Zefram [Sun, 20 Jul 2014 23:22:47 +0000 (00:22 +0100)]
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.
Zefram [Sun, 20 Jul 2014 22:14:14 +0000 (23:14 +0100)]
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.
Zefram [Tue, 15 Jul 2014 22:42:27 +0000 (23:42 +0100)]
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.
Zefram [Mon, 14 Jul 2014 13:58:59 +0000 (14:58 +0100)]
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.
Zefram [Wed, 2 Jul 2014 18:13:04 +0000 (19:13 +0100)]
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.
Zefram [Wed, 2 Jul 2014 17:45:35 +0000 (18:45 +0100)]
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.
Vanessa Ezekowitz [Wed, 23 Jul 2014 15:08:11 +0000 (11:08 -0400)]
actually make the reactor core melt down when it should
(turns into a lava source, boils away the surrounding water)
Vanessa Ezekowitz [Wed, 23 Jul 2014 14:00:13 +0000 (10:00 -0400)]
don't attempt to force-load blocks if they're already loaded.
ShadowNinja [Mon, 21 Jul 2014 17:20:41 +0000 (13:20 -0400)]
Remove dependency on moreores that was accidentally left in place
ShadowNinja [Mon, 21 Jul 2014 05:52:13 +0000 (01:52 -0400)]
Clean up constructor
ShadowNinja [Mon, 21 Jul 2014 04:40:53 +0000 (00:40 -0400)]
Remove swap_node compatability code
ShadowNinja [Mon, 21 Jul 2014 04:14:55 +0000 (00:14 -0400)]
Add hack for uninitialized players in flashlight
ShadowNinja [Mon, 21 Jul 2014 04:13:45 +0000 (00:13 -0400)]
log_mod -> log_mods and get setting as boolean
ShadowNinja [Mon, 21 Jul 2014 03:49:38 +0000 (23:49 -0400)]
Remove mods that aren't strictly required from depends.txt
hdastwb [Sat, 19 Jul 2014 00:19:15 +0000 (20:19 -0400)]
Merge pull request #152 from goblin/coal_alloy_return_bucket
alloy furnaces and generators should not eat fuel buckets
goblin [Fri, 18 Jul 2014 23:18:44 +0000 (00:18 +0100)]
also return buckets with generators
... and in the `smelt_item` function, even though it seems unused
goblin [Fri, 18 Jul 2014 16:08:05 +0000 (17:08 +0100)]
coal alloy furnace to return the buckets
Zefram [Mon, 14 Jul 2014 13:15:09 +0000 (14:15 +0100)]
Fix drill recipe
It was attempting to get the copper ingot from the wrong mod.
Novatux [Mon, 14 Jul 2014 09:16:37 +0000 (11:16 +0200)]
Fix supply converter again
Novatux [Sun, 13 Jul 2014 12:15:10 +0000 (14:15 +0200)]
Fix problem with supply converter producing energy
Novatux [Sat, 12 Jul 2014 16:22:52 +0000 (18:22 +0200)]
Fix crash with supply converter
Novatux [Sat, 12 Jul 2014 07:50:50 +0000 (09:50 +0200)]
Make unconnected generators burn the fuel they still have.
Novatux [Fri, 11 Jul 2014 09:00:46 +0000 (11:00 +0200)]
Make switching station run all machines it is connected to, including those in unloaded blocks.
Zefram [Tue, 8 Jul 2014 13:19:06 +0000 (14:19 +0100)]
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.
Novatux [Wed, 9 Jul 2014 17:03:22 +0000 (19:03 +0200)]
Better ingot textures
Zefram [Tue, 8 Jul 2014 14:16:20 +0000 (15:16 +0100)]
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.
Zefram [Mon, 7 Jul 2014 20:48:38 +0000 (21:48 +0100)]
Rework some recipes to use more varied ingredients
Zefram [Mon, 7 Jul 2014 17:17:04 +0000 (18:17 +0100)]
Exclude technic:nothing from creative inventory
Zefram [Mon, 7 Jul 2014 14:51:02 +0000 (15:51 +0100)]
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.
Zefram [Mon, 7 Jul 2014 13:39:07 +0000 (14:39 +0100)]
Remove duplicate cable textures
Some of the technicx32 cable textures were just duplicates of the
standard-resolution textures.
Zefram [Sun, 6 Jul 2014 19:22:15 +0000 (20:22 +0100)]
Fine gold and silver wire items
Not used in any recipes yet.
