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  1. Jun 02, 2019
  2. Apr 06, 2019
  3. Oct 11, 2018
  4. Sep 25, 2018
  5. Jul 10, 2018
  6. Jul 07, 2018
  7. Feb 03, 2018
  8. Nov 16, 2017
  9. Oct 24, 2017
  10. Aug 18, 2017
  11. Aug 01, 2017
  12. Jun 08, 2017
  13. May 24, 2017
  14. May 20, 2017
  15. May 07, 2017
  16. Apr 11, 2017
  17. Mar 19, 2017
  18. Mar 17, 2017
    • octacian's avatar
      Keys: Fix crash when using unconfigured default:key · 07e11427
      octacian authored
      Since meta secret field is blank on any keys (default:key) obtained using
      /give, the game will crash if you attempt to use one of these. This follows
      along the principle that the game should never have any reason to crash.
      07e11427
  19. Mar 12, 2017
  20. Feb 25, 2017
    • paramat's avatar
      Lavacooling: Return to chance = 2 · d5f1f964
      paramat authored
      Return to previous parameters interval = 1, chance = 2.
      Compensates for the increase in default active block radius.
      Large amounts of lava cooling at once is known to overload sound
      creation, producing error messages.
      d5f1f964
    • MarkuBu's avatar
      Leafdecay: Node timer based implementation, API · 60e5b299
      MarkuBu authored
      This implements a node-timer based leafdecay mechanism, and exposes
      an API to use it in mods.
      
      The API is documented in game_api.txt.
      
      `default.register_leafdecay(leafdecaydef)`
      
      `leafdecaydef` is a table, with following members:
      {
      	trunks = { "default:tree"}, -- nodes considered trunks
      	leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
      	radius = 3, -- activates leafdecay this far from the trunk
      }
      
      The algorithm will drop `leaves` items in the area if no `trunks` are found
      in the `trunk_radius` sized area around the position of the leaf. If a node
      listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
      otherwise the item is removed but not dropped.
      
      The algorithm also implements a value `default.leafdecay_speed` (default
      15) which can be modified to increase or decrease of the leaf decay. The
      algorithm will vary the actual speed a bit to introduce randomness.
      
      Leaf decay is randomized by 0.1 seconds to reduce the chance that
      decay happens many times on the same second interval. This requires
      nodetimer_interval to be set to values lower than 1.0 to have an
      effect.
      
      The leaves will decay between 2 and 10 seconds after digging the trunk,
      and happen at non-integer second intervals.
      
      -- The API was added by sofar.
      60e5b299
  21. Feb 21, 2017
  22. Jan 22, 2017
  23. Jan 02, 2017
  24. Dec 17, 2016
    • paramat's avatar
      Sounds: Edit some sound gains, mostly footsteps · 12b15419
      paramat authored
      I recently made glass footstep and dig gains too low, raise slightly.
      Change dirt dug gain from above-maximum 1.5 to maximum 1.0.
      Reduce gain of footsteps: stone, dirt, gravel, wood, metal
      Raise gain of leaves footstep.
      12b15419
  25. Dec 13, 2016
    • paramat's avatar
      Default: Add missing 'default_dig_snappy' sound · 55a16cd2
      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.
      55a16cd2
  26. Dec 01, 2016
  27. Nov 22, 2016
  28. Nov 21, 2016
  29. Nov 18, 2016
  30. Oct 25, 2016
  31. Oct 13, 2016
  32. Oct 05, 2016
  33. Oct 02, 2016
    • paramat's avatar
      Default: Generalise, optimise and simplify grass spread function · c0de5646
      paramat authored
      Credit to tenplus1 for the suggestion to generalise for mod use.
      Mods can add mod nodes to 'group:spreading_dirt_type' enabling the
      function to work with mod nodes.
      
      Add some nodes to this group.
      
      Removing 'dirt_with_grass' etc. from 'neighbors' stops the ABM action
      running everywhere and constantly, on the dirt nodes immediately below
      the surface nodes. Now the action only runs in the rare case of a dirt
      node with neighbouring air, grass decorations or snow.
      
      Remove check for air above to allow grass to spread under light-
      transmitting nodes such as fences, walls, plants. This causes spread
      under slabs, stairs and glass, when near air, but seems worth it.
      
      Remove unnecessary check for nil node.
      c0de5646
  34. Aug 15, 2016
    • paramat's avatar
      Default: Optimise and simplify leafdecay ABM, remove cache · 2ecbc43a
      paramat authored
      With thanks to contributor tenplus1
      Remove leaf cache and globalstep accumulator limiter
      Use 'pos' instead of 'p0'
      Remove non-essential 'group:liquid' from 'neighbors'
      Increase chance value to 10 to compensate for disabled cache
      Disable 'catch-up' to avoid the ABM often becoming 10 times more
      intensive
      Remove use of 'do preserve' bool, instead simply 'return'
      Remove unnecessary checks for 'd' and 'd == 0'
      Don't 'get' n0, use already present 'node' instead
      Swap order two conditionals so that the one most likely is first
      2ecbc43a
  35. Aug 09, 2016
  36. Jul 27, 2016
    • paramat's avatar
      Default: Prevent placing sapling if grown tree intersects protection · 0ac09699
      paramat authored
      Add a global 'intersects protection' function to functions.lua for
      checking if a specified volume intersects with a protected volume.
      A 3D lattice of points are checked with an adjustable interval.
      Add a global 'sapling on place' function to avoid duplicated code in
      nodes.lua.
      0ac09699
  37. Jun 15, 2016
    • 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
  38. Apr 30, 2016
  39. Apr 26, 2016
    • Auke Kok's avatar
      TNT: Add on_blast to all nodes with an inventory · 54b87e95
      Auke Kok authored
      Adds a minor helper function that allows efficient retrieval of
      several inventories from a node inventory. We use this helper to
      quickly retrieve the items in chests, vessel shelves, book shelves
      and furnaces, and return these with the nodes itself to the TNT caller.
      
      The TNT caller then performs the entity physics, and we don't need
      to do anything else.
      
      We disable TNT doing anything with bones.
      
      We expose a bug in the code that drops the items - metadata was lost
      entirely. This patch corrects that by properly copying the metadata
      and creating the drops list inclusive metadata.
      54b87e95
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