Commit Graph

805 Commits

Author SHA1 Message Date
Zefram
67b90f3ad1 Grace period before reactor meltdown
The meltdown check now doesn't trigger meltdown immediately on reactor
structure being compromised.  Instead, there's a grace period of up to
100 s, during which the reactor can be repaired.  The check doesn't just
look at whether the structure is damaged at all: it looks at how damaged
it is, counting the number of faulty nodes.  The amount of damage is
integrated over time, and the grace period is actually 100 node-seconds,
so greater damage causes meltdown more quickly.  If the active core is
dug then it melts down immediately, preventing the tactic of digging
the core to avert meltdown.

Incidentally move the meltdown check into its own ABM, from the
technic_run callback, so that it applies even when the reactor is not
connected to a switching station.
2014-07-25 14:24:25 +01:00
Zefram
ec008d7045 Material-dependent radiation shielding
Radiation is attenuated exponentially by passing through shielding
material.  Radiation resistance values are assigned to all bulk-material
nodes, and the radiation damage ABM traces the path of each radiation ray
to count up the shielding.  The relative radiation resistance values are
essentially real, but the effectiveness of all shielding is scaled down
by a factor of about 70 for game purposes.  Strength of the existing
radiation sources is increased by varying amounts to compensate for
shielding.  Uranium block and ore, both usable as shielding, are made
slightly radioactive, the latter only very slightly.
2014-07-25 03:42:21 +01:00
Zefram
17c5b66524 Inverse square law for radiation damage 2014-07-24 17:38:53 +01:00
Zefram
e64fdbf03b Fix celeron55 credit 2014-07-23 18:47:04 -04:00
Zefram
e11f0f8817 Tweak corium light settings
Flowing corium appeared too dark.
2014-07-23 18:45:50 -04:00
Zefram
c5e9480d99 Config setting to nerf corium
For use on servers that have a mainly creative purpose, the setting
enable_corium_griefing=false will prevent corium from flowing far or
unpredictably and from destroying nodes other than water.  All reactor
meltdowns will stay contained.
2014-07-23 17:24:52 -04:00
Zefram
366fc3bc65 Better reactor meltdown
Reactor `explosion' now replaces the reactor core with a corium source
node.  Corium is a new liquid, which flows a bit like lava, but has
the additional feature of destroying nodes to which it is adjacent.
It also randomly turns into a solid form, chernobylite, which makes an
attractive building block.  It thus gradually melts its way through the
reactor shielding layers; a meltdown gets worse over time if not cleaned
up promptly.

The mechanism for an active reactor core to damage nearby players is
generalised into a "radioactive" node group.  Corium and chernobylite
are radioactive, to varying degrees.  Players receive a varying amount of
damage from a radioactive node, depending on proximity.  Staying outside
a reactor cube is sufficient to be safe from the active core, but not
sufficient to be safe from a melted core.
2014-07-23 20:21:59 +01:00
Zefram
62e04b9c0d Improved can usage
Make the use of cans more like the digging and placement of ordinary
nodes, and specifically make it much closer to the use of buckets.
The main change is that left-click with a can is now only used to take
liquid; placing liquid is now done with a right-click.  This makes the use
of cans a lot less error-prone, compared to the old scheme of determining
the operation based on the type of node pointed to.  Other changes are
that liquid placement is now permitted to replace any buildable_to node,
and the cans obey node protection.
2014-07-23 20:21:59 +01:00
Zefram
6771ad9d33 Genericise can logic
Factor out the logic common to water and lava cans.  Provide it in the
form of a technic.register_can() function, which can be called by other
mods to register cans for other liquids.
2014-07-23 20:21:59 +01:00
Zefram
cca72f43f1 Tweak mesecon control of forcefield
Drop support for negative mesecon control.  This requires users of
negative mesecon control to invert their mesecon signal externally.