Zefram [Sun, 6 Jul 2014 17:50:18 +0000 (18:50 +0100)]
Tweak supply converter recipe
The casing is now in the center of the grid, as it is for all other
machines.
Zefram [Sun, 6 Jul 2014 17:45:16 +0000 (18:45 +0100)]
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.
Zefram [Sun, 6 Jul 2014 16:13:11 +0000 (17:13 +0100)]
Use machine casing in most machine recipes
Zefram [Sun, 6 Jul 2014 12:50:23 +0000 (13:50 +0100)]
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.
Zefram [Thu, 3 Jul 2014 18:42:29 +0000 (19:42 +0100)]
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.
Zefram [Sun, 6 Jul 2014 15:25:53 +0000 (16:25 +0100)]
Fix fuel-fired alloy furnace
Commit
ee0765804c0a21deeb2f33c22ac1a36cb0db5f43 broke the fuel-fired alloy
furnace, by removing the definition of its formspec that it requires to
set up the form upon construction.
Zefram [Sun, 6 Jul 2014 15:04:25 +0000 (16:04 +0100)]
Fix craft guide for alloy cooking et al
A typo in commit
d55ecc39f954b33c17ae9a1da4aeff6382fcb790 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.
Zefram [Sun, 6 Jul 2014 14:57:35 +0000 (15:57 +0100)]
Fix brass alloying recipe
Commit
d55ecc39f954b33c17ae9a1da4aeff6382fcb790 introduced a bogus
reference to "technic:copper_ingot".
RealBadAngel [Thu, 3 Jul 2014 15:40:06 +0000 (17:40 +0200)]
Add snippet to check if function exists.
Novatux [Thu, 3 Jul 2014 15:24:01 +0000 (17:24 +0200)]
Add missing entry to template
Novatux [Thu, 3 Jul 2014 14:48:47 +0000 (16:48 +0200)]
Remove most tube crafting recipes
Novatux [Thu, 3 Jul 2014 13:57:39 +0000 (15:57 +0200)]
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.
Carter Kolwey [Thu, 3 Jul 2014 02:46:06 +0000 (21:46 -0500)]
Make MV extractor/compressor work
Novatux [Thu, 3 Jul 2014 06:16:53 +0000 (08:16 +0200)]
Fix machine description
Zefram [Wed, 2 Jul 2014 22:59:53 +0000 (23:59 +0100)]
Better forcefield control dialog
The size configuration is no longer cleared when exiting the dialog with
<esc>. The enable/disable toggle button now indicates the current state.
The name of the toggle button now varies according to state, so that
pressing the button multiple times in one state (which can arise due
to lag making the user unsure about whether the first press registered)
only makes the state change that the user requested, rather than toggling
repeatedly.
Novatux [Wed, 2 Jul 2014 20:45:46 +0000 (22:45 +0200)]
Add MV version of compressor too, remove infinite sand-producing compressor recipe.
Novatux [Wed, 2 Jul 2014 20:24:38 +0000 (22:24 +0200)]
Refactor a lot of code: make only one registration function for grinder, extractor and electric furnace (compressor will follow soon)
Novatux [Wed, 2 Jul 2014 17:43:24 +0000 (19:43 +0200)]
Add MV extractor
Novatux [Wed, 2 Jul 2014 17:43:13 +0000 (19:43 +0200)]
Add registration code for extractor
Zefram [Sun, 22 Jun 2014 09:41:52 +0000 (10:41 +0100)]
Reduce mithril chest to gold chest size
Due to concerns about form appearance, reduce mithril chest size to avoid
its form exceeding screen height. This reduces it to the same size as
the gold chest. Having two chest types of the same size looks silly now,
but will be reasonable as soon as mithril chests get their long-planned
special features.
Zefram [Fri, 20 Jun 2014 17:46:57 +0000 (18:46 +0100)]
Buff chest sizes
Make the inventory sizes of all the technic chests larger, to provide
a more appreciable benefit from upgrading chests, more in keeping with
the resources spent on the upgrades.
Currently the game engine doesn't handle large forms well. The size
of an inventory slot is fixed relative to the screen height, and a
form that exceeds either screen dimension will extend off the screen,
making parts of it inaccessible. The tallest a form can get and remain
usable is 13 slots, and even that slightly overspills the screen height.
The maximum usable width depends on the screen aspect ratio. For the
narrowest common ratio, 5:4, the widest a form can usably get is 15 slots,
again slightly overspilling. Combined with the layout of the chest forms,
this implies a maximum practical chest inventory size of 15x7 (= 105),
slightly smaller than the largest Minecraft chests.
