tenplus1 [Wed, 1 Feb 2017 19:07:30 +0000 (19:07 +0000)]
Creative: Add 'creative' privilege for survival servers
This adds a 'creative' privilege to survival servers which OPs can bestow
on admin or competent builders to give access to the creative inventory.
red-001 [Wed, 14 Jun 2017 17:57:05 +0000 (18:57 +0100)]
Books: Limit the size of books
Really large books just waste hard drive space and the engine is not designed to
handle that much data in item metadata, this can cause strange things to happen.
ezhh [Wed, 14 Jun 2017 01:22:46 +0000 (02:22 +0100)]
Descriptions: Make capitalization consistent
red-001 [Tue, 13 Jun 2017 22:59:25 +0000 (23:59 +0100)]
Books: Add nil value checks to the book formspec handler
paramat [Sat, 3 Jun 2017 21:41:39 +0000 (22:41 +0100)]
Stairs: Use one recipe matching inventory appearence
No longer have 2 recipes for stairs, choose the one that matches the appearence
in inventory (stair rising toward the right).
Helps to reduce recipe count now that an increasing number of stairs are
being registered.
Wuzzy [Mon, 22 May 2017 01:20:10 +0000 (03:20 +0200)]
Stairs: Allow crafting slabs and stairs into full blocks again
DS-Minetest [Tue, 6 Jun 2017 17:14:52 +0000 (19:14 +0200)]
Doors: Avoid white particles when digging wooden trapdoor
Alter the wooden trapdoor side texture, replacing the white area with a
repetition of the wood pixels.
It is now consistent with the steel trapdoor side texture.
paramat [Thu, 25 May 2017 14:44:21 +0000 (15:44 +0100)]
Flowers: New texture for yellow dandelion
Derived from the white dandelion texture.
Uses the flower head colours of the previous yellow dandelion.
vorunbekannt75@web.de [Tue, 6 Jun 2017 17:20:58 +0000 (19:20 +0200)]
Default: Revert "Default: Shorter and better ABMs"
This reverts commit
e523c3a2965afe76b9102b67992e15fafba1594a to re-enable
the overriding and redefinition of these global functions.
sfan5 [Tue, 6 Jun 2017 10:54:42 +0000 (12:54 +0200)]
Use transparency for unused part of mese post top texture
The color autogeneration algorithm of minetestmapper otherwise
causes this node to appear as solid black.
MrIbby [Wed, 24 May 2017 21:22:17 +0000 (14:22 -0700)]
Change "Junglewood" to "Jungle Wood"
Michael Bargatin [Thu, 25 May 2017 10:34:14 +0000 (13:34 +0300)]
Resize book textures from 16x17 to 16x16
paramat [Mon, 22 May 2017 13:41:17 +0000 (14:41 +0100)]
Settings: Use new settings object
theFox6 [Sat, 20 May 2017 12:32:52 +0000 (14:32 +0200)]
Default: Shorter and better ABMs (#1739)
Action of some abm's call functions directly, instead of calling the function inside a function.
sfan5 [Wed, 17 May 2017 18:56:39 +0000 (20:56 +0200)]
Remove set_inventory_formspec in default, remove delay in sfinv
Vanessa Ezekowitz [Mon, 8 May 2017 19:29:07 +0000 (15:29 -0400)]
Chest: Redo new chests to use single-tile textures where possible
This keeps the filenames the same, but adds a new "inside" double texture
for the open chest.
Use regular drawtype for closed chest and delete the "cube.obj" model.
X-flip the right-side texture for the closed chest.
ezhh [Mon, 10 Apr 2017 01:23:00 +0000 (02:23 +0100)]
Fire: Disable fire by default in multiplayer
tenplus1 [Mon, 8 May 2017 11:47:53 +0000 (12:47 +0100)]
Chests: Revert inventory name
Revert the new 'default:game' inventory back to the old 'main' and use the
lbm to restore the contents of the chest.
