- Feb 13, 2016
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Jean-Patrick Guerrero authored
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Rui authored
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Auke Kok authored
Node timers are higher precision and a better guarantee of happening at regular intervals, whereas ABM's may be postponed, cancelled or missed if a player is too far. The largest benefit is that once the furnace is done cooking, no more ABM's are fired - the timer is stopped instead and no more events are created until items are put in the furnace. This patch is larger due to the migration of the timer function and indentation change as a result of the somewhat reduced complexity. I've tested with several furnaces and this works correctly and behavior is not affected, although people may find that their furnaces now work more regularly. If you place several furnaces next to eachother, you will still find all furnace timers firing exactly at the same time. This is a bug in core that should not coalesce node timers at second intervals.
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Auke Kok authored
This patch replaces the default door nodes with a new mesh model and nodes. Two new models were added that are 2 blocks high. One for left-hinge and one for right-hinge doors. This allows us to make a single texture fit on both models. The alternative would have been 1 model and 2 unmapped textures, which is more work for mod developers. Doors work exactly like the old doors, including ownership, breaking doors, opening and closing. Under the hood, we can prevent the top part of the door from being obstructed by placing an invisible node. This prevents liquids from flowing through doors or people placing sand or other blocks in the top half. The door code automatically places and removes these as needed. Metadata is used to store door state, just like the old version. A doors API is added, it allows mods to use the API to open/close or toggle door states without worrying about sounds, permissions and other details. This is intended for e.g. mesecons. This API allows mods to manipulate or inspect doors for players or for themselves. In-game old door nodes are automatically converted using an ABM and preserve ownership and orientation and state. TNT blows up all doors and trapdoors except for the steel ones, who can survive a blast. We return an itemstack in on_blast(), which requires a TNT API patch which is also pending. We enable backface culling for most of these doors, as this gives the identical visual appearance that the old doors had. In the case of the glass door, there's a slight twist. The texture files used by the new doors have new names that do not conflict with previous texture file names to avoid texture pack conflicts. Thanks to red-001 <red-001@users.noreply.github.com> for some of the conversion code, cleanups, and extra textures.
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- Feb 06, 2016
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Muhammad Rifqi Priyo Susanto authored
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paramat authored
Avoids trees or large cacti being placed multiple times at a single position, by changing the node at the heightmap y value
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paramat authored
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- Feb 03, 2016
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Craig Davison authored
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Craig Davison authored
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kilbith authored
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Auke Kok authored
This converts the call to minetest.register() for the default fence node, so it can be called by other mods to quickly setup other fences. Since this creates an API, insert it into the game_api.txt. The api looks like minetest.register(name, {def}), and has two uncommon fields: "texture" and "material". Any normal nodedef property can be passed through, except "drawtype". The "fence" group will always be added. The default fence recipe is modified to be as follows: wood, stick, wood wood, stick, wood This recipe yields 4 fence nodes. This allows us to create according recipes for acacia, pine, aspen, and junglewood fences without adding new stick types: pine wood, stick, pine wood pine wood, stick, pine wood This is a from-scratch implementation, written by heart but inspired by (#665 - Add many wooden fences). Stick and fences nodes are named in a consistent way.
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- Jan 29, 2016
- Jan 26, 2016
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Auke Kok authored
We may want to use biomes here at a later stage.
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Auke Kok authored
Organizing these in groups will allow mods to do several things easier: - create craft recipes using them as ingredients - manipulate map nodes based on group properties There are quite a few slab and stair blocks already, so automatically add these groups at registration time for all of those. Since most mods I've seen use the registration code in this submod, they will also benefit.
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- Jan 22, 2016
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paramat authored
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- Jan 20, 2016
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kilbith authored
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Auke Kok authored
We're using a normal wooden side texture to draw the sides of trapdoors. But the side textures have only 2 edges that have a nice texture for the 2px wide trapdoor. We can either repaint the textures, or just rotate the texture properly for the two sides that need it. Because the side texture for wooden doors was just a default:wood texture, it clashes with the colors in the trapdoor, and so we add a wooden trapdoor-matching tile side texture as well. This also improves the steel trapdoor side, but without a texture change there since that was already a specially drawn texture for that node. We also increase the thickness of the trapdoor to 2px. Right now the model is 0.4 large, but this causes the side textures to look odd as there's a mismatch in pixel size. By scaling the trapdoor side up to exactly 2px, the sides look natural. Thanks to @kilbith for the suggestion.
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Auke Kok authored
There really is no reason to prevent rotation in trapdoors, I expect this to be an oversight. Trapdoors work perfectly well sideways, upside down and can work like fences, gates and more. Most commonly, people will want to put them in the top half of the node so they remain flush with a floor.
