Credit to tenplus1 for the suggestion to generalise for mod use.
Mods can add mod nodes to 'group:spreading_dirt_type' enabling the
function to work with mod nodes.
Add some nodes to this group.
Removing 'dirt_with_grass' etc. from 'neighbors' stops the ABM action
running everywhere and constantly, on the dirt nodes immediately below
the surface nodes. Now the action only runs in the rare case of a dirt
node with neighbouring air, grass decorations or snow.
Remove check for air above to allow grass to spread under light-
transmitting nodes such as fences, walls, plants. This causes spread
under slabs, stairs and glass, when near air, but seems worth it.
Remove unnecessary check for nil node.
The collision box still extended into a neighbouring empty node, causing
falling node objects to collide but not transform back into normal nodes.
Completes the fix started in a previous similar commit.
Combine slabs if identical based on orientations using a simple lookup
table if the nodes are identical.
Otherwise relies on place_node() to place the node, which properly
handles rotation compared to adjacent nodes already, and can orient
based on look_dir as well.
Initial slabs placed are oriented based on (1) the orientation of
the pointed "face" (assumes nodes are cubic, of course), and uses
the player look direction to orient the node n/e/w/s if the slab
is horizontal or upside-down. If placed against a vertical face,
the slab is placed against the face without rotation around the axis
perpendicular to that vertical face. This allows upside down placement
and vertical placement without screwdriver.
If a slab is placed on top of an upside down slab, or below a normally
placed slab, the rotation is inverted so that no "floating" slab
is created.
Largely based on kilbith's #807 PR. Slab combining and place_node()
usage by sofar.
Since this relies entirely on `on_place` mechanics, this fails to
combine slabs into a plain node if the space *above* is occupied.
This is unavoidable due to the fact that on_place() happens after
the checks required to see if pointed_thing.above is empty or not.
I've rewritten this to use connected nodeboxes, but with a caveat. In
order to make flat nodes look better, I'm keeping one non-connected
pane that is flat around to convert flat sections to the flat nodes
instead of connected, as these look better and are easier to work
with. Once more sides are needed we convert the panes on the fly to
connected nodes and recalculate the shape.
We don't paint any of the half-panes that the previous generation of
xpanes did. There's no need and it's harder to work with. Updating the
nodes also seems more natural and placement and removal works straight
forward.
The conversion of old panes relies on an LBM, and does a reasonable
conversion job, but it's not exact, since the panes behave slightly
different now.
The game API documentation was wrong to begin with. We discard param
nr. 2 of the API entirely, and correct the tile usage text.
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.
Retain definitions for node groups to support mods.
Burn time is unchanged for applewood, and increases in the order:
aspen, pine, apple, acacia, jungle which is also the order of wood
colour darkness.
Indicate in the infotext when a furnace has filled up `dst` but still
has fuel. The info text shows the item as 100% with added "(output
full)" text, indicating that while it can cook the item, there is no
place for it in the `dst`. Emptying the `dst` should make the item
cook immediately and furnace resume normal operation.
Dig time is modified according to difference (leveldiff) between tool
'maxlevel' and node 'level'. Digtime is divided by the larger of leveldiff
and 1. In creative mode, where the hand is redefined to have maxlevel 3,
this results in higher level nodes taking significantly longer to break.
Now, to speed up digging, hand 'maxlevel' and 'digtime' have been
increased such that nodes of differing levels have an insignificant
effect on digtime. Dig time for all nodes is now identical to that of, for
example, dirt nodes.
Make the softer woods, pine and aspen, 'flammable = 3'.
Correct inconsistent flammability of wood and stairs in relation
to all other solid wood nodes in MTGame.
Make the the softer woods, pine and aspen, 'choppy = 3'.
With thanks to contributor tenplus1
Remove leaf cache and globalstep accumulator limiter
Use 'pos' instead of 'p0'
Remove non-essential 'group:liquid' from 'neighbors'
Increase chance value to 10 to compensate for disabled cache
Disable 'catch-up' to avoid the ABM often becoming 10 times more
intensive
Remove use of 'do preserve' bool, instead simply 'return'
Remove unnecessary checks for 'd' and 'd == 0'
Don't 'get' n0, use already present 'node' instead
Swap order two conditionals so that the one most likely is first
Allows walking in, and prevents being trapped in, 2 node high spaces.
Simulates player's feet sinking into snow.
Easier jumping up onto nodes with snow.
Other screwdriver mods, or mods that cause rotation, might operate without the screwdriver mod loaded and have `screwdriver.disallow` unavailable.
This allows nodes to default to full-disallow rather than full-rotation in such a situation.
This fixes the TNT bug that can crash game when blowing up a container
which holds huge stacks above the norm... e.g. give yourself 65535 snow,
place in chest, blow up, stalled!