Change the name of the conversion LBM to ensure it is run again on already
converted chests.
cx384 [Sat, 13 May 2017 10:49:04 +0000 (12:49 +0200)]
Change the selection_box of bush stems (#1733)
This is needed because you can't place a node above a bush stem when you are pointing at the bush stem.
Auke Kok [Sun, 7 May 2017 05:01:31 +0000 (22:01 -0700)]
Chest open model: UV map fix.
The back side had a UV mapping issue which caused the bottom
rear part to "shrink" when opened.
Auke Kok [Sun, 7 May 2017 04:15:34 +0000 (21:15 -0700)]
Fix nil deref issue with people hitting chests too often.
SmallJoker [Sun, 7 May 2017 06:33:26 +0000 (08:33 +0200)]
Chests: Keep old textures for mod compability
Prevents generating ugly looking dummy images for mods that weren't updated yet.
Ezhh [Sun, 7 May 2017 16:25:53 +0000 (17:25 +0100)]
Add option to disable lavacooling (#1726)
sfan5 [Mon, 1 May 2017 19:23:44 +0000 (21:23 +0200)]
Fix merging mistake (crash in "stairs")
Tim [Mon, 27 Mar 2017 20:55:53 +0000 (21:55 +0100)]
Stairs: Add snowblock and ice stairs and slabs
Fernando Carmona Varo [Sun, 13 Nov 2016 15:08:07 +0000 (16:08 +0100)]
TNT: Gunpowder (and tnt.burn) will trigger the on_ignite of nodes
The previous behaviour is kept as fallback for compatibility, for when the on_ignite
is not defined in the node.
Auke Kok [Sun, 17 Jan 2016 23:32:50 +0000 (15:32 -0800)]
Improve Chest appearance - opening chests.
Adds a mesh model that appears when a chest is opened. The chest
stays visibly open as long as the player keeps it open. When the
player closes the formspec, the chest returns back to the closed
shape. While opening and closing, a sound plays.
A second person inspecting the chest will trigger a second sound
open. However, only after the last player closes the chest, does the
chest actually visually close and is the sound close played. This
keeps mesh updates to a minimum.
While it's possible that a server shutting down may cause chests
to remain open, this does not affect the chests' working matter,
and opening or closing them should fix them.
Old chests are converted to the new style by LBM. I previously
had them converted on open but this was unreliable, and LBMs
don't have that problem.
Open chests cannot be dug up. This prevents people from keeping
a chest open and digging it out as well, since closing a chest
would place a chest back (swap) at the spot. We could protect
against this, but it still messes up the client and causes a lot
of "missing node inventory" error messages otherwise. It's
unlikely but possible that a player lagging out causes a chest
to stay "open" and thus unremovable by digging, but there are
other ways of dealing with that - a server restart fixes that
issue.
If the lid of the chest is obstructed, the sounds continue to play,
but the lid isn't opened. Obstructed means that a node is present
above the chest lid, however, we ignore several node types like signs,
torches (not 3d) and wallmounted nodeboxes (typically signs) since
they don't pose any major obstruction in almost any case, and are
typically found above chests. Additionally, the selection box of the
opened chest does not include the lid, and so one can still interact
with e.g. a sign behind an open lid.
Due to the fact that chests now have 7+ textures, we can no longer
use materials (limit: 6) to texture the chest, and so there is now
a single UV mapped image that applies both to open and closed chests.
While this does mean texture pack makers need to create it, this
is extremely simple and consists of a simple cut'n'paste over the
template and should be really easy to do. Only one texture file is
now then used for both open and closed chests.
Auke Kok [Sat, 29 Apr 2017 04:09:07 +0000 (21:09 -0700)]
Doors: place sound when placing a door.
Due to door items being the thing that's placed, we need to
explicitly play a sound when placing a door.
Fixes #1363
Auke Kok [Sat, 29 Apr 2017 03:56:51 +0000 (20:56 -0700)]
Fix books getting erased on page button use.