To provide roughly equal size steps in the five upgrades from wooden
chest (staying at 8x4 = 32) to mithril chest, the steps need to be of
about 15 slots instead of the former 4. The new sizes are:
wooden 8x4 32
iron 9x5 45
copper 12x5 60
silver 12x6 72
gold 15x6 90
mithril 15x7 105
To make upgrading from the old chest sizes to the new sizes more
convenient, the inventory size is now set not only upon chest construction
but also when accepting form input, at the same time as rewriting
the formspec. So after upgrading the technic mod, viewing an existing
chest upgrades it to the new size. The first time a pre-existing chest
is viewed its form will have the old dimensions, looking broken due
to the inventory background image now having the new number of slots.
The second time it is viewed the form will have the new dimensions,
and the full new number of slots will be usable.
ShadowNinja [Thu, 26 Jun 2014 20:53:38 +0000 (16:53 -0400)]
Fix the chainsaw's protection check
ShadowNinja [Thu, 26 Jun 2014 15:13:30 +0000 (11:13 -0400)]
Clean up and improve chainsaw
Phvli [Sun, 4 May 2014 16:59:37 +0000 (19:59 +0300)]
Make sure chainsaw drops appear above ground
A fix for https://github.com/minetest-technic/technic/issues/137
Chainsaw drops are forced to pop above ground. Also, as asl suggested,
they must not end up too high on a ledge or a pillar.
This also cleans up the code style of chainsaw.lua.
Zefram [Fri, 20 Jun 2014 21:35:56 +0000 (22:35 +0100)]
Handle lag better in drill
If a mining drill is apparently applied to a non-pointable node, do
nothing rather than drilling as normal. This situation usually arises
from lag, where the news of a node having been drilled didn't reach the
user quickly enough and the user thereby applied the drill twice to the
same node. The second drill attempt would formerly consume charge and
then find that all the nodes it wanted to dig had already been removed.
Zefram [Fri, 20 Jun 2014 15:58:52 +0000 (16:58 +0100)]
Rationalise machine terminology
All electrically-powered machines now consistently indicate their
tier (supply voltage) in their names. As this implies that they are
electrically powered, the furnaces no longer have "Electric" in their
names. The fuel-fired equivalents of electric machines, which exist
for alloy furnace and furnace, now say "Fuel-Fired" to distinguish them.
(The fuel-fired alloy furnace used to say "Coal", which was inaccurate
because it uses any fuel. The fuel-fired furnace, from the default mod,
used to just be called "Furnace", which is ambiguous.)
Electric power generators now consistently indicate their tier and have
the word "Generator" in their names. This makes their purpose much
clearer, and makes obvious craft guide searches produce useful results.
The fuel-fired generators, previously just (ambiguously) called
"Generator", are now explicitly "Fuel-Fired".
Zefram [Fri, 20 Jun 2014 14:44:05 +0000 (15:44 +0100)]
Rename default chest to "Wooden Chest"
All the chests added by technic specify their material in their
description, so the description "Chest" for the default chest looks
ambiguous. Rename it to seamlessly fit into the range of chest types.
Zefram [Sat, 7 Jun 2014 20:16:15 +0000 (21:16 +0100)]
Full glooptest support
To support the glooptest mod (successor of gloopores), define the
gloopores lump->dust grinding recipes if either of the mods is available.
(Formerly only "gloopores" was supported.) Define kalite dust item,
which was previously missing. Make gloop ingots grindable to dust as the
non-gloop ingots already are; incidentally refactor this to automatically
make ingots grindable whenever the ingot can be made by cooking dust.
Add textures for all the gloop dusts. Do the "Steel"->"Iron" renaming
for glooptest-defined tools and items.
Zefram [Sat, 24 May 2014 09:32:57 +0000 (10:32 +0100)]
Proper x32 texture for coal dust
Novatux [Sun, 8 Jun 2014 07:46:19 +0000 (09:46 +0200)]
Chainsaw should dig jungle leaves too.
ShadowNinja [Sat, 31 May 2014 01:13:14 +0000 (21:13 -0400)]
Fix wear_represents logic
ShadowNinja [Sat, 31 May 2014 01:00:58 +0000 (21:00 -0400)]
Remove unused parameter to is_empty()
ShadowNinja [Sat, 31 May 2014 00:58:32 +0000 (20:58 -0400)]
Fix crash when trying to repair unknown items
Zefram [Fri, 23 May 2014 21:37:44 +0000 (22:37 +0100)]
Better quarry control dialog
The size configuration is no longer cleared when exiting the dialog with
<esc>. The enable/disable toggle button now indicates the current state.
