701 Commits

Author SHA1 Message Date
Aaron Suen
580c2f205d Re-optimize breath HUD overlay. 2019-09-08 13:30:34 -04:00
Aaron Suen
6c650e85c7 New drowning HUD that's easier to see in already-dark environs. 2019-09-08 13:24:12 -04:00
Aaron Suen
92be21a5dc Allow tree trunks to grow through other trees' leaves. 2019-09-08 12:56:51 -04:00
Aaron Suen
f6b5d88e16 Complete hint coverage for new content (I think). 2019-09-08 09:51:09 -04:00
Aaron Suen
1bc41db769 Simplify and clarify completed hint syntax.
Sorry for the extra busy-work, translators...
2019-09-08 09:35:49 -04:00
Aaron Suen
e51590507a Fix a hint popping up too soon... 2019-09-07 23:36:33 -04:00
Aaron Suen
dfecd6a99f Some more hint coverage. 2019-09-07 21:20:41 -04:00
Aaron Suen
0a50fc455d Show completed hints too, if room.
Suggested by Stix (a.k.a. cahr) for players who haven't done
something in a long time and forgot that it was possible.
2019-09-07 20:44:19 -04:00
Aaron Suen
0186fd7650 Docs. 2019-09-07 20:00:31 -04:00
Aaron Suen
19e20e4406 Add wrought annealed lode storage crates.
These are similar to wooden shelves, except:
- They are not flammable and protect all contents from fire.
- They can be accessed from the top as well, so can be used for
  e.g. floor storage.
2019-09-07 14:34:16 -04:00
Aaron Suen
612f67983e Lode block needs to be hot to chop up now. 2019-09-07 14:34:09 -04:00
Aaron Suen
92d0702e11 Make lux fluid NOT an igniter.
This is making managing a tool infusion system too tricky.
2019-09-07 12:44:52 -04:00
Aaron Suen
1ae768bc33 Remove debugging code. 2019-09-07 12:26:55 -04:00
Aaron Suen
952912b5f6 Allow either kind of sand for glassmaking. 2019-09-07 12:05:23 -04:00
Aaron Suen
1ebdaa6162 Fix falling glowing lode nodes. 2019-09-07 12:02:17 -04:00
Aaron Suen
d43b8cbcda All lode cooking recipes work on nodes in placed form too. 2019-09-07 12:00:33 -04:00
Aaron Suen
9a75f4c87a More flexible burning API.
Stone, lode, and lux tools now all have their handles burn, and
eject the non-flammable portions of the tool.

Now using a unified on_ignite hook for when flammable things catch
fire.  The call is made BEFORE the node is replaced, and has an
opportunity to look at node metadata and eject anything
non-flammable.

It can be a function, e.g. for shelves, or a static value in the
same format that the function would return (e.g. for lode tools
which need string values for temper substitutions).

If it returns a string or itemstack, it will eject that from the
position where the node burned.  If it returns a table it will
eject all the values of that table.
2019-09-07 11:28:51 -04:00
Aaron Suen
6385ce9843 Allow picking stone chips out of non-loose cobble too. 2019-09-07 10:56:43 -04:00
Aaron Suen
0921e9991c More issue cleanup.
Comb through issues.  Shelve some of them.  Fix a couple.
Add some ideas and reorganize/recombine others.