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- Jan 15, 2016
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kilbith authored
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Auke Kok authored
Adds a birch-like tree to the default_game. Aspen was chosen on purpose instead of birch, as several birch tree mods already exist and choosing a different name avoids any conflicts. Schematics were made for both normal and sapling version, assuring saplings will not be able to grief. The shape of the Aspen is "fanning out at the top" and provides an easy tree to walk under, but still a somewhat thick cover. The Aspen trunk is 4 to 6 blocks tall, with up to three layers of leaves on top, making it slightly taller than an Apple tree, but shorter than a Pine tree, which provides a good blend. Textures were painted from scratch, except tree_top and _wood variants, which are color modified versions of the pine_wood variants. Appropriate licenses have been chosen for the new textures. The leaf texture is light enough to contrast other trees, but dark enough to offset against our light default grass color. The leaves are drawn in the typical minetest default fashion with plenty of transparancy, but enough definition to suggest that you're seeing something that looks like leaves. The placement of leaves in the schematic also suggests the top of the tree is sparse and you can see the sky through the leaves. Sapling texture is both traditional and different, with lush green leaves and a well-defined stem, but slightly stick-like and skinny, as these plants tend to grow up first, then out. Add fallen Aspen logs. We make these logs a minimum of 2 blocks long, and up to 3. This allows us to make these logs a place where both red and brown mushrooms can be found, to these may be attractive to players. However, the spawn rate for these has been reduced a lot compared to the other logs, to account for the scarcity of Aspen. Add stairs, slabs for these wood types as well. Mapgen will place these trees in deciduous forests only, but in a way that the biome is a range between entirely Apple trees, and mostly entirely Aspen trees, with a bias to Apple trees. To make fallen logs somewhat correlated with trees, we modify the planting of Apple trees and logs to use perlin noise and not fill ratio, otherwise you'd always end up with Apple logs in Aspen tree areas, which would be suspicious. There still is a bit of a mix.
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- Jan 12, 2016
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Auke Kok authored
In oversight, I added this recipe not verifying that it was already taken. We change this to a 2x2 iron bar recipe. The shape and amount are reasonable (reduced to output 1 steel trapdoor), and I verified that it wasn't in use. Fixes #779
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- Jan 08, 2016
- Jan 07, 2016
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Auke Kok authored
We can vary the landscape a bit more by placing "fallen logs" around the various forests. These decorations are quite fast and will provide some gameplay value but are still more rare than the corresponding trees, so they don't provide free materials. I've manually put the schematic as lua tables since these log schematics are only 8 blocks. We vary the log lengths between 1 and 3 blocks by making the end blocks have a lower chance of appearing. Amount is varied by fill_ratio, except for acacia trees where we reduce the scale, so that acacia logs show up near places with acacia trees consistently. Mushrooms are placed optionally on each log. We can't place two different mushrooms on a log, so instead we opt to place brown mushrooms on oak/appletree logs, brown mushrooms on jungletree logs, and red mushrooms on pine logs. No mushrooms are placed on acacia logs, as they occur in a dry biome, savannah, and this adds a bit of biome diversity.
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- Jan 06, 2016
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Auke Kok authored
Closes #770 - thanks to @tenplus1, @kilbith
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jeanpatrick.guerrero@gmail.com authored
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Auke Kok authored
Combine any written book with an empty book to copy it. The copy is in player hands when using, and the original is put back on the crafting grid and can be directly copied again. All ownership and metadata is retained, so the copy of the book is as writable as the original is, or isn't.
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ShadowNinja authored
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- Jan 03, 2016
- Dec 31, 2015
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paramat authored
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- Dec 28, 2015
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paramat authored
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Auke Kok authored
Playing stereo sounds positionally in OpenAL causes it to play the sounds unattenuated - same volume for all distances. This shouldn't happen, and makes door sounds unneccesarily loud from very far away. Convert all door samples to mono, 22kHz 64kbit. Trimmed all door samples to remove lead, trail silence.
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- Dec 25, 2015
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Auke Kok authored
These have almost no value gameplay wise. Mushrooms spread by their very nature into appropriate soil nearby, and harvesting spores is something only scientists do. Actual mushroom farmers leave a few mushrooms and put on more manure, and keep the light off. Modify the growth ABM to test for light levels and attempt to plant a similar mushroom nearby (+/- 2 x,z, +/- y). Light at both source and destination needs to be low enough. I've tuned it to be 3-4 spaces from a torch. Mushrooms will die in full sunlight, but they can survive under trees and may grow out at night anywhere. Removed obsolete textures. Remove unused nodes and provide aliases for them. Aliased obsolete nodes so no unknown item nodes appear. Mushrooms die only in full sunlight (light level 15).
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Auke Kok authored
This prevents nodes that are not of the "facedir" paramtype2, as these are generally not expected to be able to rotate. Mods and other methods may still manipulate param2 of these nodes as expected. Addresses #712
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jeanpatrick.guerrero@gmail.com authored
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- Dec 23, 2015
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paramat authored
Re-align parameter format in 'register ore'
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- Dec 19, 2015