The name of the toggle button now varies according to state, so that
pressing the button multiple times in one state (which can arise due
to lag making the user unsure about whether the first press registered)
only makes the state change that the user requested, rather than toggling
repeatedly.
Zefram [Sun, 18 May 2014 20:03:58 +0000 (21:03 +0100)]
Stop quarry duplicating items
The quarry was digging via dig_node and also manually putting the node's
drops into the tube system. This assumed that dig_node would attempt
to put the drops in the player's inventory, doing nothing if there is
no such inventory. With the item_drop mod installed, dig_node would
instead turn the node into an item entity, so the quarry's strategy would
duplicate the item, making it appear both as an item entity in situ and
as an item in the tube. Instead, the quarry must use remove_node when
it manually processes the drops, just like the pipeworks node breaker.
Zefram [Sun, 18 May 2014 18:53:43 +0000 (19:53 +0100)]
Fix supply converter
Its registration as a battery (BA) node didn't work. It needs to be
registered as both a producer (PR) and a receiver (RE).
Zefram [Thu, 1 May 2014 20:21:40 +0000 (21:21 +0100)]
Only make gloop dusts if gloopores is present
Zefram [Thu, 1 May 2014 20:13:14 +0000 (21:13 +0100)]
Make stainless steel ingot grindable to dust
Consistent with all the other ingot/dust pairs.
Novatux [Fri, 23 May 2014 17:51:23 +0000 (19:51 +0200)]
Upgrades to battery boxes too, prevent frames from moving too often (one move every second max)
Zefram [Fri, 16 May 2014 21:02:49 +0000 (22:02 +0100)]
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.
Novatux [Sun, 18 May 2014 14:11:06 +0000 (16:11 +0200)]
Mining lasers: don't dig the node the player is in.
Novatux [Sun, 18 May 2014 12:47:05 +0000 (14:47 +0200)]
Fix errors when trying to charge buckets of water.
RealBadAngel [Tue, 6 May 2014 20:11:04 +0000 (22:11 +0200)]
Fix invalid check for UI.
asl97 [Sun, 4 May 2014 07:10:11 +0000 (15:10 +0800)]
Move checking of node that should be ignore above protection checking
firing a laser into a sky while in someone land without hitting anything but air shouldn't get anyone ban
Vanessa Ezekowitz [Sun, 4 May 2014 19:23:34 +0000 (15:23 -0400)]
86400 ticks is one week, not 24h
roberto5 [Thu, 1 May 2014 10:56:38 +0000 (12:56 +0200)]
Improve italian translation
RealBadAngel [Thu, 1 May 2014 07:32:01 +0000 (09:32 +0200)]
Chests sorting by Zefram_Fysh
Zefram [Wed, 30 Apr 2014 09:49:54 +0000 (10:49 +0100)]
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.
Zefram [Mon, 21 Apr 2014 19:24:01 +0000 (20:24 +0100)]
various backward-compatibility aliases
Zefram [Tue, 29 Apr 2014 23:19:17 +0000 (00:19 +0100)]
Register craft types with unified_inventory
Zefram [Tue, 29 Apr 2014 20:43:20 +0000 (21:43 +0100)]
Declare unified_inventory optional dependency
Make sure unified_inventory is loaded before us if present, so that we
successfully register crafts with it.
Zefram [Mon, 28 Apr 2014 19:41:33 +0000 (20:41 +0100)]
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.
Zefram [Mon, 28 Apr 2014 09:44:07 +0000 (10:44 +0100)]
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.
Zefram [Fri, 25 Apr 2014 22:18:50 +0000 (23:18 +0100)]
fix tube properties for injector
By relying on another no-longer-extant definition, the injector didn't
visually connect to the tube below it.
Zefram [Fri, 25 Apr 2014 22:09:08 +0000 (23:09 +0100)]
fix groups for injector
The injector was in no groups, and therefore not breakable by ordinary
means. This was because the code referred to a defined variable that
went away in the course of a rewrite of the chests code.
Zefram [Sun, 27 Apr 2014 17:45:22 +0000 (18:45 +0100)]
Fix search for operating flashlight
Having a never-charged flashlight in the hotbar earlier than a charged
flashlight prevented the charged flashlight being found.
Zefram [Sun, 27 Apr 2014 17:40:21 +0000 (18:40 +0100)]
Fix discharge of flashlight and sonic screwdriver
These two tools wouldn't discharge all the way to zero through use,
unlike most chargeable items.
