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  1. Jul 07, 2016
  2. Jul 05, 2016
    • paramat's avatar
      Default/mapgen: Simplify iron ore registrations · d42f77cc
      paramat authored
      Preserve overlapping registrations of large and small clusters
      below y = -64 but now extend the small clusters up to y = 0 (the
      previous highest iron ore level) in a similar to way to coal
      d42f77cc
    • paramat's avatar
      Default/mapgen: Add ores above y = 1024 · d476d017
      paramat authored
      Each ore's rarity is equal to that occuring below y= -1024
      d476d017
    • paramat's avatar
      Default/mapgen: Clean up ore registrations · 1886d293
      paramat authored
      Re-order registrations
      Add and improve comments
      Change sand blob ymax to 0 as sand does not always rise above 0
      Remove dirt blobs from sandstone as it is unsuitable for
      many sandstone biomes and ugly in stony sandstone desert
      Change ymax of first iron region to 0
      1886d293
    • tenplus1's avatar
      Bucket: Correct liquid placing in protected areas · 21b457c9
      tenplus1 authored
      - Placing liquid inside a protected area no longer returns an empty bucket
      - Remove on_place function, tidy up code, return proper itemstack
      - Shorten code (changes from HybridDog/patch-35)
      21b457c9
  3. Jul 03, 2016
  4. Jul 01, 2016
  5. Jun 27, 2016
  6. Jun 26, 2016
  7. Jun 25, 2016
  8. Jun 22, 2016
  9. Jun 21, 2016
  10. Jun 18, 2016
    • cd2's avatar
      Farming: Add negative fall_damage_add_percent to straw · 5775c914
      cd2 authored
      This doubles the fall height without damage to 11 nodes.
      5775c914
    • Auke Kok's avatar
      Default: Make brick and plank nodes rotatable · ba1ae07b
      Auke Kok authored
      Allow many crafted nodes to be rotated in any way possible.
      
      These blocks all have slab and stair versions, which can create awkward
      patterns if placed together. By allowing these to be rotated players
      can create new patterns and appearances that were not before possible.
      
      Since this wasn't possible before, there won't be any effect
      to existing builds, as param2 should always be '0'. The current
      screwdriver mod also refuses to rotate and alter param2, so this is
      safe to enable from now on.
      
      Personally, since these are all *crafted* nodes to begin with, it
      should be apparent that they can be rotated to begin with, but I can
      see people may disagree from a simplicity perspective. It also may
      affect param2 usage that other mods rely on, although I'm not aware
      of any mods that do this.
      ba1ae07b
  11. Jun 15, 2016
    • paramat's avatar
      Creative: Add missing 'formspec_escape' to fix bug · 50eb0798
      paramat authored
      Symbols used in search caused the game to hang with a grey screen,
      for example searching for 'diamond;ingot'
      50eb0798
    • paramat's avatar
      Boats: Raise collisionbox top surface to fix boat behaviour · da0fe314
      paramat authored
      Lowering the top surface to be level with the boat top somehow
      causes the boat to fall through world if underwater. Revert to
      previous position that is needed for correct behaviour
      da0fe314
    • Auke Kok's avatar
      Stairs: Add mossy cobble slab and stair · 2199be51
      Auke Kok authored
      Allow water to turn cobble slab and stairs to turn into mossy versions.
      
      There is no crafting recipe for mossy stairs and mossy slabs, the
      stair/slab API has been modified to allow for a recipeitem that
      is `nil`, which will omit adding a crafting recipe for these two
      items. The API documentation is updated.
      
      The slabs and stairs will turn mossy when water is adjacent, just like
      cobblestone. You can either farm mossy versions by placing them in
      water for a while, then collecting them, or run water over your craft.
      2199be51
  12. Jun 05, 2016
  13. Jun 04, 2016
  14. May 30, 2016
  15. May 28, 2016
    • paramat's avatar
      Default: Bookshelf has 2 openings instead of 4 · 37347d40
      paramat authored
      Make rotatable with 'paramtype2 = facedir'
      37347d40
    • 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
  16. May 25, 2016
    • Auke Kok's avatar
      Default: Convert saplings to use node timers · e0cb3fce
      Auke Kok authored
      Each sapling is given a single node timer that is between
      2 and 4 days of game play time (40-80 minutes). If you walk out
      of the zone, and come back later, the tree will always grow
      to full if the timer has elapsed.
      
      Because trees.lua is all functions, it needs to be parsed before
      nodes.lua, since that references some of its functions. Hence,
      change the order of parsing here. Otherwise saplings would not
      grow to full.
      e0cb3fce
    • Auke Kok's avatar
      Farming: Convert plants to use node timers · 70ef7864
      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.
      70ef7864
  17. May 23, 2016
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