Lux tools should infuse in any open container, so shelves should
work fine too.
2019-09-07 10:11:23 -04:00
Aaron Suen
247bebe417 Finally break up the nc_items monstrosity. 2019-09-07 09:44:30 -04:00
Aaron Suen
0c9544d6b5 Some scaling/particle cleanup, make scaling particles distinct. 2019-09-07 09:32:36 -04:00
Aaron Suen
310ce1bc6c Treat NodeCore as a unified thing.
- Collapse all nodecore "core" mods in the /mods listing, so it's
  easier to find the actual add-on mods.
- Parameterize in-game branding to make renaming derivatives just
  a little easier.
2019-09-07 09:08:57 -04:00
Aaron Suen
a74829cf5c Make this a public API. 2019-09-06 19:26:39 -04:00
Aaron Suen
3b25121324 Nerf lux tool durability.
3x the uses of lode was way too much.  1.5x before needing a
recharge sounds a little better.
2019-09-05 23:17:17 -04:00
Aaron Suen
07d381624e Tree growth noises.
If trees are gonna suddenly blast out of the ground, then they
should make a sound worthy of that.
2019-09-05 23:01:06 -04:00
Aaron Suen
7f9c9bef1e Cleanup docs. 2019-09-05 22:49:40 -04:00
Aaron Suen
0bf2e6923e Remove debugging code. 2019-09-05 22:49:07 -04:00
Aaron Suen
cbf035e0d5 Finished Soaking API, converted trees and infusion to it. 2019-09-05 22:48:30 -04:00
Aaron Suen
253ccad3e2 Infuse slower farther from the source. 2019-09-05 21:31:16 -04:00
Aaron Suen
97884bc58e Flux must flow OVER tool to infuse. 2019-09-05 21:14:24 -04:00
Aaron Suen
45cf7fe67d Yet another Discord note-to-self dump. 2019-09-05 21:10:13 -04:00
Aaron Suen
596eb1421c Move wishlist to root.
Now all public docs are in root, and docs dir is just
for dev stuff.
2019-09-05 19:54:55 -04:00
Aaron Suen
71469e3990 Fix a couple bugs/warnings. 2019-09-05 07:36:28 -04:00
Aaron Suen
39b3a1e89c Increase darkness required. 2019-09-04 23:45:16 -04:00
Aaron Suen
86d5a808c6 Only work in relative darkness. 2019-09-04 23:44:58 -04:00
Aaron Suen
2737b7847d Add fairly subtle cherenkov radiation effect. 2019-09-04 23:40:13 -04:00
Aaron Suen
d616c5ad66 Change how silktouch is defined.
- Leave it nil to use the default (5 levels over).
- Set it to false to disable (always drop_in_place).
- Set it to a custom set of groups to skip drop-in-place if the
  tool would be able to dig a node with those groups.
2019-09-04 20:33:37 -04:00
Aaron Suen
33d717b522 Docs update. 2019-09-04 19:12:16 -04:00
Aaron Suen
3dd2092945 Exempt a few materials from ever being silktouch-dug this way.
Stone should be made via concrete.  Tree stumps should only be
made by growing trees.
2019-09-04 19:09:42 -04:00
Aaron Suen
f74b7b3767 "Silk Touch" effect for tools 5+ levels over material.
Tools up to and including Tempered Lode should still behave the
same.  Lux tools should now be able to skip the "loose" stage of
some materials.
2019-09-04 19:04:19 -04:00
Aaron Suen
befd1c0b67 Remove debugging code. 2019-09-04 19:04:07 -04:00
Aaron Suen
d9ff4f0406 Add Lux Flux fluid and Lode tool infusion. 2019-09-04 18:44:08 -04:00
Aaron Suen
f0b4a9a686 Fix touchtip showing "Air" in client/server race.
Reported by MagikEh.
https://discordapp.com/channels/507234450615042048/530756875839340574/618628052066238495
2019-09-04 18:23:30 -04:00
Aaron Suen
3a4bfdb258 One last refactor to ambient sounds.
Make tree sounds managed by the mod that defines the nodes in
question using register_ambient, consistent with other things like
fluids.

nc_envsounds is now responsible for just the air moving and
cave dripping sounds made by air itself.

Common windiness logic moved into api layer.
2019-09-02 11:34:14 -04:00
Aaron Suen
25b2831826 Add cave dripping, rename environment sound mod one more time. 2019-09-02 11:24:03 -04:00
Aaron Suen
7e1dba5073 Remove debug drawtype. 2019-09-02 11:20:02 -04:00
Aaron Suen
1904805516 Crash fix. 2019-09-01 23:27:54 -04:00
Aaron Suen
ca0508a005 Fix cycle variation math, short-circuit y <= 0 2019-09-01 23:24:37 -04:00
Aaron Suen
c9035f55d8 Add open-air wind sounds, consolidate wind ambiance. 2019-09-01 23:18:53 -04:00
Aaron Suen
42744c9512 Added sounds to the wishlist. 2019-09-01 16:15:41 -04:00