Zefram [Sat, 23 Aug 2014 23:01:39 +0000 (00:01 +0100)]
Manual sections on miscellaneous powered machines
Zefram [Sat, 23 Aug 2014 23:01:16 +0000 (00:01 +0100)]
Fix a stray British spelling in manual
Zefram [Sat, 23 Aug 2014 20:12:20 +0000 (21:12 +0100)]
Manual section on processing machines
Zefram [Sat, 23 Aug 2014 16:13:28 +0000 (17:13 +0100)]
Start of manual chapter on powered machines
Zefram [Fri, 22 Aug 2014 13:37:26 +0000 (14:37 +0100)]
Manual section on concrete
ShadowNinja [Sat, 23 Aug 2014 00:57:30 +0000 (20:57 -0400)]
Change chainsaw cutting algorithm back to old one
The new algorithm caused horizontal sections of trees to be left, with the
sections above and below them removed.
ShadowNinja [Fri, 22 Aug 2014 23:59:57 +0000 (19:59 -0400)]
Fix chainsaw placing drops and playing sounds at tops of trees
Zefram [Fri, 22 Aug 2014 13:20:13 +0000 (14:20 +0100)]
Make tree tap respect item_drop
Zefram [Fri, 22 Aug 2014 00:07:38 +0000 (01:07 +0100)]
Make wrench available in creative mode only
The wrench is far too powerful to be available to survival-mode players
via a cheap recipe.
Zefram [Fri, 22 Aug 2014 00:01:44 +0000 (01:01 +0100)]
Update wrench's metadata for technic machines
The changes that this covers are that the alloy furnaces now have one
"src" inventory instead of a "src" and "src2"; that the tool workshop
is now MV; and the existence of MV compressor, extractor, and centrifuge.
Zefram [Wed, 20 Aug 2014 19:09:41 +0000 (20:09 +0100)]
Rebalance radiation shielding
Squeeze the range of material shielding values. The strongest shielding
materials get weaker, and weaker shielding materials, especially low-end
ones such as dirt, get stronger. The radioactivity of the active
reactor core is increased so that the standard shielding is (still)
only narrowly sufficient.
Zefram [Wed, 20 Aug 2014 18:14:03 +0000 (19:14 +0100)]
Finer gradations of radioactivity
Make the "radioactive" group value be the safe distance in millimeters
rather than meters, to allow for intermediate values. Use such
intermediate values for the uranium blocks, using the existing formula
with this finer quantisation. All other radioactive nodes retain their
existing radioactivity exactly.
Zefram [Mon, 18 Aug 2014 16:09:37 +0000 (17:09 +0100)]
Tube capability for tool workshop
Tool workshop can now accept tools to repair via tube. It has upgrade
slots. Battery upgrade reduces its power consumption. Tube upgrade
makes it eject fully-repaired (or unrepairable) items via tube.
Zefram [Sun, 17 Aug 2014 22:57:01 +0000 (23:57 +0100)]
Smoother link of processing cycles to ABM cycles
Make the generic processing machine code willing to complete more than
one processing cycle in one ABM cycle, and more generally to carry
over leftover processing effort after completing a processing cycle.
The src_time meta item now represents accumulated processing effort
(time multiplied by speed) in a scaled form (to retain fractions),
rather than just time in integral seconds. This affects the MV furnace,
with speed 4 and most recipe times being 3 s, and will be essential for
faster furnaces.
Zefram [Sun, 17 Aug 2014 18:19:11 +0000 (19:19 +0100)]
In quarry, skip past undiggable nodes
The quarry used to get stuck when it encountered an undiggable node.
Change it to skip past that node, digging whatever later stuff it can.
Necessarily, the current digging position becomes semantically-significant
state: it is no longer sufficient to search the quarry cuboid from the top
on each iteration. The current digging height is reported in the quarry's
interaction form, and can be reset to the top using a button on the form.
Where there is a non-air node within the quarry directly above the
next node to dig, it blocks the quarry's access to that node, even if
everything involved is diggable. Thus an undiggable node casts a shadow
of undug nodes below it. Resolving undiggability of a node is a major
reason to use the restart button.
Novatux [Sun, 17 Aug 2014 15:08:11 +0000 (17:08 +0200)]
Change oregen to a non-uniform distribution.