Comment on rationale for the way toggle buttons in formspec are managed.
2014-07-23 16:49:08 +01:00
Zefram
6a4cb16392 Fix mesecon control of forcefield
The code formerly attempted to make the forcefield emitter controlled
both manually and by (inverted) mesecon signal, but the two interfered
with each other.  In particular, a newly-placed emitted would be
informed that it was getting no mesecon signal, and would therefore
enable itself.  Fix this by adding explicit modes for how the emitter
will respond to mesecon signals: ignore them, obey them positively,
or obey them negatively.

The manual control could have been incorporated into this mode setting
by having two "ignore mesecon" modes: always-enabled and always-disabled.
But it seems more useful to have a separate manual master switch, so that
the emitter can be manually disabled without losing the mesecon mode.
So it is now implemented that way.
2014-07-23 16:49:08 +01:00
Zefram
1bf52c2d5a Better chest color button layout
Where possible (which it currently is for the gold chest), don't break
the centering of the player inventory in the chest formspec because
of the color buttons.  Where the color buttons don't fit next to a
perfectly centered player inventory (which doesn't currently occur for
any technic chest), move the player inventory only as much as necessary
to accommodate the color buttons.
2014-07-23 16:49:08 +01:00
Zefram
1d7cb74053 Bring wooden chest fully into the chest system
Re-register most aspects of default:chest and default:chest_locked,
using the technic chests code, so that the wooden chests fit properly
into the sequence of chest types.  This mainly affects the formspec,
which now uses the style of the other chests, rather than the bare style
used by the default mod.
2014-07-23 16:49:07 +01:00
Vanessa Ezekowitz
2d9e06c479 actually make the reactor core melt down when it should
(turns into a lava source, boils away the surrounding water)
2014-07-23 11:08:11 -04:00
Vanessa Ezekowitz
29c7ff5228 don't attempt to force-load blocks if they're already loaded. 2014-07-23 10:00:13 -04:00
ShadowNinja
ad0c310b6b Remove dependency on moreores that was accidentally left in place 2014-07-21 13:21:13 -04:00
ShadowNinja
14b30bfd0d Clean up constructor 2014-07-21 01:52:13 -04:00
ShadowNinja
7d5edcf23e Remove swap_node compatability code 2014-07-21 00:40:53 -04:00
ShadowNinja
87fc21443c Add hack for uninitialized players in flashlight 2014-07-21 00:14:55 -04:00
ShadowNinja
37c06a9110 log_mod -> log_mods and get setting as boolean 2014-07-21 00:13:45 -04:00
ShadowNinja
22a4bcf80d Remove mods that aren't strictly required from depends.txt 2014-07-20 23:49:38 -04:00
hdastwb
dd468c3aaa Merge pull request #152 from goblin/coal_alloy_return_bucket
alloy furnaces and generators should not eat fuel buckets
2014-07-18 20:19:15 -04:00
goblin
6ec12b51cb also return buckets with generators
... and in the `smelt_item` function, even though it seems unused
2014-07-19 00:18:44 +01:00
goblin
9290e6f00d coal alloy furnace to return the buckets 2014-07-18 17:08:05 +01:00
Zefram
69487e530b Fix drill recipe
It was attempting to get the copper ingot from the wrong mod.
2014-07-14 15:19:02 +02:00
Novatux
efd5ff644c Fix supply converter again 2014-07-14 11:16:37 +02:00
Novatux
7065ba9155 Fix problem with supply converter producing energy 2014-07-13 14:15:10 +02:00
Novatux
1af6313c69 Fix crash with supply converter 2014-07-12 18:22:52 +02:00
Novatux
1c617f2c5e Make unconnected generators burn the fuel they still have. 2014-07-12 09:50:50 +02:00
Novatux
563a4c071d Make switching station run all machines it is connected to, including those in unloaded blocks. 2014-07-11 11:00:46 +02:00
Zefram
871ded6e6a Increase prospector's charge capacity
The low capacity of the prospector turned out to be annoying, while the
other limitations do not substantially detract from fun.  Also adjust
recipe to include a blue energy crystal, to explain the source of the
charge capacity.
2014-07-10 08:56:48 +02:00
Novatux
83e9cab3ad Better ingot textures 2014-07-09 19:03:22 +02:00
Zefram
78128fd49a Tweak energy crystal recipes
Use silver instead of gold in the recipe for the red energy crystal,
and mithril instead of gold in the recipe for the blue energy crystal.
This provides more appreciable steps in the expense of the upgrades,
which were too similar, and in particular makes the blue energy crystal
less ridiculously cheap.
2014-07-09 09:17:44 +02:00
Zefram
5e4a87b925 Rework some recipes to use more varied ingredients 2014-07-09 09:17:44 +02:00
Zefram
5e7c47a619 Exclude technic:nothing from creative inventory 2014-07-09 09:17:44 +02:00
Zefram
5ec2d10dbc Vary cable insulation type with tier
LV cables are now paper-insulated, rather than uninsulated (which made
no sense).  MV cables are rubber-insulated as before.  HV cables are now
plastic-insulated (which they already visually appeared to be).  MV and
HV cables are still crafted by adding insulation onto lower-tier cable,
rather than by insulating raw copper; this matches the way machines are
upgraded between tiers rather than crafted afresh.
2014-07-09 09:17:44 +02:00
Zefram
f7819b4cb8 Remove duplicate cable textures
Some of the technicx32 cable textures were just duplicates of the
standard-resolution textures.
2014-07-09 09:17:44 +02:00
Zefram
3f717cbb9e Fine gold and silver wire items
Not used in any recipes yet.
2014-07-09 09:17:44 +02:00
Zefram
4958a77e21 Tweak supply converter recipe
The casing is now in the center of the grid, as it is for all other
machines.
2014-07-09 09:17:44 +02:00
Zefram
68ea0acbd0 Consistently use cable in electric machine recipes
All electric machine recipes now include cable of the appropriate tier
as the bottom-middle ingredient, immediately below the casing ingredient.
Many LV machines were using a copper ingot in that location.
2014-07-09 09:17:43 +02:00
Zefram
e8a5a6652d Use machine casing in most machine recipes 2014-07-09 09:17:43 +02:00
Zefram
430b310eb4 Machine casing item
The casing is intended to be an ingredient in craft recipes for machines.
It isn't actually used in any recipes yet.  Although mainly a craft
item, it is defined as a node type, mainly to get an appropriately cubic
inventory image.  It is incidentally possible to place it as a node:
this makes some sense, although the empty machine casing isn't actually
useful as a node.
2014-07-09 09:17:43 +02:00
Zefram
636b0f20df Handheld prospecting tool
The new tool will say whether a target block type is present in a
specified region, to allow for more targeted digging.  It is deliberately
quite weak, with several limitations: only stores enough charge for a
small number of shots; target can only be set by pointing at an example
node; range is limited; accuracy is less than 100%.  Some of these
limitations should probably be ameliorated, but not entirely eliminated,
in the future when we have a better idea of game balance.