Changing the book page caused the entire itemstack meta to
get wiped due to improper calling of meta:from_table().
Fixes #1711
Auke Kok [Thu, 27 Apr 2017 03:19:59 +0000 (20:19 -0700)]
Remove dye craft recipe conflict.
We have enough gray recipes, but brown is more difficult.
Fixes #1710
rubenwardy [Tue, 25 Apr 2017 23:15:15 +0000 (00:15 +0100)]
Fix owner not being checked on write to book
paramat [Sun, 23 Apr 2017 03:09:46 +0000 (04:09 +0100)]
Tin: Tune mapgen, bugfix, fix texture credits
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.
paramat [Sun, 23 Apr 2017 02:48:12 +0000 (03:48 +0100)]
Textures: Reduce contrast of snow ripples
Dániel Juhász [Sat, 22 Apr 2017 12:34:51 +0000 (14:34 +0200)]
Creative: Automatic item colorization for creative mode
paramat [Wed, 19 Apr 2017 01:48:00 +0000 (02:48 +0100)]
Ores: Add tin ore, lump, ingot and block
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.
upsilon [Mon, 17 Apr 2017 10:56:27 +0000 (12:56 +0200)]
Doors: Ignore permission check if player parameter is omitted
As written in game_api.txt.
octacian [Thu, 16 Mar 2017 05:22:09 +0000 (22:22 -0700)]
Keys: Move skeleton key to craftitems.lua
Commit
73d61cbb103415c9a3970eaf2c48aeadabfff828 makes skeleton keys
craftitems rather than tools, warranting the move from tools.lua
to craftitems.lua.
octacian [Thu, 16 Mar 2017 05:20:44 +0000 (22:20 -0700)]
Keys: Allow skeleton keys to be stacked
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.
Thomas--S [Wed, 12 Apr 2017 20:27:58 +0000 (22:27 +0200)]
nodebox -> node_box
Seems like this was a typo
paramat [Wed, 12 Apr 2017 08:25:21 +0000 (09:25 +0100)]
Bushes: Add saplings
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.
paramat [Tue, 11 Apr 2017 01:45:34 +0000 (02:45 +0100)]
PB&J Pup: Remove mod
Also delete nyancat API documentation from game_api.txt.
Ekdohibs [Tue, 11 Apr 2017 14:28:26 +0000 (16:28 +0200)]
Fix .luacheckrc (missing Settings class)
MarkuBu [Tue, 11 Apr 2017 06:51:13 +0000 (08:51 +0200)]
Stairs: Improve stair and slab rotation on placement
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.
Alex Ford [Sat, 8 Apr 2017 04:03:11 +0000 (22:03 -0600)]
Screwdriver: Allow non-native rotations if supported by targeted node
This also allows custom actions (such as using the screwdriver as a wrench).
LNJ [Sat, 8 Apr 2017 09:22:26 +0000 (11:22 +0200)]
Textures: Replace aspen leaves texture with BlockMen's
paramat [Thu, 30 Mar 2017 04:06:49 +0000 (05:06 +0100)]
Leafdecay: Do not restart aready running timers
paramat [Tue, 28 Mar 2017 04:37:45 +0000 (05:37 +0100)]
Carts: Make rail recipes more generous
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.
SmallJoker [Sun, 2 Apr 2017 08:01:01 +0000 (10:01 +0200)]
doors: Fix craftitem not listed in inventory (#1683)
Fixes bug caused by
b847888
paramat [Thu, 30 Mar 2017 02:24:43 +0000 (03:24 +0100)]
Carts: Remove '+' added in commit
077316b
paramat [Wed, 29 Mar 2017 03:59:19 +0000 (04:59 +0100)]
Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2
zaoqi [Wed, 29 Mar 2017 19:02:26 +0000 (21:02 +0200)]
Use creative.is_enabled_for for creative mode if possible (#1558)
cx384 [Tue, 28 Mar 2017 17:18:59 +0000 (19:18 +0200)]
doors: add groups to the door craftitem
upsilon [Sat, 25 Mar 2017 16:18:17 +0000 (17:18 +0100)]
doors: record protection violation if it cannot be dug
paramat [Thu, 23 Mar 2017 01:19:33 +0000 (01:19 +0000)]
Flora spread: Re-enable dry shrub replacing flora in desert sand
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.
