Commit Graph

1294 Commits

Author SHA1 Message Date
SmallJoker a533434b58 Chests: Keep old textures for mod compability
Prevents generating ugly looking dummy images for mods that weren't updated yet.
2017-05-07 20:46:49 -07:00
Ezhh 08706313f4 Add option to disable lavacooling (#1726) 2017-05-07 18:25:53 +02:00
sfan5 6737952fbf Fix merging mistake (crash in "stairs") 2017-05-01 21:26:10 +02:00
Tim 519d166ce3 Stairs: Add snowblock and ice stairs and slabs 2017-05-01 19:48:54 +01:00
Fernando Carmona Varo be9121214c 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.
2017-05-01 19:38:38 +01:00
Auke Kok 011ad78b42 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.
2017-05-01 19:36:35 +01:00
Auke Kok 4ec0fd974b 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
2017-04-28 21:52:59 -07:00
Auke Kok 67b13a5942 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
2017-04-28 21:52:39 -07:00
Auke Kok ae7206c006 Remove dye craft recipe conflict.
We have enough gray recipes, but brown is more difficult.

Fixes #1710
2017-04-26 20:19:59 -07:00
rubenwardy 2917562728 Fix owner not being checked on write to book 2017-04-27 02:28:23 +01:00
paramat c2d1a5ed4b 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.
2017-04-23 23:05:31 +01:00
paramat 4d9fd7ad61 Textures: Reduce contrast of snow ripples 2017-04-23 23:05:31 +01:00
Dániel Juhász 24559d012e Creative: Automatic item colorization for creative mode 2017-04-23 23:05:06 +01:00
paramat 2668619638 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.
2017-04-20 19:55:05 +01:00
upsilon 6335525757 Doors: Ignore permission check if player parameter is omitted
As written in game_api.txt.
2017-04-20 19:54:27 +01:00
octacian c54a7e882f 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.
2017-04-20 19:51:51 +01:00
octacian 701abc2d2f 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.
2017-04-20 19:50:34 +01:00
Thomas--S 98216810ef nodebox -> node_box
Seems like this was a typo
2017-04-12 18:39:42 -07:00
paramat a57d2db54a 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.
2017-04-12 17:18:50 +01:00
paramat d68d2c08ef PB&J Pup: Remove mod
Also delete nyancat API documentation from game_api.txt.
2017-04-12 17:18:35 +01:00
Ekdohibs e2b3ab768a Fix .luacheckrc (missing Settings class) 2017-04-11 16:53:38 +02:00
MarkuBu e6d0d775e3 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.
2017-04-11 08:33:30 +01:00
Alex Ford 8d43b984fc Screwdriver: Allow non-native rotations if supported by targeted node
This also allows custom actions (such as using the screwdriver as a wrench).
2017-04-11 03:58:13 +01:00
LNJ fe021281e6 Textures: Replace aspen leaves texture with BlockMen's 2017-04-11 03:57:44 +01:00
paramat 9e4f0d3689 Leafdecay: Do not restart aready running timers 2017-04-11 03:57:07 +01:00
paramat acfd58cdeb 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.
2017-04-11 03:57:01 +01:00
SmallJoker b377aaa50d doors: Fix craftitem not listed in inventory (#1683)
Fixes bug caused by b847888
2017-04-02 10:01:01 +02:00
paramat 5fe831ed13 Carts: Remove '+' added in commit 077316b 2017-03-30 04:24:29 +01:00
paramat 2f46103ff8 Glasslike_framed nodes: Add 'glasslikeliquidlevel' paramtype2 2017-03-30 04:24:23 +01:00
zaoqi 077316b4cd Use creative.is_enabled_for for creative mode if possible (#1558) 2017-03-29 21:02:26 +02:00
cx384 b847888cb7 doors: add groups to the door craftitem 2017-03-29 20:40:56 +02:00
upsilon 7c42c41170 doors: record protection violation if it cannot be dug 2017-03-26 03:06:44 +01:00
paramat 08eec2beb7 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.
2017-03-26 03:06:37 +01:00
Auke Kok 9b45e7b3e9 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.
2017-03-26 03:05:57 +01:00
paramat 91182d6a9e 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.
2017-03-22 22:30:35 +00:00
paramat 86fd616f3c 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).
2017-03-20 00:14:56 +00:00
octacian 2a74032745 Books: Fix backwards compatibility issues
Commit c68b8274fe 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.
2017-03-20 00:13:31 +00:00
Auke Kok ecf160d93d 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.
2017-03-20 00:12:16 +00:00
Thomas--S 6a55e150af Doors: Fix wood/glass doors not opening or closing
Some code was lost during a rebase of a recently merged commit (73e4666).
2017-03-19 00:43:12 +00:00
paramat d2aae95c39 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.
2017-03-17 05:52:06 +00:00
paramat 02921baa7a 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.
2017-03-17 05:52:06 +00:00
octacian 07e11427cf 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.
2017-03-17 05:50:50 +00:00
paramat 68212967c0 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.
2017-03-17 05:49:57 +00:00
Thomas--S 73e4666f28 Change doors to default.can_interact_with_node() 2017-03-16 09:11:20 -07:00
paramat bd4d2dff1c Farming: Add override for default:dirt_with_rainforest_litter 2017-03-15 22:22:21 +00:00
Auke Kok 61d7c43c83 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
2017-03-15 22:22:21 +00:00
SmallJoker 780f991a87 Sapling_on_place: Restore after_place_node() calls 2017-03-15 22:18:50 +00:00
Auke Kok 1c78fd346d Sethome: Migrate sethome mod to player attributes.
Migrates settings safely and evacuates the `homes` file
entirely over time.
2017-03-15 22:18:36 +00:00
Fixer da69fcdf91 TNT: Clarify new TNT receipe
Update readme.txt with new TNT crafting recipe.
2017-03-14 19:05:49 +00:00
paramat 37c81f70b0 Textures: New textures for silver sandstone nodes 2017-03-14 19:05:14 +00:00