- Jul 31, 2019
-
-
Milan authored
-
- Sep 14, 2018
-
-
Paramat authored
-
- Sep 02, 2018
-
-
Paramat authored
-
- Jul 01, 2018
-
-
SmallJoker authored
-
- Jan 13, 2018
-
-
Milan authored
-
- May 24, 2017
-
-
paramat authored
-
- May 15, 2017
-
-
ezhh authored
-
- Mar 29, 2017
-
-
zaoqi authored
-
- Mar 10, 2017
-
-
paramat authored
Usage and tool break sounds were played at 'pointed_thing.above' which can be nil if not pointing at anything or at an entity. This caused sounds to be played to all players on a server non-positionally. Fallback to player pos for sounds if 'pointed_thing.above' is nil. Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
-
- Jan 15, 2017
-
-
Lars Hofhansl authored
TNT removes flammable nodes from the destruction radius and should remove flames within it too because they lose their fuel and would be removed by ABM later anyway.
-
- Jan 07, 2017
-
-
paramat authored
-
- Dec 07, 2016
-
-
paramat authored
Previous code: Used looped sounds without attaching them to objects or playing direct to players. The looped sounds are not 'stopped' when players leave the area. These may be causing the bug where sounds are heard at extreme distances. Entering a world with already present flames results in silent flames. Sounds are often played at a large number of points in a 6 node lattice. A large fire is reported to cause a high load, disabling the sound code is reported to help this. New code: Optional flame sound to not interfere with ambience mods. Permanent flame now has sound. For multiple flames, sound is positioned at the centre of all flames, and has volume determined by flame number. The original freesound 'large fire' recording was used to create 3 sounds that play at random for a non-repetitive effect. At low volume it is suitable for small fires. Original sound files and sound function (as an empty function) kept temporarily to reduce disruption. Reduce gain of flame extinguish sound.
-
- Nov 26, 2016
-
-
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.
-
- Nov 22, 2016
-
-
paramat authored
-
- Nov 07, 2016
-
-
Fernando Carmona Varo authored
Add on_ignite functions to tnt, gunpowder, coalblock.
-
- Oct 25, 2016
-
-
paramat authored
-
- Oct 24, 2016
-
-
paramat authored
-
- Aug 20, 2016
-
-
paramat authored
-
- Aug 09, 2016
-
-
tenplus1 authored
Useful for searches and the mod profiler.
-
- Jul 16, 2016
-
- Jul 15, 2016
- Jun 22, 2016
-
- Jun 04, 2016
-
-
paramat authored
Enable ignition of tnt, gunpowder and permanent flame above coalblock using flint and steel Override coalblock to remove flame above when dug Add depends.txt for default mod
-
- May 28, 2016
-
-
Auke Kok authored
Because the fire nodes are not removed 100% when there are no more burnable nodes nearby, they can potentially stay around for very, very long times, leading to ABM trains every 5 seconds for no good reason (only 1 in 16 will be removed every interval). A much better method to remove fire nodes is to remove them by timer, and give removal a 100% chance if no flammable nodes are adjacent. This makes fire cleanup a lot faster and more natural, and will reduce the amount of ABM hits making fire overall more responsive. We also remove the 1 in 4 chance and fold the removal of flammable nodes into the ABM chance. There's some low hanging fruit cleanups in here as well.
-
- Apr 19, 2016
-
-
paramat authored
Flammable nodes burn away quicker
-
- Mar 31, 2016
-
-
Rui authored
-
- Mar 25, 2016
-
-
Jean-Patrick Guerrero authored
-
- Mar 21, 2016
-
-
paramat authored
-
- Mar 15, 2016
-
-
Auke Kok authored
No need to find_node_near twice with the same params.
-
Jean-Patrick Guerrero authored
-
- Mar 11, 2016
-
-
red-001 authored
-
- Feb 14, 2016
-
-
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
-
- Nov 14, 2015
-
-
paramat authored
To avoid processing spikes where catch-up is non-essential Disable in: Lavacooling, grass growing, grass removal and all fire mod ABMs
-
- Oct 28, 2015
-
-
paramat authored
Update 'disable fire' documentation in conf.example
-
- Sep 05, 2015
-
-
paramat authored
Add extinguish sounds (from default mod lavacooling) 'disable fire' setting extinguishes fire quickly using a dedicated ABM 'disable fire' also disables all other ABMs Simplify flammable node removal ABM Speed up node ignition, it was too slow Add 'sunlight propagates = true' and 'paramtype = "light" to flame Balance fire sounds' gain
-
- Aug 20, 2015
-
-
paramat authored
Increase chance value of ABMs Disable ignition from a distance Only detect neighbouring extinguishing nodes Fix code style issues and add comments
-
- May 12, 2015
-
-
Wuzzy authored
Implemented nodes: - Steel Door: Ignores explosion - Locked Chest: Ignores explosion - Fire: Ignores explosion - TNT: Starts burning - Burning TNT: Explodes immediately - Gunpowder: Starts burning - Burning Gunpowder: Ignores explosion
-