Auke Kok [Wed, 22 Mar 2017 05:34:42 +0000 (22:34 -0700)]
PB&J Pup.
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.
paramat [Wed, 22 Mar 2017 17:51:29 +0000 (17:51 +0000)]
Flora spread: Do not replace flora with dry shrub, only 'return'
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.
paramat [Sat, 18 Mar 2017 17:54:03 +0000 (17:54 +0000)]
Flora spread: Allow spread on rainforest litter. Other improvements
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).
octacian [Tue, 14 Mar 2017 05:28:03 +0000 (22:28 -0700)]
Books: Fix backwards compatibility issues
Commit
c68b8274fed183f30bd7609018766a261448b83d 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.
Auke Kok [Mon, 13 Mar 2017 19:35:45 +0000 (12:35 -0700)]
Screwdriver: simplify logic, allow wallmounted rotation.
- 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.
Thomas--S [Sat, 18 Mar 2017 16:19:19 +0000 (17:19 +0100)]
Doors: Fix wood/glass doors not opening or closing
Some code was lost during a rebase of a recently merged commit (
73e4666).
paramat [Fri, 17 Mar 2017 05:17:57 +0000 (05:17 +0000)]
Leafdecay: Change Aspen radius back to 3
Although the new aspen tree schematic only requires a radius of 2 the
many existing aspen trees in a world require radius 3.
paramat [Fri, 17 Mar 2017 05:06:57 +0000 (05:06 +0000)]
Junglegrass: Prevent seeding of dirt_with_grass
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.
octacian [Thu, 16 Mar 2017 05:03:52 +0000 (22:03 -0700)]
Keys: Fix crash when using unconfigured default:key
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.
paramat [Sun, 12 Mar 2017 10:58:09 +0000 (10:58 +0000)]
Biomes: Add and auto-select mgv7 floatland biomes
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.
Thomas--S [Tue, 21 Feb 2017 18:43:34 +0000 (19:43 +0100)]
Change doors to default.can_interact_with_node()
paramat [Wed, 15 Mar 2017 21:23:31 +0000 (21:23 +0000)]
Farming: Add override for default:dirt_with_rainforest_litter
Auke Kok [Tue, 14 Mar 2017 02:56:08 +0000 (19:56 -0700)]
Skeleton key: Change to use left-click (tool on_use)
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
SmallJoker [Sat, 11 Mar 2017 12:52:20 +0000 (13:52 +0100)]
Sapling_on_place: Restore after_place_node() calls
Auke Kok [Mon, 20 Feb 2017 22:40:37 +0000 (14:40 -0800)]
Sethome: Migrate sethome mod to player attributes.
Migrates settings safely and evacuates the `homes` file
entirely over time.
Fixer [Mon, 13 Mar 2017 14:29:53 +0000 (16:29 +0200)]
TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
paramat [Sun, 12 Mar 2017 15:05:32 +0000 (15:05 +0000)]
Textures: New textures for silver sandstone nodes
Auke Kok [Fri, 10 Mar 2017 20:48:41 +0000 (12:48 -0800)]
TNT: start fire nodetimers for created fire nodes.
Without this patch, any fire created(placed) by tnt explosions
will remain forever on the map.
SmallJoker [Sun, 12 Mar 2017 13:03:37 +0000 (14:03 +0100)]
Keys: Update default.can_interact_with_node to new item meta
Completes a forgotten update in
9d3a526
paramat [Thu, 9 Mar 2017 20:18:58 +0000 (20:18 +0000)]
Leafdecay: Register leafdecay for bush leaves
Auke Kok [Thu, 9 Mar 2017 05:57:10 +0000 (21:57 -0800)]
Screwdriver: drop nodes if no longer attached.
