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  1. Jul 15, 2016
  2. Jul 13, 2016
  3. Jul 10, 2016
  4. Jul 09, 2016
  5. Jul 07, 2016
  6. 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
  7. Jul 03, 2016
  8. Jul 01, 2016
  9. Jun 27, 2016
  10. Jun 26, 2016
  11. Jun 25, 2016
  12. Jun 22, 2016
  13. Jun 21, 2016
  14. 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
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