapling_on_place' function.
Fixes most z-fighting caused by underwater nodeboxes.
Special tiles were for 'new style water' (lowered water level) which was
removed a few years ago.
Fix slabs combining into a cube: Facedir is only set for the cube if it has
paramtype2 = "facedir". This avoids liquid appearing in connected
framed glasslike.
All stair/slab nodes with parent nodes that are rotatable (wood and bricks)
are reverted to not having world-aligned textures, to fix the breakage of
rotated stair/slab appearence in worlds.
Update, and add missing documentation to, game_api.txt.
Before, it checked if the node name *contained* "stairs:slab_", which could detect
things like "xxxxxstairs:slab_xxxx". Changed the pattern to "^stairs:slab_".
sfinv:
Move license information to create the missing license.txt file.
Make README consistent with other Minetest Game mods.
player_api:
Add missing texture and sound credits to README.
Update and add extra license information.
default:
Remove credit for 'player_damage.ogg' sound.
Previously, maximum flora density was chosen based on the extremely rare
occurrence of all 8 flowers being at high density at one location. This
caused flora everywhere to spread to an unacceptably high density.
Revert the threshold to 3, which in testing results in a more acceptable
maximum density of 7 flora per 9x9 area.
Move chests code out of nodes.lua and into a new file.
Credit torch code, and chest and torch models in README.txt.
Remove 'torches' mod text from torch.lua.
Minor cleanups in README.txt.
Previously, boat responsiveness varied greatly depending on server
lag and singleplayer / multiplayer.
'dtime' is the time from the last execution of the boat entity
'on step' function, so must multiply acceleration and yaw change.
Retune acceleration, turn rate and drift deceleration.
Make reversed turn only happen with significant backwards speed.
Better pathfinder algorithm, allows tuning the lag spike compensation.
Smoother movement (when it's laggy).
Set the player animation to stand on attach.
Remove driver when they leave.
Only update velocity when it's necessary.
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
Apples only regrow where they first appear on trees, either on mapgen or when grown from saplings (meaning apples that were placed by players won't regrow).
Once the tree is cut down in full (leaves removed), regrowth will stop.
New apples only grow in daylight, and take the same time as a sapling to grow.
Iron at y = 0 was far too easy to find.
Adjust gold lower region to be twice the depth of highest level, like
all other ores.
Diamond at y = -500 was too easy to progress to.
Make diamond and mese block deeper to create a depth progression from
mese crystal to diamond, to reflect tool progression.
This all creates a satisfying 2^n depth progression, with lower regions
being at twice the depth of highest levels.
Use noises to create a varying mix in coniferous forest biomes:
Areas of large pines only, areas of small pines only, mixed areas.
While also having areas of high and low tree densities.
Saplings grow into large or small pines with equal chance.
Avoid hard-coded player inventory lists.
Expose `bones.player_inventory_lists` for mods to look up or change,
which player inventory lists are being dropped or placed into bones.
Acacia bush: Create a unique form different to normal bush, with more
leaf nodes at top than at base.
Acacia tree: Maximum height increased by 1 node. 2 extra nodes of
height variation.
Jungle tree: Add an extra node of height variation. Y-slices moved
downwards to be more balanced between trunk and branches, makes
branches more common.
Pine tree: Increase maximum height by 1 node. Add an extra node of
height variation.
Update sapling 'on place' protection checks for acacia and pine trees.
Match maximum spread density to maximum mapgen density for flowers.
Place 3 flora nodes at once instead of 1.
Change ABM chance value to 300 to match previous spread rate.
ABM becomes 3 times less intensive.
Use 128px textures with a slight blur to reduce distortion caused
by formspec texture scaling.
Cross is shifted slightly up and left to compensate for formspec
button image shift.
In survival mode, zoom is disabled, the binoculars item is needed to
allow a zoom with a 10 degree FOV, realistic for compact binoculars.
Creative mode or per-player creative privilege allows a zoom with a
15 degree field of view (the default MT engine zoom FOV).
Adds a direct resource of green dye, and a flower resource of black dye.
Completes the colour sequence: red, orange, yellow, green, blue, violet.
Makes all base dyes cultivatable and sustainable, without the presence
of coal.
