tunnelmaker change log -- Version 2.0-pre-1 (ver-2 git branch) -- Started with Mikola's update. Changes so far look very good, and they're significant enough to bump version to 2.0. -- Updated left-click use. Left-click does single node_dig without repeating. Sneak left-click brings up formspec. -- Added User config formspec with three items: Remove reference nodes, Dig non-train tunnels, and Continuous updown digging. -- Remove reference nodes replaces chat commands. -- Dig non-train tunnels allows digging 5x5 unlined tunnels without references, gravel, etc. -- Changed lights back to torches with option to use mese_post_lights. -- Prefixed all minetest.conf settings with tunnel_, but didn't update settingtypes.txt. -- Removed the few characters in comments that linux reported to have encoding problems. -- Added flip and rotate support to run_list, so one only needs to give the seven base digging patterns, instead of all 32. -- Still in the process of validation and verification. Each time new options are added, this process gets harder. -- Added sounds for digging, but need better one for tunneling. -- Per Mikola's comment, license is TBD. Need reference to code actually borrowed. -- Version 1.X.X -- Removed the crafting scheme for the tunnelmaker tool. Normal players do not need to craft the tunnelmaker tool, and the administration can use the command /give tunnelmaker:tool1 . -- Added the ability to make a mound of gravel (or any other material) and an additional base under the gravel. -- Custom configurations are made in settingtypes.txt and accessed in the main menu minetest / advanced settings / mods / tunnelmaker. -- Add additional user configurations. -- Optionally enable the use of other materials in desert biomes. -- Optionally disable to replace the coating of tunnels on a specific coating. -- Optionally disable wide paths in the woods -- Optionally disable gravel mound and additional base. -- Optionally disable markup for the railway advtrains. -- Now you can change any material that is used in the tunnelmaker -- Added coverage in underwater tunnels -- When using "Glass walls", underwater tunnels have become completely sealed. -- Added the function of automatic replacement of material markup on the road surface. Use the remove_marking command. -- Now for the operation of the functions of the mod is not required creative mode. -- Now on the floor of the tunnel there is always a specific coating. -- Version 1.0 -- Add two additional user configurations: -- Set height of tunnels. -- Optionally disable "arches". -- Fixed bug in one reference block placement. -- Version 0.9.9 -- Add additional user configurations. -- Optionally disable adding torches. -- Optionally change search distance for torches. -- Optionally allow continuous up/down digging, without resetting each time. -- Version 0.9.8 -- Optionally add back in water tunnels. -- Optionally disable placing cobblestone references on the ground. -- Edit init.lua to change these configuration variables (near top of file). -- Version 0.9.7 -- Revert back to checking for dtrack by name, instead of groups.advtrains_track. -- Groups doesn't work in latest versions of advtrains. -- Changed left-click digging to steel_pick equivalent instead of wood_pick. -- Version 0.9.6 -- Delete player's global state when player leaves. -- Version 0.9.5 -- Add cobble braces for bridges if they would be air. -- Version 0.9.4 -- Major update to build in support for digging up and down. -- Digging up and down only supports orthogonal and 45deg directions to match advtrains track. -- (Note: advtrains track requires at least one horizontal track matching slope before making any turns.) -- To select updown direction, hold sneak key (shift) while right-clicking tunnelmaker. -- One click selects up (Yellow 'U' on icon), second click selects down (Yellow 'D' on icon), -- third click returns back to horizontal (no letter on icon). -- Updown state can also be reset by rotating to different icon, or moving by some amount (still tuning this). -- Once updown state is selected, release sneak key and use right-click like normal. -- After digging, updown state will also be reset to horizontal. -- Known changes/issues caused by using sneak key: -- • Can't dig up or down while flying. -- • Digall won't apply its function when right-clicking tunnelmaker. -- • Can't sneak right-click on ATC track to dig below them. -- Version 0.9.3 -- Tweak cdir == 2 (nw) digging pattern. -- Clean up some old debug statements. -- Version 0.9.2 -- Continue work making tunnelmaker play nice with advtrains track. -- Per Orwell's request, changed method for determining if node is advtrains track. -- Instead of searching for dtrack in name of node, -- I check whether the node belongs to the advtrains_track group using: -- if minetest.registered_nodes[name].groups.advtrains_track == 1 then -- -- Note that one can't right click ATC track with tunnelmaker, that track overrides right click. -- Trying to right click on slope track probably won't do what is wanted. Right now it treats -- it like any other track, and digs the ground level. -- Version 0.9.1 -- 1. Try to play nicer with already placed advtrains track (dtrack*). -- A. Don't dig dtrack nodes. -- This allows expanding or extending tunnels where track has already been laid. -- However this causes issues when using tunnelmaker to raise or lower track. -- Trying to dig tunnel one node above track won't fill where placed track exists. -- Trying to dig tunnel one node below track will cause existing track to drop. -- B. If pointing to dtrack node, assume user actually wants to point to ground below track. -- Lower positions of pointed_thing by one node, while keeping name the same. -- This assumes that existing track is sitting on valid node. -- 2. Restruction direction code to make it much shorter. -- 3. Fixed bug in implementation of SSW digging pattern. -- -- Version 0.9.0 -- 1. Updated digging patterns to fix minor irregularities. -- 2. Added protections for tunneling in water. -- Adds glass walls around tunnel whenever there is water. -- Adds glass endcap at end to protect from flooding while tunneling. -- Note that this can place undesired glass when digging next to ground-level water. This -- won't happen as long as you're one node higher than the water. -- 3. Restructured code again. Code is longer, but simpler to understand. -- Version 0.8.1 -- Test if air before digging. Cleans up air not diggable INFO messages. -- Added test for desert-type biomes, which lets me start using biome-appropriate fill. -- needs minetest 0.5.0+ to correctly flag desert biomes -- however, if api doesn't exist (using 0.4.x), test just always returns false -- Version 0.8.0 -- Changed from dig_node to node_dig (based on what matyilona200 did for the Tunneltest mod) -- Places only a single instance of each type of block dug in inventory -- Doesn't cause blocks to drop in 0.5.0-dev -- Works with digall mod, but make sure it's deactivated before tunneling! -- Version 0.7.0 -- Added test for fallable blocks in ceiling and replace them with cobblestone. -- Fixed bug where I was digging from lower blocks to higher blocks. -- Simplified and cleaned up tunneling code. -- Version 0.6.0 -- Increased width and height of tunnel created.