This should be fairly cheap and pops off items if needed.
Dániel Juhász [Mon, 27 Feb 2017 09:50:54 +0000 (10:50 +0100)]
Correct rotation of attached nodes, and rotate colored nodes
Auke Kok [Sat, 25 Feb 2017 08:27:19 +0000 (00:27 -0800)]
Screwdriver: use table lookup for facedir rotations.
The table was generated using the old code. A table lookup
should be faster than lots of math and branches.
Allows us to drop `nextrange()` as well.
Auke Kok [Sat, 25 Feb 2017 06:44:52 +0000 (22:44 -0800)]
Screwdriver: allow simple wallmounted rotation.
Allows rotating things like signs and torches. Axis rotation
rotates over all 6 faces, face rotation flips upside down to
flat on floor only, and of course in the 4 horizontal directions.
Made the code a bit more modular to account for different rotation
schemes. Should be easier to extend from here on to other needs,
and the functions can be reused by other mods for convenience.
Auke Kok [Fri, 10 Mar 2017 19:48:44 +0000 (11:48 -0800)]
luacheck 0.19.0 complains about `unpack()`.
paramat [Fri, 10 Mar 2017 18:43:44 +0000 (18:43 +0000)]
Flint & steel sounds: Fix bugs caused by nil position
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'.
paramat [Thu, 9 Mar 2017 19:38:02 +0000 (19:38 +0000)]
Mapgen: Use decoration sidelen 16 for jungletrees and junglegrass
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.
paramat [Tue, 7 Mar 2017 12:00:14 +0000 (12:00 +0000)]
Tree schematics: Alter jungletree, aspen, pine, appletree
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.
paramat [Mon, 6 Mar 2017 07:26:12 +0000 (07:26 +0000)]
Ladder recipe: Make wooden ladder recipe more generous
Increase to 5 ladders from 7 sticks.
More generous to help with vertical travel.
Divide the log core volume of 14 * 14 * 16 cubic pixels by the volume of
a ladder node with two 2 * 2 * 16 side pieces and four 2 * 1 * 16 rungs
(cut down to length 14), to get 12.25 ladders per log.
The recipe of 7 stick items is 7 / 16 = 0.4375 logs.
Ladders per 7 stick items = 0.4375 * 12.25 = 5.36.
rubenwardy [Sun, 5 Mar 2017 12:37:05 +0000 (12:37 +0000)]
sfinv: Fix wrong tab being highlighted
Thank you to @ForbiddenJ for finding cause of the issue.
tenplus1 [Wed, 1 Mar 2017 16:57:27 +0000 (16:57 +0000)]
Screwdriver: Fix crash
If 'node_box' is nil 'node_box.type' causes a crash.
Diego Martínez [Tue, 7 Mar 2017 03:03:30 +0000 (00:03 -0300)]
Add desert/silver sandstone-related blocks. (#1596)
Add desert and silver sand-related blocks, and stairs.
Diego Martínez [Sun, 5 Mar 2017 07:50:25 +0000 (04:50 -0300)]
Fix some warnings.
Also fixes the failing travis checks.
paramat [Sat, 4 Mar 2017 05:28:35 +0000 (05:28 +0000)]
Dungeons: Use 'block' instead of 'brick' for nodebox stairs
octacian [Sun, 26 Feb 2017 18:37:35 +0000 (10:37 -0800)]
Show title and author of book in description
Utilizes the new key-meta (as with nodes) and the ability to set the description of an itemstack with the `description` meta key. Includes code to convert old metadata to new key-meta.
Auke Kok [Sun, 12 Feb 2017 00:23:43 +0000 (16:23 -0800)]
Allow interaction with nodes while wielding these items.
- beds
- boats
- carts
- key/skeleton key
- seeds
All these had on_place handlers that did not allow nodes with
an on_rightclick() handler to be used first (if not using
sneak). This code is taken from the torches mod and applied
everywhere.