Incidentally remove a duplicate of the check_for_flashlight() function.
Zefram [Sat, 26 Apr 2014 22:26:07 +0000 (23:26 +0100)]
Fix flashlight's light generation
The flashlight was lighting the wrong node, 1 m east of the player's lower
half, thus getting no light if the player is adjacent to an eastern wall.
Restore the old 1 m above, that coincides with the player's hands.
There was a problem with light from the flashlight getting stuck in
the map. This arises because the flashlight's light value was 15, the
reserved value that the engine uses for sunlight. Moving the flashlight
upwards, by jumping while it is equipped, would cause the node below it to
acquire a bogus sunlit state. Fix this by reducing the flashlight's light
value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight.
The light_off node type is not required. With the light value limited
to 14, mere removal of the light node suffices to correctly recalculate
lighting.
Zefram [Sat, 26 Apr 2014 20:27:43 +0000 (21:27 +0100)]
Fix flashlight light node declarations
The light and light_off node types should be not_in_creative_inventory,
and should drop nothing.
Zefram [Sat, 26 Apr 2014 20:12:10 +0000 (21:12 +0100)]
Fix chest log messages
All log messages about moving stuff in/into/from chests described them
as "locked", whether the chests are locked or not. Remove that word,
so the messages make no claim about lockedness.
Zefram [Sat, 26 Apr 2014 20:07:05 +0000 (21:07 +0100)]
Fix drops for active machines
Active machine nodes need to drop their inactive counterpart. Some were
missing that declaration.
Zefram [Sat, 26 Apr 2014 19:02:19 +0000 (20:02 +0100)]
Fix drill charge usage
The drills weren't taking the variable usage cost into account (either
the per-type base cost or the per-mode multiplier) when deciding whether
they have sufficient charge to use. This could cause them to overshoot in
charge usage, although they would then clamp to zero rather than record
negative charge. Also, for the Mk1 drill where the cost was assessed
correctly, the drill would refuse to discharge to exactly zero charge.
Zefram [Fri, 25 Apr 2014 16:44:46 +0000 (17:44 +0100)]
Improve message about drill control
The message to "hold shift" makes an unwarranted assumption about the
user's keybindings. Messages from the server should refer to a key's
game function, rather than its extragame identity.
RealBadAngel [Sun, 27 Apr 2014 13:57:11 +0000 (15:57 +0200)]
The code to connect an electrical machine to cables would only consider
the first-seen tier for which the machine was registered. So the
switching station, which is uniquely registered for all tiers, would
only visually connect to LV cable when placed, not to MV or HV cable.
(It would function nevertheless, and cable would connect to the switching
station if placed later.) Change to consider all tiers. Incidentally
avoid a gratuitous iteration through all registered machines.
Zefram [Thu, 24 Apr 2014 16:42:35 +0000 (17:42 +0100)]
Save chest label when exiting formspec
When using the form to edit a chest label, apply the edited label whenever the
form is submitted with the text field included, rather than only if the form's
specific "finished editing" button is used. This supports the natural use of
<ret> to indicate that text editing is complete, which works with other text
editing forms such as that for signs.
asl97 [Mon, 21 Apr 2014 10:14:07 +0000 (18:14 +0800)]
Add fir leaves to the chainsaw's timber_nodenames
Xanthin [Wed, 16 Apr 2014 17:10:00 +0000 (19:10 +0200)]
Add german translations for all mods
Zefram [Tue, 22 Apr 2014 16:04:18 +0000 (17:04 +0100)]
Fix laser discharging
Commit
a6dae893d66319739e8dfe962f67285221eb9b91 introduced per-version
charge cost for firing mining lasers, but applies this in addition to
the old fixed cost which it was meant to replace. Fix by removing the
application of the fixed cost.
The same commit did successfully change the check for a laser having
sufficient charge to fire, so that's based purely on the variable cost.
As a consequence, firing a laser that has just enough charge to cover the
variable cost could cause its charge to go negative. (For example, by
fully charging a Mk1 laser and then firing it until it empties, resulting
in a charge of -400.) It turned out that set_RE_wear handled that badly,
producing an over-100% wear value that would wrap to a *low* wear value,
leading to the laser's wear bar looking as if it's fully charged.
To protect against silly wear values, make set_RE_wear clamp the wear
value to avoid wrapping. Handle specially the case of a fully-discharged
tool, where there was desirable wrapping to zero.
Boba [Mon, 14 Apr 2014 17:58:50 +0000 (19:58 +0200)]
Fix typo in frame and template motor recipes