homedecor_modpack/homedecor/changelog.txt

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Changelog
---------
2013-03-16: Kaeza pushed fixes for signs on wrought iron/brass fences not
showing the text. This also fixed a potential undesired replacement bug. He
also fixed many of the sounds in the mod so that they aren't based on leaves.
:-)
2013-03-11: Kaeza merged in code from my fork of thexyz/PilzAdam's
3d/visible-text signs mods and fixed some bugs in my signs-on-fenceposts code
in homedecor. If you have any of those three versions of the signs mod,
uninstall it. Homedecor will cover its functionality. Thanks to kaeza for the
contribution! Also, now signs-on-fences work slightly differently than before
when digging - dig to get the sign back from the post, then dig the remaining
post to get that back as well.
2013-02-13: changed glowlight recipes to avoid conflicts with moreblocks (now
uses moreblocks glowglass *and* super glowglass together), made IC rely on
moreores copper ingot, added recipes to craft glow cubes back into glowlight
slabs. See crafting guide for details.
2012-02-09: Add ability to place a sign directly onto a brass/wrought iron
fencepost, rather than crafting a sign-on-fencepost from one of each. Place a
brass or wrought iron fencepost, then attempt to place a sign against it.
Instead of the sign floating in air, the fencepost will be replaced with one
bearing the sign in the same node. Dig to get the two pieces back as separate
items, right click the resultant sign to edit the text thereon.
2012-02-08: Added ability to add signs to brass/wrought iron fenceposts.
2013-01-23: Completely rewrote all doors code to condense them into two files -
one with the nodebox models, and one with the actual node definitions. In the
process, cleaned up the code that handles node_ownership and protection mods.
Also made the mod automatically enable either left-click or right-click to
open/close a door, depending on whether the game supports it (actually it
checks for the existance of an unrelated function that happened to be added the
same time as the new right-click function). Renamed some textures, duplicated
all of the _lr.png textures to make it easier to register the textures in a
loop and to allow for more flexible texturing.
2012-10-11 (late night): Minor update - fixed a recipe conflict with throwing
mod. Unprocessed plastic, when made from jungle grass or dry shrubs, now
requires three jungle grass (yields 6) or three dry shrubs (yields 3). Still
works with 6 leaves also. Extended the above owned-node support to work with
glomie's "protector" mod since it has a similar bug as node_ownership has.
All server Admins: If you have Home Decor and you use either node_ownership
or protector (or both), please update your copy of Home Decor as soon as
practical.
2012-10-09: Added code to all doors to check for the presence of node_ownership
and adapt accordingly. If that mod is present, you can only place doors in
land you own, or land you have been given permission by the owner to build in,
or land that is not owned at all. Singleplayer mode still works the same as
before. Works around a bug in node_ownership where it doesn't completely
handle the on_place= construct in register_node(), causing it to only delete
half of an illegally-placed door.
2012-10-05: Added titanium dioxide and white paint from Unified Dyes as
alternates if that mod isn't present. Both are compatible/interchangeable with
the ones from that mod. Uses the same crafting recipes as UD uses, plus a
couple of alternates in case of materials shortages. Added white and mahogany
variants of the aforementioned grid-style glass-and-wood door.
2012-10-04: Added a couple new types of doors, converted the others to
nodeboxes. All door code has been rewritten mostly from scratch. These new
doors should convert over just fine, or at least you won't lose anything. You
may have to dig and re-place a few if their orientation is wrong. Also note
that these always return the left-opening version when you dig one.
2012-10-03: Refrigerators are now two nodes tall and have a 10x5 inventory
space. If you have two stacked up already before this update, you'll need to
empty them, dig them, and then re-place one or both, and put their contents
back in. Sorry about the inconvenience, the one-node-tall ones were only
supposed to be temporary anyway. Besides, now one stores more than twice as
much as before. :-) The associated crafting recipe yields only one now, in
keeping with this change.
2012-10-01: Added white glowlights, changed nodenames for yellow glowlights to
indicate that they're supposed to be yellow (you'll need to destroy and
re-craft them, sorry).
2012-09-30: Added a few different kinds of fences - bare/unpainted wooden and
classic white picket fences, chainlink, barbed wire, and wooden privacy fence
(e.g to put around a backyard pool).
Also added gates that open/close on a click, for the picket fences, chainlink
fence, and barbed wire fence. For the privacy fence, use a regular door if you
need a gate.
2012-09-30: Big set of updates today to make the mod a little easier to use in
places and to add some more nodes. Recipe changes: Brass and wrought iron
poles, table legs, and fences/railings were too expensive in practice.
Increased recipe outputs. Small square glass table now comes from one small
round table (instead of three-to-two). Large square glass table comes from one
small square now instead of two. Small round, small square, and large wooden
tables follow the same pattern.
Recycling: All glass tables can be recycled back into glass blocks via the
Vessels mod's recipes. All are 3:1 with glass fragments (and thus, 3:1 with
glass blocks), so there's no glass wasted. All wooden tables can be crafted
into sticks by putting three of a given item onto the crafting grid. Any
such craft yields 4 sticks, so there's no waste. Glass skylights recycle
3:1 also, which does result in a little waste.