Previously, the collision box extended into an empty node, causing
falling node objects to land on the open gate but not transform
back into normal nodes. Now fallng node objects will fall through and
either side of the end of the open gate and transform back.
Fix crash when doors are placed under unknown nodes.
Share a can_dig among doors, that does not crash on nil-player.
Only set can_dig if we actually protect the door.
Add mouth, remove jaw shadow, shade eyesockets.
Darker shading for spine and rotate texture using ^[transform2
instead of inverting texture.
Use 'node sound gravel defaults' for sounds.
Add a global 'intersects protection' function to functions.lua for
checking if a specified volume intersects with a protected volume.
A 3D lattice of points are checked with an adjustable interval.
Add a global 'sapling on place' function to avoid duplicated code in
nodes.lua.
Nyancats are independent in the default mod. Nothing else uses them or
their code. Separating it into a separate mod makes it easier for
subgames to remove them. It also makes it easier for a mod to depend
on nyancats, as lots of subgames don't have them.
Default/mapgen.lua: Register biomes, ores and decorations in
singlenode mapgen. These were never disabled anyway because
singlenode was removed from the world creation menu.
* Unused variables
* Unused values (assigned to variables, but overwritten before use)
* Defining already defined variables instead of reassigning to them.
No longer require night to be skipped for resawn position to be saved
Remove constant beds.read_spawns() calls when a player joins as this
is only required once
Preserve overlapping registrations of large and small clusters
below y = -64 but now extend the small clusters up to y = 0 (the
previous highest iron ore level) in a similar to way to coal
Re-order registrations
Add and improve comments
Change sand blob ymax to 0 as sand does not always rise above 0
Remove dirt blobs from sandstone as it is unsuitable for
many sandstone biomes and ugly in stony sandstone desert
Change ymax of first iron region to 0
- Placing liquid inside a protected area no longer returns an empty bucket
- Remove on_place function, tidy up code, return proper itemstack
- Shorten code (changes from HybridDog/patch-35)
- Global functions sethome.set(name, pos) , sethome.get(name) and sethome.go(name)
- Tidy: trim coords to one decimal place and write to table and output table in one go.
- Add error checking
- Add t4im's homepos loader
Allow many crafted nodes to be rotated in any way possible.
These blocks all have slab and stair versions, which can create awkward
patterns if placed together. By allowing these to be rotated players
can create new patterns and appearances that were not before possible.
Since this wasn't possible before, there won't be any effect
to existing builds, as param2 should always be '0'. The current
screwdriver mod also refuses to rotate and alter param2, so this is
safe to enable from now on.
Personally, since these are all *crafted* nodes to begin with, it
should be apparent that they can be rotated to begin with, but I can
see people may disagree from a simplicity perspective. It also may
affect param2 usage that other mods rely on, although I'm not aware
of any mods that do this.
Lowering the top surface to be level with the boat top somehow
causes the boat to fall through world if underwater. Revert to
previous position that is needed for correct behaviour
Allow water to turn cobble slab and stairs to turn into mossy versions.
There is no crafting recipe for mossy stairs and mossy slabs, the
stair/slab API has been modified to allow for a recipeitem that
is `nil`, which will omit adding a crafting recipe for these two
items. The API documentation is updated.
The slabs and stairs will turn mossy when water is adjacent, just like
cobblestone. You can either farm mossy versions by placing them in
water for a while, then collecting them, or run water over your craft.
Enable ignition of tnt, gunpowder and permanent
flame above coalblock using flint and steel
Override coalblock to remove flame above when dug
Add depends.txt for default mod
Mese texture is a classic-mese-yellow version
of celeron55's texture used in MTv0.4.0
Add missing texture credits for mese crystal
and mese crystal fragment
Because the fire nodes are not removed 100% when there are
no more burnable nodes nearby, they can potentially stay around
for very, very long times, leading to ABM trains every 5 seconds
for no good reason (only 1 in 16 will be removed every interval).
A much better method to remove fire nodes is to remove them by
timer, and give removal a 100% chance if no flammable nodes are
adjacent. This makes fire cleanup a lot faster and more natural,
and will reduce the amount of ABM hits making fire overall more
responsive.
We also remove the 1 in 4 chance and fold the removal of flammable
nodes into the ABM chance.
There's some low hanging fruit cleanups in here as well.
Each sapling is given a single node timer that is between
2 and 4 days of game play time (40-80 minutes). If you walk out
of the zone, and come back later, the tree will always grow
to full if the timer has elapsed.
Because trees.lua is all functions, it needs to be parsed before
nodes.lua, since that references some of its functions. Hence,
change the order of parsing here. Otherwise saplings would not
grow to full.