Commit Graph

12 Commits

Author SHA1 Message Date
BobFred7 b2a124dd83
Deal with lava cans wasting lava (#532)
Rather than replacing lava source with lava source, the lava can will now attempt to place lava to the node "above".
This change applies the same for all registered cans.
2020-05-01 21:24:12 +02:00
Adrian 904800abde Add river water can (#527) 2020-01-26 14:29:44 +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 68b7bcc28e split default iron/steel into three metals
Override the default mod's iron/steel substance, replacing it with three
metals: wrought iron (pure iron), carbon steel (iron alloyed with a little
carbon), and cast iron (iron alloyed with lots of carbon).  Wrought iron
is easiest to refine, then cast iron, and carbon steel the most difficult,
matching the historical progression.  Recipes that used default steel are
changed to use one of the three, the choice of alloy for each application
being both somewhat realistic and also matching up with game progression.

The default:steel{_ingot,block} items are identified specifically with
wrought iron.  This makes the default refining recipes work appropriately.
Iron-using recipes defined outside technic are thus necessarily
reinterpreted to use wrought iron, which is mostly appropriate.
Some objects are renamed accordingly.

Rather than use the default steel textures for wrought iron, with technic
providing textures for the other two, technic now provides textures for
all three metals.  This avoids problems that would occur with texture
packs that provide default_steel_{ingot,block} textures that are not
intended to support this wrought-iron/carbon-steel/cast-iron distinction.
A texture pack can provide a distinct set of three textures specifically
for the situation where this distinction is required.

Incidentally make grinding and alloy cooking recipes work correctly when
ingredients are specified by alias.
2014-05-22 20:57:50 +02:00
Zefram 00d7c9bdea Refill behaviour for power tools and cans
Supply the on_refill hook for power tools and cans, to perform appropriate
charging.  This is to be used by unified_inventory's creative-mode
refill slot.
2014-04-30 10:49:54 +01:00
Zefram 03a5375e55 Fix can wear following tool workshop change
The cans used set_RE_wear() to manage their wear bars.  As that now only
sets wear for power tools, the cans need a separate function.
2014-04-30 00:22:02 +01:00
Zefram 99fd5dfee5 Genericise handling of multiple meanings of wear
The tool workshop is meant to repair mechanical damage to tools, so
is at risk of `repairing' tools that use the wear bar to represent
something other than mechanical wear.  It had special-case recognition
of the water and lava cans, which use the wear bar to represent how much
content they're carrying, and wouldn't repair them.  But it didn't avoid
`repairing' RE chargeable items, which use the wear bar to represent
how much energy they have stored.  It would modify the wear bar without
actually affecting the charge, so the wear bar would jump back to the
correct place when the next charging or discharging event occurred.

To genericise, introduce a new item property, "wear_represents", which
indicates how the wear bar is used for this item.  Currently defined
values are "mechanical_wear" (straightforward damage to tools that
start out perfect), "technic_RE_charge" (electrical energy, canonically
represented in the meta rather than the wear bar), and "content_level"
(how full a container is).  For backcompat, nil is interpreted as
"mechanical_wear".  The tool workshop will only repair "mechanical_wear"
tools.  As a bonus, set_RE_wear() will only set the wear bar for
"technic_RE_charge" items: this means developers will notice if they
forget to declare wear_represents, but also means that with no further
changes it's possible to have an RE chargeable item that uses its wear
bar to represent something else.
2014-04-30 00:21:55 +01:00
Bryant Mairs ef70cbfbf2 Fix lava can being able to hold 16 sources 2013-12-03 11:00:41 -05:00
ShadowNinja be2f30a1a2 Add support for translations via intllib 2013-10-30 13:48:39 -04:00
ShadowNinja eac4844175 Fix negative tool discharging and a few other tweaks...
Disable the flashlight by default.
Use itemstack:{get,set}_{metadata,name,wear,...} rather than {to,from}_table.
Improve the style of part of the code of mischelaneous tools
2013-10-18 22:28:32 -04:00
ShadowNinja 5d470cd753 Move files to subfolders 2013-07-11 12:31:00 -04:00