Add the new flowers to the world with the same density variation as the
others, but obviously with different noise seeds. Results in more flowers
in a world and more variety of flower combinations.
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.
TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
Previously, body and limbs were stretched vertically by 1.125, creating
rectangular pixels on side faces. Head was unstretched.
Remove stretch of body and limbs, leaving the head unchanged.
No other change would excessively shorten the model, so also scale up
the model slightly, by * 1.05, such that the reduction factor for height is
equal to the increasing factor for width. This minimises the changes to
height and width.
Remove cape support.
Update the collisionbox to match.
Add missing license.txt.
Original recording by Ryding.
http://freesound.org/people/Ryding/
Found by Anth0rx, edited by paramat.
Add and use 'default.node_sound_snow_defaults()' function.
Some files or editors may use \r instand of \n like notepad++. If you copy
text written in notepad++ and pasted into the book. The book will only have
one page.
Uses the new player object property 'can zoom'.
In survival mode, use of zoom requires the binoculars item in
inventory.
Zoom is automatically allowed in creative mode and for players with
the 'creative' privilege.
The binoculars.update_player_property() function is global so can be
redefined by a mod for alternative behaviour.
In survival mode, use of the minimap requires the mapping kit item.
Minimap radar mode is always disabled in survival mode.
Minimap and minimap radar mode will be automatically enabled in creative mode
and for any player with the 'creative' privilege.
The 'map.update_hud_flags()' function is global so can be redefined by a mod for
alternative behaviour.
Make deeper, to compensate for ease of travel using 3D noise tunnels.
Make depth more progressive with value:
Ore, upper limit
Coal 64 no change
Iron 0 no change
Tin -32 > -64
Copper -16 > -128
Gold -64 > -256
Diamond -128 > -512
Mese crystal -64 > -512
Mese block -1024 no change
Make y of 1st density increase deeper but following a similar logic to before:
Ore, upper limit
Coal 0 no change
Iron -64 no change
Tin -128 no change
Copper -64 > -256
Gold -256 > -1024
Diamond -256 > -1024
Mese crystal -256 > -1024
Mese block -2048 new
Add second, denser layer of mese blocks with a decrease of separation and
increase in density equal to mese ore layers.
The tnt:boom node doesn't actually need the on_construct and on_timer functions to remove the node after 0.4 seconds as the tnt_explode function already does this beforehand.
Liquids that are 'igniters', such as lava, will drop the torch without
a flame-extinguish sound, as the torch item will burn up after a few
seconds with a sound and smoke particles.
All other liquids cause a flame-extinguish sound.
Only register floatland biomes if mgv7 'biomerepeat' flag is false.
Simplify floatland biomes to coniferous forest and ocean.
Make 'mgv7_floatland_level' and 'mgv7_shadow_limit' parameters global
values for mods to use to register their own floatland biomes.
Previous times were chosen using statistical maths, but reports suggested
this was too long.
I tested by timing an ABM acting on 100 nodes, with interval and chance equal
to the old sapling ABM.
50 at 4m59s.
99 at 24m58s.
100 at 26m58s.
So choose a grow time between 5 and 25 min for tree and bush saplings.
If 'can grow' is false at grow time the timer is reset to 5 min.
This allows us to preserve mgv6 ore distribution while giving us the freedom
to alter ore distribution for other mapgens.
Other mapgens are larger scale and have 3D noise tunnels which make vertical
travel easier, so ores can be deeper.
Other mapgens have registered biomes which allows us to limit ores to certain
biomes.
It is useful for protection mods to know who owns an exploding
TNT block. This allows the blocks destroyed by the TNT to be
limited to the same ones the owner could destroy without using
TNT.
TNT placed within a protected area by the area owner, and later
ignited by another player will destroy within the protected area
nodes the igniter may not otherwise be able to interact with. Any
player could significantly increase the size of an explosion by
placing more TNT in an adjacent unprotected area if the original
TNT block was placed withing 1 node of such a boundary. This
feature sounds dangerous, but we are talking about TNT. Players
should use it carefully.
If backface culling is not specified for a tile in 'images' it is set to true.
Slabs already have backface culling due to being defined as nodeboxes (which
are then converted to meshnodes).
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.