- Mar 01, 2017
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Auke Kok authored
- beds - boats - carts - key/skeleton key - seeds All these had on_place handlers that did not allow nodes with an on_rightclick() handler to be used first (if not using sneak). This code is taken from the torches mod and applied everywhere. This allows all these items to e.g. be inserted into the `frame` mod's item frames.
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- Feb 09, 2017
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Thomas--S authored
Using @paramat's formula.
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- Dec 13, 2016
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paramat authored
Some nodes with the snappy group (wool, glass pane, seeds) were missing sound when dug with a sword. Adding the sound causes it to be used for glass pane, so define a 'dig' sound in the 'node sound glass defaults' table, use the footstep sound. Adding the sound also causes it to be used for seeds which deliberately have no dig sound, so add an empty sound override for seed dig. Reduce the gain of the glass footstep sound which was excessively loud. Add some freesound members to license.txt.
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- Dec 04, 2016
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Auke Kok authored
This changes the farming API such that any nodedef with paramtype2 and place_param2 are passed through to all the plant stages of the farming plant. This allows plants to use an alternative mesh for the plantlike drawtype, and provide a bit of graphical variation in plants. We enable this for wheat, using place_param2 = 3, which is the '#' shaped plant mesh. If you would actually be able to give yourself this plant in creative or through /give, you would also get the same '#' shape.
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- Nov 26, 2016
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paramat authored
Add tool break sounds to hoes and flint and steel. Flint and steel: Reduce gain of use sound and only add tool wear if not in creative mode.
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- Nov 21, 2016
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Thomas--S authored
This makes the itemstrings consistent over the whole file.
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- Nov 20, 2016
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Auke Kok authored
Currently all minetest_game PR's are failing travis since the upstream luacheck now also warns about whitespace issues, and there are a few of those in the code. This fixes all of them so we can yet again rely on luacheck.
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paramat authored
With mip-mapping enabled, some GPUs cause a visual bug with indexed textures that use alpha. This bug has been present for a while but not noticed before. All indexed alpha textures must now be converted to RGBA, to start this process we revert some textures converted to indexed in the recent commit af3c9186.
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- Nov 18, 2016
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Auke Kok authored
This fixes all cases where the color profile was broken, and libpng warns about. It also makes almost all textures indexed instead of RGB where possible (textures that don't have semi-transparent pixels).
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- Nov 02, 2016
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cx384 authored
Edited fuels: fences, wooden ladder. New fuels: boat, paper, book, dry shrub, stick, vessels shelf, wooden tools, wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
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- Oct 25, 2016
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Fernando Carmona Varo authored
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- Oct 12, 2016
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bas080 authored
Handy for when modders want to use these definitions to extend or add to the mod
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- Sep 27, 2016
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tenplus1 authored
This removes the group overrides for dirt, dirt_with_grass and dirt_with_dry_grass which aren't needed and interfere with new grass spreading changes: https://github.com/minetest/minetest_game/pull/1286
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- Sep 07, 2016
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paramat authored
Relicense WTFPL media to CC BY-SA 3.0. Various corrections and edits.
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- Sep 06, 2016
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paramat authored
Add license.txt files. Update and improve README.txt files. Corrections to part 1.
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- Sep 05, 2016
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paramat authored
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.
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- Aug 09, 2016
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tenplus1 authored
Useful for searches and the mod profiler.
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- Jul 15, 2016
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Tim authored
* Unused variables * Unused values (assigned to variables, but overwritten before use) * Defining already defined variables instead of reassigning to them.
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- Jul 09, 2016
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Tim authored
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- Jun 18, 2016
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cd2 authored
This doubles the fall height without damage to 11 nodes.
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- Jun 04, 2016
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Auke Kok authored
Fixes #1114
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- May 25, 2016
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Auke Kok authored
This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
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- Apr 23, 2016
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paramat authored
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- Apr 08, 2016
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paramat authored
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- Feb 14, 2016
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paramat authored
Spread ABM intervals evenly across 1 to 16 seconds 16s ensures no nodes are missed when player walks past Adjust chance values to compensate, for identical action rates Combine lavacooling ABMs into one, return to chance = 1 Grass growth: add 'neighbors = "air"' to avoid processing the thousands of underground dirt nodes Grass death: Reduce action rate to that of grass growth Fire: Use chance = 1 for flame extinguishing and flame removal when mod is disabled
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- Oct 01, 2015
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paramat authored
Rename in game.conf and documentation Update game_api.txt documentation for bucket API and tree functions Fix tab, space and comment formatting in game_api.txt Rename in mod READMEs
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- Sep 29, 2015
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codeandfix authored
added protection for seed placement and hoeing
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- Sep 15, 2015
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Craig Davison authored
- beds/Changelog.txt probably won't be updated because http://dev.minetest.net/Changelog is used instead - The information in farming/API.txt is already documented in game_api.txt
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- Jun 18, 2015
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paramat authored
Remove line if set to the default of 'true'
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- May 14, 2015
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Novatux authored
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- Feb 28, 2015
- Jan 25, 2015
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jeanpatrick.guerrero@gmail.com authored
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- Jan 17, 2015
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jeanpatrick.guerrero@gmail.com authored
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- Jan 10, 2015
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PilzAdam authored
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- Dec 07, 2014
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PilzAdam authored
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- Dec 06, 2014
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PilzAdam authored
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- Nov 30, 2014
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Craig Davison authored
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- Sep 07, 2014
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ShadowNinja authored
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- Aug 21, 2014
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BlockMen authored
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