- Aug 01, 2019
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TumeniNodes authored
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- Jan 02, 2019
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Paul Ouellette authored
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- Dec 08, 2018
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Paramat authored
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- Nov 16, 2018
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Paul Ouellette authored
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- Oct 11, 2018
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TumeniNodes authored
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- Oct 09, 2018
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TumeniNodes authored
Fix slabs combining into a cube: Facedir is only set for the cube if it has paramtype2 = "facedir". This avoids liquid appearing in connected framed glasslike.
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- Oct 04, 2018
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Paramat authored
All stair/slab nodes with parent nodes that are rotatable (wood and bricks) are reverted to not having world-aligned textures, to fix the breakage of rotated stair/slab appearence in worlds. Update, and add missing documentation to, game_api.txt.
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- Sep 03, 2018
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12Me21 authored
Before, it checked if the node name *contained* "stairs:slab_", which could detect things like "xxxxxstairs:slab_xxxx". Changed the pattern to "^stairs:slab_".
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- Jul 01, 2018
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SmallJoker authored
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- Jan 31, 2018
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Jat15 authored
Unbind table groups for base block, stairs, slabs.
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- Dec 11, 2017
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paramat authored
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- Nov 16, 2017
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DTA7 authored
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- Nov 05, 2017
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paramat authored
Fix 'stair_images' code to avoid 'stair_images' being empty in some situations. Change stairs back to nodeboxes to make world-aligned textures work.
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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 14, 2017
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rubenwardy authored
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- Jul 22, 2017
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Ezhh authored
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- Jul 08, 2017
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Fixer authored
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TumeniNodes authored
With thanks to MarkuBu for the original PR and GreenXenith for the stair models.
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- Jul 01, 2017
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Johannes Fritz authored
If backface culling is not specified for a tile in 'images' it is set to true. Slabs already have backface culling due to being defined as nodeboxes (which are then converted to meshnodes).
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- Jun 22, 2017
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John Cole authored
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- Jun 14, 2017
- May 24, 2017
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paramat authored
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- May 01, 2017
- Apr 11, 2017
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MarkuBu authored
Slabs are placed horizontal instead of vertical, even if they are placed on a wall. Slabs are rotated automatically if they are placed to another slab, no matter which material. Slabs are placed at the lower position if the placer points into the lower half of the pointed node and to the upper position if pointed to the upper half. Stairs are placed normal if the placer points to the lower half of the pointed node and rotated upside down if pointed to the upper half.
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- Mar 29, 2017
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zaoqi authored
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- Mar 07, 2017
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Diego Martínez authored
Add desert and silver sand-related blocks, and stairs.
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- Nov 02, 2016
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cx384 authored
Edited fuels: fences, wooden ladder. New fuels: boat, paper, book, dry shrub, stick, vessels shelf, wooden tools, wooden door, trapdoor, fence gates, farming crops, stairs, slabs, beds.
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- Oct 25, 2016
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Auke Kok authored
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- Sep 14, 2016
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Auke Kok authored
Combine slabs if identical based on orientations using a simple lookup table if the nodes are identical. Otherwise relies on place_node() to place the node, which properly handles rotation compared to adjacent nodes already, and can orient based on look_dir as well. Initial slabs placed are oriented based on (1) the orientation of the pointed "face" (assumes nodes are cubic, of course), and uses the player look direction to orient the node n/e/w/s if the slab is horizontal or upside-down. If placed against a vertical face, the slab is placed against the face without rotation around the axis perpendicular to that vertical face. This allows upside down placement and vertical placement without screwdriver. If a slab is placed on top of an upside down slab, or below a normally placed slab, the rotation is inverted so that no "floating" slab is created. Largely based on kilbith's #807 PR. Slab combining and place_node() usage by sofar. Since this relies entirely on `on_place` mechanics, this fails to combine slabs into a plain node if the space *above* is occupied. This is unavoidable due to the fact that on_place() happens after the checks required to see if pointed_thing.above is empty or not.
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- Aug 29, 2016
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paramat authored
Make the softer woods, pine and aspen, 'flammable = 3'. Correct inconsistent flammability of wood and stairs in relation to all other solid wood nodes in MTGame. Make the the softer woods, pine and aspen, 'choppy = 3'.
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- Aug 09, 2016
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tenplus1 authored
Useful for searches and the mod profiler.
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- Jun 26, 2016
- Jun 22, 2016
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paramat authored
Make it consistent with the slab recipe which conserves volume
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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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- May 06, 2016
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paramat authored
Sandstone is crumbly = 1 cracky = 3 to be slowly diggable by hand Sandstonebrick(stair/slab) is cracky = 2
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- Feb 14, 2016
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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
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- Jan 26, 2016
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Auke Kok authored
Organizing these in groups will allow mods to do several things easier: - create craft recipes using them as ingredients - manipulate map nodes based on group properties There are quite a few slab and stair blocks already, so automatically add these groups at registration time for all of those. Since most mods I've seen use the registration code in this submod, they will also benefit.
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