- Apr 16, 2016
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tenplus1 authored
Tidy up position numbers and code Check for flora group aswell Improve node light check for mushroom growth Shrooms grow in 3 and below light
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Auke Kok authored
This changes how dirt blocks turn to dirt_with -grass, -dry_grass or -snow. Previously, dirt that was sunlit would turn to dirt_with_grass no matter what, but this happened without any context, so you could get green patches of dirt_with_grass in the middle of a savannah or even desert. Dirt no longer turns to covered dirt unless it's within 1 node from another dirt_with_grass or dirt_with_dry_grass or dirt_with_snow. This makes dirt_with_grass "growback" a lot slower, since it now only happens on the edges, but it retains the context nicely now. If there is any dirt with a grass or dry grass plant, or snow on top, and enough light, we'll convert it sporadically to dirt_with_grass or dirt_with_dry_grass or dirt_with_snow. This allows us to plant grass of our choice in a large dirt patch, or in a region where otherwise that type of grass is not present. This used to be done by 2 abms, but I've combined them in to a single ABM that is ordered to run with maximum efficiency, solving for the most common outcome first before attempting more complex checks.
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Auke Kok authored
This is technically "dirt with grass" that's just under a snow cover, so in darkness the grass on these nodes will also die, turning it into dirt. This doesn't convert dirt_with_snow under snow.
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Auke Kok authored
This will make sand and gravel blocks on top of TNT actually fly in the air. https://youtu.be/4omndVZijLc
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Auke Kok authored
Let's just call it "terminal" velocity.
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Auke Kok authored
We add on_create() handlers for both burning TNT and burning gunpowder. Because gunpowder will explode TNT in 1 second, and not 4, we need to modify the 4 second timer after we make the TNT burning. Other mods can now place burning TNT that will by default explode after 4 seconds.
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Auke Kok authored
I spotted two places where under stress (many explosions) luajit would end up passing nil to these functions. I'm not entirely sure how, but it seems good form to guard against it, which does make it more robust. After this patch, I'm not able to crash the server. With many explosions, it may still lag significantly, but always returns in the end.
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Auke Kok authored
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red-001 authored
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Auke Kok authored
We define the blast intensity as the square of the tnt_radius, divided by the square of the distance to the explosion center, where distance is limited to 1 at the lower end. When destroying nodes, we calculate the intensity for each node, and only destroy the nodes when the intensity is 1.0 or larger. To avoid perfectly spherical explosions, we make sure to retain a randomness factor of 20%. This will make explosion edges jagged and not smooth, but not too much. We pass the calculated intensity to on_blast() functions as well, except we take the jitter here out and make sure it's always 1.0 or larger.
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Auke Kok authored
We apply a log scale to the size of the stacks ejected, so that in larger explosions we are getting larger stacks. For normal r=3 explosions, this gives stack sizes ~6-7 or so, but for r=10 explosions it could end up giving stacks of 25+.V
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Auke Kok authored
With the new high res timer, we can make TNT much better create chain reactions. This does exactly that.
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Auke Kok authored
The drops list already has quantities, so let's just select the one with the highest quantity from it, and use that as tile. Fallback tile will therefore only be used if explosion happens in air. Oh well.
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Auke Kok authored
- Fix spacing errors around = and .. - Indentation fixes - Break up long lines
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red-001 authored
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red-001 authored
Currently the TNT mod uses a dummy vaule of 1 for this.
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red-001 authored
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Auke Kok authored
We add a dirt-like particle (drawn from scratch, uses some colors from default_dirt's palette) to spawn many particles that have collision enabled around the center of the blast. This has the effect of obscuring the center of the blast, as that is a painfully visible empty area when the explosion happens, as there's only a little spark. The dirt particles bounce around the walls and floor a bit, and disappear rapidly, well before the smoke particles disappear. This is a nice visual distraction that obscures the sudden appearance of the gaping hole, and makes it a whole lot more believable.
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Auke Kok authored
But not too much. TNT is a bit underwhelming at the moment. We can make it a bit more interesting by ejecting not just one or two itemstacks, but a bunch of them. This code splits up the drops into separate itemstacks that are 2-5 items together, which results in generally roughly 10 itemstacks being ejected. Since now we have multiple ejecta, it makes sense to tune the ejecta velocities a bit better to get the appearance of an actual explosion better. The items will not all start with the same vertical velocity, since that would look like fireworks. Instead we give them all a different vertical speed.
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Auke Kok authored
If the node is special and has an on_blast() handler, we need to call it instead of getting node drops manually. However, we do want to know if drops should be added for the special nodes, so we modify the on_blast() handler code to allow the nodedef handlers to pass back itemstacks. This could be used by e.g. the doors mod to drop door items after a blast. Since this API is documented in lua_api.txt, a separate PR will be incoming to update the on_blast() documentation.
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- Apr 14, 2016
- Apr 12, 2016
- Apr 08, 2016
- Apr 04, 2016
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kilbith authored
Some people borrowed the creative code for their sub-games with an exclusive attribution to celeron55. This is frustrating since I've largely rewritten, redesigned and carefully maintained this mod for the last months. I expect to be credited.
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Auke Kok authored
Fixes #1005 This doesn't flood snow or ice blocks.
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tenplus1 authored
Currently any doors viewed from underwater will disappear but removing the line 'use_texture_alpha = true,' seems to fix this. Thanks to Thomas-S for finding this glitch.
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Auke Kok authored
We properly checked top half already, just not the top half target location. Assure both checked positions are not unknown nodes. Fixes #991
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- Mar 31, 2016
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Auke Kok authored
The boat model had over 1700 tris (!) before this redo. I've reduced the amount of tris to ~150, which is very reasonable given that there are almost 45 faces to this model. I've also spent a good hour re-UV unwrapping the entire model which has a huuuge impact on the boats' appearance. As much as possible, the boat now looks like it's made out of actual blocks of wood, and I've even attempted to make the grains connect around edges, appear in the same pattern and spacing, and generally make it look like it's just a nice crafted thing out of several pieces of wood. I've had to tweak the rudder part to make the texture actually have square texture pixels. I did that by varying the vertical position of the botton of the rudder handle and the top of the rudder bottom, which worked well. I also had to 'slice' the rear face of the boat to prevent a strange texture tear, probably due to non-flat surface somewhere, but I couldn't spot the issue there anymore after adding 2 extra edges. This looks totally like a new boat now. - http://i.imgur.com/stiVzsa.jpg
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Rui authored
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Auke Kok authored
It's possible to hit this when using an e.g. charcoal mod where a tree is both a fuel and a source.
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tenplus1 authored
Added a recipe to craft a clay block back into 4 clay lumps.
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Jean-Patrick Guerrero authored
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- Mar 25, 2016
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paramat authored
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Jean-Patrick Guerrero authored
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Jean-Patrick Guerrero authored
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- Mar 22, 2016
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Rui authored
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