- Jun 05, 2016
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paramat authored
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- Jun 04, 2016
- May 30, 2016
- May 28, 2016
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paramat authored
Make rotatable with 'paramtype2 = facedir'
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Auke Kok authored
Because the fire nodes are not removed 100% when there are no more burnable nodes nearby, they can potentially stay around for very, very long times, leading to ABM trains every 5 seconds for no good reason (only 1 in 16 will be removed every interval). A much better method to remove fire nodes is to remove them by timer, and give removal a 100% chance if no flammable nodes are adjacent. This makes fire cleanup a lot faster and more natural, and will reduce the amount of ABM hits making fire overall more responsive. We also remove the 1 in 4 chance and fold the removal of flammable nodes into the ABM chance. There's some low hanging fruit cleanups in here as well.
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- May 25, 2016
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Auke Kok authored
Each sapling is given a single node timer that is between 2 and 4 days of game play time (40-80 minutes). If you walk out of the zone, and come back later, the tree will always grow to full if the timer has elapsed. Because trees.lua is all functions, it needs to be parsed before nodes.lua, since that references some of its functions. Hence, change the order of parsing here. Otherwise saplings would not grow to full.
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Auke Kok authored
This PR requires @minetest/minetest#3677 Farming and plant growth has traditionally in minetest been implemented using ABM's. These ABM's periodically tick and cause plants to grow. The way these ABM's work has several side effects that can be considered harmful. Not to mention a comprehensive list of downsides here, but ABM's are chance-dependent. That results in the chance that some nodes potentially never get processed by the ABM action, and others get processed always. One can easily find this effect by planting a large field of crops, and seeing that some nodes are fully grown really fast, and some just won't make it to fully grown status even after hours or play time. One could solve the problem by making the ABM's slower, and giving them a 100% of action, but this would cause the entire field to grow a step instantly at ABM intervals, and is both ugly, and a large number of node updates that needs to be sent out to each client. Very un-ideal. With NodeTimers though, each node will see a separate node timer event, and they will likely not coalesce. This means that we can stop relying on chance to distribute plant growth, and assign a single timer event to grow the plant to the next phase. Due to the timer implementation, we won't ever miss a growth event, and we can re-scehdule them until the plant has reached full size. Previously, plants would attempt to grow every 9 seconds, with a chance of 1/20. This means typically, a plant would need 9*20 seconds to grow 1 phase, and since there are 8 steps, a typical plant growth would require 9*20*8 ABM node events. (spread out over 9*8 ABM actual underlying events per block, roughly). because plants are likely not growing to full for a very long time due to statistics working against it (5% of the crops take 20x longer than the median to grow to full, we'd be seeing ABMs fire possibly up to 9*20*8*20 with a 95% confidence interval (the actual math is likely off, but the scale should be correct). That's incredibly wasteful. We'd reach those conditions easily with 20 plant nodes. Now, after we convert to NodeTimers, each plant node will see exactly 8 NodeTimer events, and no more. This scales lineairly per plant. I've tuned the growth rate of crops to be mature in just under 3 whole days. That's about 1hr of game time. Previously, about half the crops would grow to full in under 2 days, but many plants would still not be mature by the end of day 3. This is more consistent. An additional problem in the farming mod was that the final fully-grown plant was also included in the ABM, causing infinite more ABM's even after the entire field had grown to completion. Now, we're left with the problem that none of the pre-existing plants have actual node timers started on them, and we do not want a new ABM to fix this issue, since that would be wasteful. Fortunately, there is now an LBM concept, and we can use it to assure that NodeTimers on crop nodes are properly started, and only have to do the actual conversion once per block, ever. We want to provide a fairly similar growth rate after this conversion and as such I've resorted to modelling some statistical data. For this I created a virtual 32x32 crop field with 9 steps (8 transitions) as is the default wheat crop. We then apply a step where 1 in 20 plants in the field grows a step (randomly chosen) and count the number of steps needed to get to 25%, 50, 75% and 95% grown. The resulting data looks as follows: 25% - ~120 steps * 9 sec / abm = 1080s 50% - ~152 steps = 1368s 75% - ~194 steps = 1746s 95% - ~255 steps = 2295s Next, we want to create a model where the chance that a crop grows is 100% every node timer. Since there will only be 8 steps ever, we want the slowest crops to grow in intervals of ~ 2300 / 8 seconds and the fastest 1/4 of crops to grow 1080 / 8 seconds intervals. We can roughly compare this to a normal distribution with a median of 1400 with a stddev of ~350 (thick fingering this one here). The rest is a bit of thick-fingering to get similar growth rates, taking into account that ABM's fire regularly so if they're missed it's fairly painless, but our timers are going to be 1-2 minutes apart at minimum. I calculate the timer should be around 150s median, and experimented with several jitter ranges. Eventually I settled for now on [80,200] with a redo of [40,80], meaning that each growth step at minimum takes (80 to 200) seconds, and if a negative growth condition was found (darkness, soil not wet, etc), then the growth step is retried every (40 to 80) seconds. The end result is a growth period from seed to full in ~ 2.25 minetest days. This is a little bit shorter than the current growth rate but the chances you'll miss timer ticks is a bit larger, so in normal gameplay it should be fairly comparable. A side effect is that fields grow to full yield fairly quickly after crops make it to mature growth, and no crops are mature a very long time before the majority grows to full. The spread and view over a growing field is also fairly even, there's no large updates with plenty of nodes. Just a node here or there every second or so in large fields. Ultimately, we get rid of ABM rollercoasters that cause tens of node updates every 9 seconds. This will help multiplayer servers likely a lot.