This allows all these items to e.g. be inserted into the `frame`
mod's item frames.
paramat [Sun, 26 Feb 2017 01:37:35 +0000 (01:37 +0000)]
Biomes: New surface node for rainforest
Moist rainforest plant litter.
Textures by npx.
octacian [Sun, 26 Feb 2017 17:24:12 +0000 (09:24 -0800)]
Keys: Show owner in description
Utilizes several new features allowing the description of an item to be changed using the `description` meta key. This also moves keys from using the old single-value itemstack metadata system to the new node-like metadata system.
paramat [Sat, 25 Feb 2017 03:22:58 +0000 (03:22 +0000)]
Corals: Smaller, less dense reefs
paramat [Sat, 25 Feb 2017 01:05:40 +0000 (01:05 +0000)]
Lavacooling: Return to chance = 2
Return to previous parameters interval = 1, chance = 2.
Compensates for the increase in default active block radius.
Large amounts of lava cooling at once is known to overload sound
creation, producing error messages.
paramat [Thu, 16 Feb 2017 19:17:01 +0000 (19:17 +0000)]
Torches: Reduce light source level from 13 to 12
As part of the original plan for a new lightcurve.
With the old lightcurve lights were so dim all light sources had light
source level 13 or 14 to compensate, resulting in almost no difference
between torchlight and a maximum brightness light.
The new lightcurve makes all light sources effectively much brighter by
spreading visually-bright light further, torches are now slightly too
bright. So now we can reduce the light source level of torches while
actually making them effectively brighter than with the old lightcurve.
This also creates a desirable difference between torchlight and a
maximum-brightness light source.
MarkuBu [Wed, 8 Feb 2017 00:28:02 +0000 (16:28 -0800)]
Leafdecay: Node timer based implementation, API
This implements a node-timer based leafdecay mechanism, and exposes
an API to use it in mods.
The API is documented in game_api.txt.
`default.register_leafdecay(leafdecaydef)`
`leafdecaydef` is a table, with following members:
{
trunks = { "default:tree"}, -- nodes considered trunks
leaves = { "default:leaves", "default:apple"}, -- nodes considered leaves
radius = 3, -- activates leafdecay this far from the trunk
}
The algorithm will drop `leaves` items in the area if no `trunks` are found
in the `trunk_radius` sized area around the position of the leaf. If a node
listed in `leaves` has a group `leafdecay_drop > 0`, then the item is dropped,
otherwise the item is removed but not dropped.
The algorithm also implements a value `default.leafdecay_speed` (default
15) which can be modified to increase or decrease of the leaf decay. The
algorithm will vary the actual speed a bit to introduce randomness.
Leaf decay is randomized by 0.1 seconds to reduce the chance that
decay happens many times on the same second interval. This requires
nodetimer_interval to be set to values lower than 1.0 to have an
effect.
The leaves will decay between 2 and 10 seconds after digging the trunk,
and happen at non-integer second intervals.
-- The API was added by sofar.
Thomas--S [Fri, 10 Feb 2017 19:35:26 +0000 (20:35 +0100)]
Globalize, rename and change the behaviour of has_locked_chest_privilege
* rename to default.can_interact_with_node()
* pass pos instead of meta
* change order of arguments
SmallJoker [Sun, 12 Feb 2017 10:47:22 +0000 (11:47 +0100)]
Carts: Fix the rail table overwrite behaviour
paramat [Sat, 11 Feb 2017 23:06:47 +0000 (23:06 +0000)]
Visual scale: Update plantlike nodes to post-bugfix values
Plantlike drawtype no longer applies 'visual scale' twice, so now we
use the actual scale factor desired.
Remove unnecessary 'visual_scale = 1.0' lines.
octacian [Sat, 11 Feb 2017 01:13:13 +0000 (17:13 -0800)]
Waterlily: Avoid z-fighting of base texture with water surface
Avoid z-fighting visible from below.
Raise the nodebox base 1/64th of a node.