- Jun 02, 2019
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acmgit authored
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- Apr 06, 2019
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HybridDog authored
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- Oct 11, 2018
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TumeniNodes authored
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- Sep 25, 2018
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Paramat authored
Fence rail: Only connect to 'group:fence'. Update map mod README crafting recipe documentation.
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- Jul 10, 2018
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Paramat authored
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- Jul 07, 2018
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TumeniNodes authored
Dedicated fence rail textures coming in a follow-up PR.
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- Feb 03, 2018
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paramat authored
Add compatibility code with deprecation warning.
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- Nov 16, 2017
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DTA7 authored
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- Oct 24, 2017
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paramat authored
Original recording by Ryding. http://freesound.org/people/Ryding/ Found by Anth0rx, edited by paramat. Add and use 'default.node_sound_snow_defaults()' function.
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- Aug 18, 2017
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Hybrid Dog authored
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- Aug 01, 2017
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paramat authored
An excessive load has been reported caused by the node searching, so even when no lava is present.
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- Jun 08, 2017
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vorunbekannt75@web.de authored
This reverts commit e523c3a2 to re-enable the overriding and redefinition of these global functions.
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- May 24, 2017
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paramat authored
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- May 20, 2017
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theFox6 authored
Action of some abm's call functions directly, instead of calling the function inside a function.
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- May 07, 2017
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Ezhh authored
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- Apr 11, 2017
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paramat authored
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- Mar 19, 2017
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- Mar 17, 2017
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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.
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- Mar 12, 2017
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SmallJoker authored
Completes a forgotten update in 9d3a5263
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- Feb 25, 2017
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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.
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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.
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- Feb 21, 2017
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Thomas--S authored
* rename to default.can_interact_with_node() * pass pos instead of meta * change order of arguments
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- Jan 22, 2017
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paramat authored
Now that the missing 'default_dig_snappy' sound has been added we can remove the dirt dig sound from the table. All nodes that use the leaves defaults table have group 'snappy' so 'default_dig_snappy' now becomes their default dig sound.
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- Jan 02, 2017
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SmallJoker authored
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- Dec 17, 2016
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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.
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- Dec 13, 2016
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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.
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- Dec 01, 2016
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Napiophelios authored
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- Nov 22, 2016
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paramat authored
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- Nov 21, 2016
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paramat authored
Plus one silent sound to break repetition 'default_water_footstep.4.ogg'.
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- Nov 18, 2016
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paramat authored
Make lava cooling ABM use a new group 'group:cools_lava'. Nodes other than water can cool lava. We assume snowblock and ice melt, turn to water and cool lava. Leave 'group:water' present temporarily to not break mod liquids.
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- Oct 25, 2016
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Auke Kok authored
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- Oct 13, 2016
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paramat authored
Original code by Sofar. Textures by Pithydon. Exposure to air converts live coral to coral skeleton. Live corals drop coral skeleton.
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- Oct 05, 2016
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paramat authored
Through testing the chance is changed to 50 such that grass spread speed matches that of the previous (0.4.13) ABM version.
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- Oct 02, 2016
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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.
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- Aug 15, 2016
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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
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- Aug 09, 2016
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tenplus1 authored
Useful for searches and the mod profiler.
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- Jul 27, 2016
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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.
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- Jun 15, 2016
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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.
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- Apr 30, 2016
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Foz authored
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- Apr 26, 2016
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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.
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