* Magenta particle explosion effect when quarry digs a node
* Option to enable dig particle effects, disabled by default. Reduced particle count to 20.
* Changed dig particle effect - a particle starts in each of the 8 corners of the cube and move to the middle
* Only generate dig particles if network lag is < 35000
* Replaced quarry dig effect with a particle spawner - the node's particles stream towards the quarry, stopping just in front of it, like they're being sucked up.
* Simplifying dig particle vector maths using vector functions
* Fixing comment typo
* Dig particles now accelerate towards the quarry along a particular axis, causing them to approach the quarry in a curve. This also means they end inside the node in front of the quarry, which improves how the effect looks when digging deep down.
* Adding network to run_nodes call, using network passed through to check lag for quarry dig particles
* Missing local
* Missing local
* Using vector.new to copy a vector and make a 0,0,0 vector
* Update technic/machines/HV/quarry.lua
Co-authored-by: OgelGames <olliverdc28@gmail.com>
* Adding enable_quarry_dig_particles to README
* Renaming enable_quarry_dig_particles to quarry_dig_particles
* Reorganising quarry_dig_particles position in config list
* Missing comma
Co-authored-by: OgelGames <olliverdc28@gmail.com>
Co-authored-by: SX <50966843+S-S-X@users.noreply.github.com>
* Configs to correct place, use moving average for net lag, improve admin commands
* Fix luacheck warnings
* Handle file paths, missing cfg file and Settings:set simlar way engine does
* Quarry and radiation settings to technic.conf
Co-authored-by: SX <50966843+S-S-X@users.noreply.github.com>
have them deactivated by default due to a larger collection of associated issues
including but not limited to
* #170
* #216
* item duplication involving templates
* runaway machines
* traversal loop issues with huge machines leading to lag-outs
There was a small amount of dependency of technic_worldgen on the
technic mod, for configuration loading and the top-level "technic" table.
Resolve that by sharing the configuration and top-level table between the
two mods. This means that technic_worldgen can be loaded before technic,
permitting other mods to depend on it without depending on technic.
For use on servers that have a mainly creative purpose, the setting
enable_corium_griefing=false will prevent corium from flowing far or
unpredictably and from destroying nodes other than water. All reactor
meltdowns will stay contained.
Disable the flashlight by default.
Use itemstack:{get,set}_{metadata,name,wear,...} rather than {to,from}_table.
Improve the style of part of the code of mischelaneous tools