New nodes:
Added working oven (really just a furnace with new textures/recipe)
Added mini-fridge that stores 24 slots
Added kitchen cabinet that stores 24 slots
Added half-size kitchen cabinet that stores 12 slots (6x2)
Added kitchen sink with under-sink cabinet that stores 16 slots
Added slab-sized, half-slab-sized, and microblock-sized glowlights (e.g.
ceiling fixtures and yard/sidewalk lighting)
Added curtains in 6 colors: red, green, blue, purple, pink, white
Misc. changes: 3d-ified nightstands (e.g. nodeboxes), improved their
textures somewhat. Got rid of the dressers - they were never brought to a
working state, but they're obsolete now (stacked two-drawer nightstands look
the same anyway).
Notes about this update: This mod now requires Moreblocks for some recipes -
namely fridge and oven, and uses the Vessels mod's recycle crafts.
2012-09-27: Changed most uses of dyes so that they can come from the game's
in-built groups-based dye system, where appropriate. Unified Dyes can still
supply the colors, this just makes it possible to use any other dye system that
might come about as long as it uses the groups method. Improved recipe outputs
for all shutters and mahogany folding door (better ratios of objects to
colorants).
Added intermediate "unprocessed plastic" step to get from materials to
plastic sheeting (now craft some materials to get unprocessed plastic, then
smelt that to get the sheeting), added alternate recipes to produce it,
improved ratio of materials to plastic. Minor code cleanups.
Later in the day: Nightstands now offer small inventories - one-drawer units
get 8 slots, while two-drawer nightstands get 16 slots (8x2). They're
smaller than chests because they're cheaper to make. Note that if you have
nightstands already placed, dig them up and place them again to enable their
new inventory capabilities.
2012-09-25: Added alternate recipes for most items that use dyes. Removed
Mesecons dependency from TV and stereo (uses in-built silicon lumps if Mesecons
isn't present). Replaced speakers' Mesecons Noteblocks with copper ingots from
Moreores.
2012-08-01: Added optional recipes for items that use wool to also use cotton
instead. Choose one or the other in any given recipe (you can't mix the two).
No, it isn't a Kosher thing. ;-)
2012-07-28: Noticed I technically had left/right textures swapped on a few
blocks. The textures were drawn to counteract this, without my realizing I was
doing just that. :-) Fixed. Also replaced all "tile_images" references with
"tiles", since the former is deprecated in favor of the latter.
2012-07-26: Updated to use the Vessels mod to give back empty dye bottles.
2012-07-24: Made all objects that use a dye require a more appropriate color,
made all objects that use a dye give back empty bottles on craft, made grey
shutters use the various grey paints directly. Moved this changelog out of the
forum post and into this separate file.
2012-07-12: Moved project to github.
2012-07-02: Deleted a few redundant files from the unified dyes mod.
2012-06-30: Added a fancy wood-and-glass door. Textures used here were
formerly used for (and have been replaced by new textures for) the default wood
door in my realistic texture packs.
2012-06-27: Relaxed dependency on UnifiedDyes to prevent depending on Flowers.
The mod will still use them if available; if not, you just can't craft the
various colored objects.
2012-06-26: Separated dyes into their own mod ("unifieddyes"). Added a copy of
flowers and made this mod depend on it and unified dyes. Updated all crafting
recipes to fit, got rid of the conditional code for flowers (since it is a
dependency now), removed a bunch of redundant register_craftitem code, fixed
some copy&paste errors on the window shutters. As a consequence of these
changes, white paint, titanium dioxide, and all colors of dyes will have to be
removed and replaced (but the things that depend on them are fine).
2012-06-25: Removed all of the old legacy_wallmounted references - I didn't
realize they were deprecated (and they were causing out-of-nodes issues also).
2012-06-23: Added small speaker, round brass pole, square wrought iron pole
(without connecting rungs). Fairly recent version of Minetest required for
these to work (uses nodeboxes). Note that if you've placed brass or wrought
iron poles in your world already, they will be drawn using these newer styles;
if you need the square poles and/or connecting rungs, you'll need to remove
them and craft brass/wrought iron fences instead.
2012-06-16: Tweaked terracotta roof tiles/shingles to give the 4 pieces back on
digging a 'shingle'.
2012-06-15 (a bit later): Did the same for the stereo and television and
improved them in the process.
2012-06-15: Tweaked the speaker textures, added separate images for all 6
sides.
2012-06-14: Added right-opening versions of oak and mahogany "folding" doors -
allows one to create double doors. Split the two colors into separate files.
Inspired by Calinou's update to the default doors mod - works the same way too.
:-)
2012-06-13 (a lot later): Changed the crafting recipe slightly for nightstands
- they're designated as 'oak' now. Added crafting recipe for mahogany
variants. If you've already placed nightstands into your world, you should
remove them before updating - sorry, you'll have to rebuild them due my having
had to change the node names. Added initial crafting recipes for oak and
mahogany drawers and complete dressers (dresser components are not yet useful,
work in progress. See crafts.lua for more details).
2012-06-13: Changed buckets of white paint so that the empty bucket is returned
when the bucket of paint is crafted into something else (rather than when the
bucket of paint is first created). * Fixed copy&paste error from the previous
bucket change. * Moved smelting and crafting of white paint from crafts.lua
over to dyes.lua.
2012-06-12: Multiple post-release updates over the course of the day. * Fixed
recipe collision with glass panes. * Implemented a full set of dyes derived
from flowers, updated all related crafting recipes and screenshots to match. *
Collected all dyes into one file. Changed recipes for blue and purple dyes to
something that makes a bit more sense. :-) * Tweaked oak shutters to give two
pieces on crafting. * Added alternate recipes for orange and green dyes.
2012-06-12: Initial release.