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- May 23, 2016
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Auke Kok authored
Standing on a boat makes you appear to "hover" over it since this collision box is way too high. Lower it so that it's low enough to look normal when walking on top of a boat
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paramat authored
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paramat authored
Make shelf facedir rotatable as is now required
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Duane Robertson authored
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- May 21, 2016
- May 08, 2016
- May 07, 2016
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tenplus1 authored
Fix the glitch when players use the '-' character in their username on a server, causing creative inventory to not pass page 2
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tenplus1 authored
This pull adds a new global variable called creative.formspec_add that will allow mods to add to the creative inventory screen without the need to fork the mod altogether. Simple solution that works already for inventory_plus' BACK button
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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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Foz authored
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paramat authored
Half coverage for a more grassy appearance Make snow_side universal by removing green pixels Move KevDoy's heart texture credit to above sound credits
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- May 01, 2016
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rubenwardy authored
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Auke Kok authored
This uses a vmanip to count adjacent tnt nodes and explodes them all at once, using an inverse square law to recalculate the radius. The maximum explosion becomes 125 nodes of tnt yielding a radius of 15 nodes, which does not break my machine and makes it return in under a second. This makes both bigger explosions and less stability issues. The drop code has been simplified and now drops at all times a reasonable amount of drops, never blanketing the area with drops, even at the larges explosion level. Particles are scaled up according to explosion size as well - a bigger explosion will show bigger particles. To scale the tnt:boom particle, we move it to the _effects() function.
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- Apr 30, 2016
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Auke Kok authored
Introduces an `on_blast(luaobj, damage)` callback that mods can attach to an entity def. The function will get called with the damage that TNT would make. The function should return three values: bool do_damage, bool do_knockback, table drops do_damage allows the mod to tell the TNT code to perform damage on the entity for the mod. The mod code should not do anything with the entity HP. The entity should not be immortal. If false, then the entity will not be damaged by the TNT mod. do_knockback allows the mod to tell the TNT mod to perform an entity knockback effect. If false, no knockback effect is applied to the entity. the drops table is a list of items to drop. It may be nil. E.g. { "wool:red" }. I've documented both on_blast() API methods in game_api.txt. It is a better place than lua_api.txt.
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Auke Kok authored
Any second explosion near a first TNT explosion will punch all entities found nearby, including item drops. This causes the item pickup code to think the item was picked up, but by a `nil` player, thus removing the item. We query for the immortal entity group, and if the item is in the immortal group, do not punch the item.
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Foz authored
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paramat authored
Derived from Casimir's Voxelgarden texture
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tenplus1 authored
Tweaked the beds.save_spawns() function to compile list then output to file with shortened co-ordinates containing 1 decimal place
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- Apr 26, 2016
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Auke Kok authored
We reuse the tnt:boom texture for a particle that is added by the on_construct() of tnt:boom, and has a short expiry time (0.2sec). It is 3 nodes larged, centered on the explosion. We then make tnt:boom airlike so it doesn't have a texture, and it's the thing that emits lots of light (we could even make it exist a bit longer). The nice thing about particles is that the client is less susceptible to lag and will always remove them as fast as possible, so this makes the visual more constant and responsive.
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Auke Kok authored
The effect is similar, and the reduction in particles is a small boost in responsiveness. To compensate, I've lowered the spawner time and expiration length as well.
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Auke Kok authored
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Auke Kok authored
This allows TNT to be used for e.g. traps (drop it from the ceiling) or weird tnt effects with other explosions.
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Auke Kok authored
We add a +/- 0.5 random value to the velocity vector of ejecting nodes. I've spotted a lot of nodes going exactly straight up if blowing up sand above TNT. The extra variation looks less artificial.
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Auke Kok authored
We apply punch damage to mobs caught in the blast radius, as this code previously only hurt players. We "move" players back 1 node if they're caught in the blast, and slightly up. We can't "eject" players due to missing API code to support that, unfortunately.
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Auke Kok authored
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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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- Apr 23, 2016