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  1. Jul 31, 2019
  2. Sep 14, 2018
  3. Sep 02, 2018
  4. Jul 01, 2018
  5. Jan 13, 2018
  6. May 24, 2017
  7. May 15, 2017
  8. Mar 29, 2017
  9. Mar 10, 2017
    • paramat's avatar
      Flint & steel sounds: Fix bugs caused by nil position · ad118ea9
      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'.
      ad118ea9
  10. Jan 15, 2017
    • Lars Hofhansl's avatar
      Fire: Make explosions remove flames · 8715b83f
      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.
      8715b83f
  11. Jan 07, 2017
  12. Dec 07, 2016
    • paramat's avatar
      Fire: Rewrite fire sound code · fed2151d
      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.
      fed2151d
  13. Nov 26, 2016
    • paramat's avatar
      Farming/fire: Add tool break sounds · e8376215
      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.
      e8376215
  14. Nov 22, 2016
  15. Nov 07, 2016
  16. Oct 25, 2016
  17. Oct 24, 2016
  18. Aug 20, 2016
  19. Aug 09, 2016
  20. Jul 16, 2016
  21. Jul 15, 2016
  22. Jun 22, 2016
  23. Jun 04, 2016
  24. May 28, 2016
    • Auke Kok's avatar
      Fire: move fire node removal out of ABM. · d61803b6
      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.
      d61803b6
  25. Apr 19, 2016
  26. Mar 31, 2016
  27. Mar 25, 2016
  28. Mar 21, 2016
  29. Mar 15, 2016
  30. Mar 11, 2016
  31. Feb 14, 2016
    • paramat's avatar
      Consolidate ABMs · 7d2dfe41
      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
      7d2dfe41
  32. Nov 14, 2015
  33. Oct 28, 2015
  34. Sep 05, 2015
    • paramat's avatar
      Fire: Move flame extinguishing to separate faster ABM · acb0cecb
      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
      acb0cecb
  35. Aug 20, 2015
  36. May 12, 2015
    • Wuzzy's avatar
      Make TNT respect on_blast, implement on_blast for some nodes · 8bc8dd64
      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
      8bc8dd64
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