The inventory image is only a placeholder.
2014-07-07 15:15:05 +02:00
Zefram
611c7760eb Fix fuel-fired alloy furnace
Commit ee0765804c broke the fuel-fired alloy
furnace, by removing the definition of its formspec that it requires to
set up the form upon construction.
2014-07-07 15:15:05 +02:00
Zefram
e5cc3359e0 Fix craft guide for alloy cooking et al
A typo in commit d55ecc39f9 made recipes
for alloy cooking, compressing, and all other craft types sharing that
machine code, to be shown with three ingredient slots instead of the
correct one or two.
2014-07-07 15:15:05 +02:00
Zefram
ad157d1b8f Fix brass alloying recipe
Commit d55ecc39f9 introduced a bogus
reference to "technic:copper_ingot".
2014-07-07 15:15:05 +02:00
RealBadAngel
0e6b3ce86b Add snippet to check if function exists. 2014-07-03 17:40:06 +02:00
Novatux
5727a84bd8 Add missing entry to template 2014-07-03 17:24:01 +02:00
Novatux
8f1c202eaa Remove most tube crafting recipes 2014-07-03 16:48:47 +02:00
Novatux
d55ecc39f9 Change the recipe code to be able to handle recipes with more than one input, and use it for the alloy furnace.
Reorganize the init.lua files.
2014-07-03 15:57:39 +02:00