Zefram [Sun, 17 Aug 2014 12:40:15 +0000 (13:40 +0100)]
Fix visible cable connection for irregular items
The switching station and supply converter only semantically connect to
cables in particular directions. Make them visually connect only in
the matching directions. This is done by special-casing in the cable
update logic. If more irregular items arise in the future, or the
existing items start to need facedir logic, this should be generalised
into something like the connect_sides system for pneumatic tubes.
Novatux [Sat, 16 Aug 2014 11:42:17 +0000 (13:42 +0200)]
Fix items sending
Zefram [Thu, 14 Aug 2014 19:54:13 +0000 (20:54 +0100)]
Fix forcefield power demand when disabled
Zefram [Thu, 14 Aug 2014 19:50:40 +0000 (20:50 +0100)]
Option for forcefield to be cubical
Zefram [Thu, 14 Aug 2014 14:29:50 +0000 (15:29 +0100)]
Simplify music player interface
Having a track selected now implies playing it, rather than
playing/stopped being a hidden state separate from track selection.
Zefram [Thu, 14 Aug 2014 14:04:42 +0000 (15:04 +0100)]
Fix music player's sound management
If an operating music player was disconnected from the electrical network
or destroyed, it used to leave the music playing forever. There was
also a glitch upon starting playing, as the music was started by the
form handler but then stopped when the run function realised it wasn't
receiving any power, because it hadn't demanded any yet.
Zefram [Thu, 14 Aug 2014 21:12:53 +0000 (22:12 +0100)]
Handle both pipeworks APIs
The new API function is now renamed to pipeworks.tube_inject_item(),
so use it under that name. If it is not available, synthesise the new
API in terms of the old one.
Vanessa Ezekowitz [Fri, 15 Aug 2014 01:56:05 +0000 (21:56 -0400)]
don't put anchor in creative inv
Novatux [Thu, 14 Aug 2014 19:29:56 +0000 (21:29 +0200)]
Compatibility with latest pipeworks
Zefram [Wed, 13 Aug 2014 22:13:52 +0000 (23:13 +0100)]
Revise rules for regenerating latex
To ensure that only rubber tree trunk nodes that are part of trees
regenerate, rather than those that are used as building blocks, check
that they are sufficiently close to rubber tree leaves. This replaces the
older rule that naturally-grown trunks regenerate (regardless of leaves)
and manually-placed trunks don't (even though manually building a tree
otherwise works). The detection of manually-placed trunks was in any
case broken for users of moretrees, because that mod fails to set the
flag signalling manual placement.
Incidentally also fix a bug that caused rubber tree branches (horizontal
trunk nodes) to turn vertical when regenerating latex. Rather than set
the complete node structure, only switch the type name, as does the tree
tap when emptying the node.
Zefram [Wed, 13 Aug 2014 18:07:53 +0000 (19:07 +0100)]
Administrative world anchor
Zefram [Wed, 13 Aug 2014 01:28:25 +0000 (02:28 +0100)]
Manual section on uranium enrichment
Zefram [Tue, 12 Aug 2014 23:16:40 +0000 (00:16 +0100)]
Manual sectioning
Expand list of sections yet to be written. Arrange sections both written
and unwritten into a two-level structure, with a bit of consequential
reordering.
Zefram [Mon, 11 Aug 2014 12:04:53 +0000 (13:04 +0100)]
More manual
Added section on chests. Fixed another stray British spelling.
Backslashed literal underscores to avoid them being interpreted as
emphasis markup.
Zefram [Sat, 9 Aug 2014 12:59:46 +0000 (13:59 +0100)]
More manual
Sections on rubber and electrical power.
Zefram [Fri, 8 Aug 2014 22:22:36 +0000 (23:22 +0100)]
More manual
Added sections on the technic-specific kinds of item processing, and on
generic metal mechanics, and the specific trickery around iron (merging
in notes_on_iron).
Zefram [Fri, 8 Aug 2014 18:36:43 +0000 (19:36 +0100)]
Fix stray British spellings in manual
Zefram [Fri, 8 Aug 2014 16:40:28 +0000 (17:40 +0100)]
Change "altitude" to "elevation" in manual
Vanessa finds "altitude" to carry too much of an aviation connotation.
Zefram finds "elevation" to carry insufficient connotation of being
relative to sea level, so also adds a clarifying note. Beware of changing
this terminology without negotiation, as it aroused surprisingly strong
opinions.
