- Apr 24, 2017
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paramat authored
Previously i had matched ore density to moreores, but this density was too high and out of balance with MTGame, reduce density to be similar to copper ore. The 2 levels of underground ore were overlapping, fix. Textures are actually by kilbith, update credits. Also credit kilbith for bronze, copper, gold and steel blocks, credits had not been updated at the time.
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paramat authored
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Dániel Juhász authored
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- Apr 20, 2017
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paramat authored
Use Calinou's textures from moreores mod. Craft bronze from tin and copper instead of steel and copper. Match ore density to the moreores mod but start ore at a depth of y = -32 to be part of the depth progression of other ores.
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upsilon authored
As written in game_api.txt.
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octacian authored
Commit 73d61cbb103415c9a3970eaf2c48aeadabfff828 makes skeleton keys craftitems rather than tools, warranting the move from tools.lua to craftitems.lua.
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octacian authored
Allow skeleton keys to be stacked by converting them to craftitems and adding a few lines of code to add a new itemstack to the inventory with the new key or drop it at the player position if the inventory is full.
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- Apr 13, 2017
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Thomas--S authored
Seems like this was a typo
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- Apr 12, 2017
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paramat authored
Bush saplings grow in half the time of tree saplings. Bushes do not need 'from sapling' schematic variants because only the stem node is force-placed in the mapgen schematic, so only the sapling is force-replaced. Bush leaves drop saplings with a rarity that ensures at least 1 sapling per bush on average.
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paramat authored
Also delete nyancat API documentation from game_api.txt.
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- Apr 11, 2017
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Ekdohibs authored
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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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Alex Ford authored
This also allows custom actions (such as using the screwdriver as a wrench).
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LNJ authored
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paramat authored
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paramat authored
As part of making vertical travel easier to reduce reliance on sneak ladders. Calculate using cubic pixels of steel. A steelblock is 16^3 = 4096 cubic pixels steel. 6 ingots is 6/9 steelblocks. A rail is a 2*2*16 pixel length of steel, 64 cubic pixels steel. 6 ingots produces 2*21 rails = 21 rail nodes. Choose 18 for an even number that is a multiple of ingot number. Replace the stick with 2 wood in the recipe to be closer to the amount of wood that would be needed for 20*4 sleepers. Replace 2 mese crystal fragments with 1 mese crystal to compensate for the larger number of nodes returned. The result is the recipe is much more generous with steel usage but slightly less generous with mese usage, keeping power rail cost reasonably high. Replace 2 coal lumps with 1 for a similar recipe to power rails.
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- Apr 02, 2017
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SmallJoker authored
Fixes bug caused by b847888c
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- Mar 30, 2017
- Mar 29, 2017
- Mar 26, 2017
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upsilon authored
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paramat authored
Flora is converted to dry shrub in desert sand and silver sand. No conversion in sand to preserve sand dune grasses. Dry shrubs do not spread so this conversion, used by players, is the only way to generate them.
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Auke Kok authored
Replace possibly trademarked artwork with royalty free and OK for commercial use artwork. The Pup appears by default but does not alias the Nyan Cat nodes away. For that you will have to enable the setting. A settingtypes.txt is provided to make that really easy. This allows people to get an out-of-tree mod and not have their Nyan nodes disappear. The mod can also be disabled entirely this way for those who don't want it. There's some eatser eggs in here as well. Instead of making the nodes burnable, they are edible, and make you bark and howl. And perhaps something else too.
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- Mar 22, 2017
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paramat authored
If there is no group:soil node found below, do not replace flora with dry shrub, this was breaking flower pots and other mods. Originally, flora would only turn to dry shrub if in desert sand.
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- Mar 20, 2017
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paramat authored
Use the soil group more instead of checking for multiple node names. Remove 'neighbors' from ABM. Turn any flora to dry shrub if on a non-soil, except when on default:sand to avoid dune grasses being replaced. Search for "group:soil" when searching for a position for the new flora node, instead of searching for multiple node names, however do not spread flora onto desert sand, which is in the soil group. Remove default:dirt_with_snow from the soil group as it would be frozen soil. It can be dug and placed to turn it into dirt (consider this some extra work needed to make it cultivatable).
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Auke Kok authored
- Allow rotation of wallmounted nodeboxes (signs) since they are now rotating properly. - Instead of testing `ndef` several times, do it once, correctly. - Simplify exception logic for nodes that have `on_rotate` set. - For simplicity, return itemstack, always. - Remove a useless nil check.
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- Mar 19, 2017
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- Mar 17, 2017
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paramat authored
Although the new aspen tree schematic only requires a radius of 2 the many existing aspen trees in a world require radius 3.
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paramat authored
Previously you could place junglegrass on dirt to convert that dirt to dirt_with_grass, but this is unsuitable now that rainforest has a surface of dirt_with_rainforest_litter. Remove junglegrass from the 'grass' group.
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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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paramat authored
A simple set of biomes for now: Ocean, coniferous forest, grassland, sandstone desert. Update biome lists for blob ores and decorations. Make sandstone desert filler 1 node deeper to match other deserts.
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- Mar 16, 2017
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Thomas--S authored
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- Mar 15, 2017
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paramat authored
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Auke Kok authored
Instead of right click, the skeleton key is now a true `tool` in the sense that it's default left-click action is to create a key for the locked object. This is far better than the outcome of the patches we've done where the only way to create a key for a locked item was to use sneak+rightclick. Now keys are perhaps a bit more sensible, left for making keys, right for opening stuff with keys. Fixes #1625
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SmallJoker authored
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Auke Kok authored
Migrates settings safely and evacuates the `homes` file entirely over time.
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- Mar 14, 2017