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  1. Apr 11, 2017
    • MarkuBu's avatar
      Stairs: Improve stair and slab rotation on placement · e6d0d775
      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.
      e6d0d775
    • Alex Ford's avatar
      Screwdriver: Allow non-native rotations if supported by targeted node · 8d43b984
      Alex Ford authored
      This also allows custom actions (such as using the screwdriver as a wrench).
      8d43b984
    • LNJ's avatar
      fe021281
    • paramat's avatar
      Leafdecay: Do not restart aready running timers · 9e4f0d36
      paramat authored
      9e4f0d36
    • paramat's avatar
      Carts: Make rail recipes more generous · acfd58cd
      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.
      acfd58cd
  2. Apr 02, 2017
  3. Mar 30, 2017
  4. Mar 29, 2017
  5. Mar 26, 2017
    • upsilon's avatar
      7c42c411
    • paramat's avatar
      Flora spread: Re-enable dry shrub replacing flora in desert sand · 08eec2be
      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.
      08eec2be
    • Auke Kok's avatar
      PB&J Pup. · 9b45e7b3
      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.
      9b45e7b3
  6. Mar 22, 2017
  7. Mar 20, 2017
    • paramat's avatar
      Flora spread: Allow spread on rainforest litter. Other improvements · 86fd616f
      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).
      86fd616f
    • octacian's avatar
      Books: Fix backwards compatibility issues · 2a740327
      octacian authored
      Commit c68b8274 prevented books from
      being copied in the crafting grid, and made it so that old books, though
      seemingly successfully transferred to the new format, could not be written
      to as the old data still persisted.
      2a740327
    • Auke Kok's avatar
      Screwdriver: simplify logic, allow wallmounted rotation. · ecf160d9
      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.
      ecf160d9
  8. Mar 19, 2017
  9. Mar 17, 2017
    • paramat's avatar
      Leafdecay: Change Aspen radius back to 3 · d2aae95c
      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.
      d2aae95c
    • paramat's avatar
      Junglegrass: Prevent seeding of dirt_with_grass · 02921baa
      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.
      02921baa
    • octacian's avatar
      Keys: Fix crash when using unconfigured default:key · 07e11427
      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.
      07e11427
    • paramat's avatar
      Biomes: Add and auto-select mgv7 floatland biomes · 68212967
      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.
      68212967
  10. Mar 16, 2017
  11. Mar 15, 2017
  12. Mar 14, 2017
  13. Mar 12, 2017
  14. Mar 10, 2017
    • paramat's avatar
      Flint & steel sounds: Fix bugs caused by nil position · ad118ea9
      paramat authored
      Usage and tool break sounds were played at 'pointed_thing.above' which
      can be nil if not pointing at anything or at an entity. This caused
      sounds to be played to all players on a server non-positionally.
      
      Fallback to player pos for sounds if 'pointed_thing.above' is nil.
      
      Replace 'pt' variable with 'pointed_thing' in 'register_tool'.
      ad118ea9
    • paramat's avatar
      Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass · c52ad140
      paramat authored
      Currently jungletrees and junglegrass use sidelen 80 for simplicity,
      but this results in a more uneven distribution of decorations. A more
      even distribution helps keep rainforest darker with a more unbroken
      canopy.
      This is also more consistent. 80 is based on the default mapchunk
      size, all other decorations use sidelen 16 or smaller to divide into
      any mapchunk size.
      c52ad140
    • paramat's avatar
      Tree schematics: Alter jungletree, aspen, pine, appletree · 0f0dd0f6
      paramat authored
      Denser jungletree for darker rainforest:
      Highest 'jungletree' nodes now prob 255.
      Add a 5th lower branch layer.
      Increase lower branch layer y-slice prob to 191.
      
      Aspen:
      Extend trunk upwards by 1 node to reduce leafdecay radius to 2.
      
      Pine:
      Make lower trunk 1 node longer so that lowest branches are more often
      higher off the ground, also to make pines taller.
      
      Appletree:
      Make 2 opposite branches prob 255, the other 2 prob 127, to avoid
      trees with 1 or 0 branches. Therefore also add random rotation.
      0f0dd0f6
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