Zefram [Fri, 8 Aug 2014 15:41:31 +0000 (16:41 +0100)]
Start on user manual
Kevin Zheng [Thu, 28 Nov 2013 20:20:38 +0000 (14:20 -0600)]
Evenly distribute charge across multiple batteries
ShadowNinja [Mon, 4 Aug 2014 17:43:57 +0000 (13:43 -0400)]
Remove non-functional tetris machine
Zefram [Mon, 4 Aug 2014 16:34:30 +0000 (17:34 +0100)]
Make nuclear reactor core harder to break
With breaking an active reactor core now causing instant meltdown, having
it breakable by hand is too hazardous. Change it to match steel block,
which constitutes the main part of the rest of the reactor structure.
Zefram [Mon, 4 Aug 2014 16:03:56 +0000 (17:03 +0100)]
Realistic range of radioactivity of uranium blocks
Fully-depleted uranium doesn't lack noticeable radioactivity. The
radioactivity of enriched uranium is dominated by the U-234 fraction,
not U-235.
Zefram [Mon, 4 Aug 2014 13:58:38 +0000 (14:58 +0100)]
Fix technic_run declaration for hydro generator
Zefram [Fri, 1 Aug 2014 17:25:20 +0000 (18:25 +0100)]
Improve injector interface
Make the injector's mode button lag-resistant. Display the mode on
the button, as is done with other machines' toggle buttons. Describe
the modes using the same words that are now used to distinguish the
corresponding pipeworks objects. Expand name to "self-contained
injector", now that the pipeworks objects are also called "injector".
Show injector item image along with the item name at the head of the form.
Zefram [Fri, 1 Aug 2014 16:56:32 +0000 (17:56 +0100)]
Update alloying craft guide to match machine
The alloy furnaces have been changed to lay out the input slots
horizontally. The craft guide should match that, for mnemonic value.
Zefram [Fri, 1 Aug 2014 16:50:40 +0000 (17:50 +0100)]
Redescribe alloying in craft guide
Change "Alloy cooking" to "Alloying", for consistency with the
descriptions of other recipe types.
Zefram [Fri, 1 Aug 2014 16:40:35 +0000 (17:40 +0100)]
Make carbon steel alloying quicker
Taking the same time per alloying cycle as other alloys meant that carbon
steel was being produced painfully slowly, becuase it processes much less
material per cycle than other alloys. This change halves the cycle time,
which leaves it still processing less material per second than other
alloying processes, but by a less drastic margin.
Zefram [Fri, 1 Aug 2014 16:30:21 +0000 (17:30 +0100)]
Fix behaviour on decabling a forcefield emitter
Vanessa Ezekowitz [Wed, 30 Jul 2014 19:36:27 +0000 (15:36 -0400)]
Merge remote-tracking branch 'zefram/zefram/centrifuge'
Zefram [Wed, 30 Jul 2014 19:28:30 +0000 (20:28 +0100)]
Correct breakability of sandstone CNC nodes
default:sandstone has cracky=3, but the CNC nodes had cracky=2.
Zefram [Wed, 30 Jul 2014 19:25:35 +0000 (20:25 +0100)]
Make granite harder than regular stone
In real life granite is renowned for its hardness.
Zefram [Mon, 28 Jul 2014 12:29:39 +0000 (13:29 +0100)]
Remove a noisy debugging print
Zefram [Sun, 27 Jul 2014 01:48:08 +0000 (02:48 +0100)]
Uranium enrichment via centrifuge
Replacing the extractor-based system, uranium to be used as reactor fuel
must now be enriched in stages using the centrifuge. Uranium metal can
exist at 36 levels of fissile content, from 0.0% to 3.5% in steps of 0.1%.
One round of centrifuging splits two dust of a particular grade in to one
dust each of the two neighbouring grades. Uranium of each grade can exist
as dust, ingot, and block, with all the regular metal processes to convert
between them. Uranium from ore exists in lump form, and is 0.7% fissle.
The blocks are radioactive to a degree dependent on fissile content.
Thus the chemical refinement and processing of uranium now follows the
standard pattern for metals, and is orthogonal to isotopic enrichment.
Each form of uranium (dust, ingot, block) intentionally looks identical
regardless of fissile grade.
If technic_worldgen is used alone, it defines only one grade of uranium
(as before), but defines it in the regular metal pattern, with lump, ingot
produced by cooking lump, and block crafted from ingots. It identifies
the metal only as "uranium". The multiple grades of uranium are defined
by the technic mod, which identifies each grade as "N.N%-fissile
uranium". The single grade that was registered by technic_worldgen
is redefined to be described specifically as "0.7%-fissile uranium".
For the redefinition to work, technic_worldgen must load before technic,
so technic now declares a dependency on technic_worldgen.
Each fuel rod is made from five 3.5%-fissile ingots, each of which in
turn requires one to start with five 0.7%-fissile dust, so each fuel rod
is now derived from 12.5 uranium lumps (or 25 if the lumps were first
cooked rather than being ground). This replaces the 20 lumps required
by the former recipes. After setting up and priming the centrifuge
cascade, enriching a full set of fuel for the reactor (six fuel rods)
takes 14700 centrifuge operations. It's intended to be a practical
necessity to automate the centrifuge. In the absence of EU upgrades
for the centrifuges, these operations consume 5.88e8 EU, about 0.97%
of the 6.048e10 EU that the fuel set will produce in the reactor.
The intent is that, in this respect as in others, operating a reactor
should carry a very high up-front cost, but ultimately be very profitable.
Zefram [Sat, 26 Jul 2014 18:33:48 +0000 (19:33 +0100)]
Reduce dependencies of technic_chests
technic_chests was depending on the technic mod, for the top-level
"technic" table and the technic.swap_node function. Resolve that by
sharing the top-level table and inlining the one use of the function.
It was also depending on technic_worldgen, for the definitions of
cast iron and wrought iron. Make the use of cast iron conditional on
technic_worldgen, falling back to default "steel". Change the use of
wrought iron to directly use default "steel", to which it is aliased
anyway.
Zefram [Sat, 26 Jul 2014 18:03:07 +0000 (19:03 +0100)]
Make technic_worldgen loadable before technic
There was a small amount of dependency of technic_worldgen on the
technic mod, for configuration loading and the top-level "technic" table.
Resolve that by sharing the configuration and top-level table between the
two mods. This means that technic_worldgen can be loaded before technic,
permitting other mods to depend on it without depending on technic.
Zefram [Tue, 15 Jul 2014 17:29:36 +0000 (18:29 +0100)]
Add centrifuge
The centrifuge, currently only existing in an MV variety, is a machine
that separates a mixed substance into its constituents. Currently the
main use is to reverse alloying of metals. The alloy separation recipes
intentionally only operate on the dust form of metals, making this less
convenient than the original alloying. It also only recovers metal
constituents, not the carbon that went into cast iron or carbon steel.
This change incidentally generalises the technic recipe and
machine infrastructure to handle recipes with multiple outputs.
As unified_inventory's craft guide can't yet handle that, these recipes
are not registered there.
Zefram [Fri, 25 Jul 2014 16:27:55 +0000 (17:27 +0100)]
Make outer layer of reactor structure optional
As the layers of reactor structure now have a practical purpose,
in attenuating the modelled radiation from the core, it is no longer
necessary to make so much of it mandatory in order to motivate players
to build it.
Zefram [Fri, 25 Jul 2014 14:36:26 +0000 (15:36 +0100)]
Audible siren to warn of reactor meltdown
The siren sounds a "danger" tone continuously while it is active and
damaged, such that meltdown is imminent. It sounds a one-off "clear"
tone if it has been sounding "danger" and the danger has passed, either
because the structure is repaired or because the reactor has become idle.
Zefram [Fri, 25 Jul 2014 13:24:25 +0000 (14:24 +0100)]
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.
Zefram [Fri, 25 Jul 2014 02:26:43 +0000 (03:26 +0100)]
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.
Zefram [Thu, 24 Jul 2014 16:38:53 +0000 (17:38 +0100)]
Inverse square law for radiation damage
Zefram [Wed, 23 Jul 2014 22:44:57 +0000 (23:44 +0100)]
Fix celeron55 credit
Zefram [Wed, 23 Jul 2014 22:40:21 +0000 (23:40 +0100)]
Tweak corium light settings
Flowing corium appeared too dark.
Zefram [Wed, 23 Jul 2014 21:13:45 +0000 (22:13 +0100)]
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.
Zefram [Wed, 23 Jul 2014 19:04:18 +0000 (20:04 +0100)]
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.
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.