35 Commits

Author SHA1 Message Date
Aaron Suen
23527e264b Artificial stone hardening process
Stone is hardened by creating an elecric field via the Peltier
effect that causes internal crystals to align.  Or something like
that.

Stone hardens over time when touching both lava and water.
All stratafiable stone types (lode sign, lode ore, lux ore) are
affected.
2020-06-04 08:09:30 -04:00
Aaron Suen
35292eb259 Switch to an internal sound API
Avoid mangling official Minetest API
functions that mods may want to
use directly.
2020-04-05 21:22:51 -04:00
Aaron Suen
94129d5067 Hack to let TP authors override inv/wield images 2020-04-05 20:35:51 -04:00
Aaron Suen
6758904185 Switch from picking to chiseling for stone brick
Any chisel shape/temper is acceptable (bar/rod,
anneled/tempered)
2020-03-29 21:37:36 -04:00
Aaron Suen
c6cabca0e9 Stone bricks by WintersKnight94
- Original texture by WintersKnight94.
- Node definitions and recipes adapted from original.
- Added some hooks in a few other places to make new
  recipes work.

- Chip smooth stone with a lode pick or better to make brick.
- Bricks fall but don't repose.
- Apply mortar (wet aggregate) to bond stone bricks
- Bonded bricks can be moved but don't fall anymore.
2020-03-29 20:55:55 -04:00
Aaron Suen
c294ae3ec5 Revert stone chipping recipe change.
- Be more consistent with other similar recipes.
- Changes to item ent mechanics may have rendered
  the original problem obsolete anyway.
2020-01-31 19:49:55 -05:00
Aaron Suen
23e7a789cb Try to make stone chipping recipe less boring.
- Items don't down settle when rising.
- Give stone chips some upward kick.
2020-01-09 22:32:33 -05:00
Aaron Suen
4d47ab2e75 NC API dependency simplification.
Treat all API mods as a "layer", and use the new
nc_api_all registration to indicate that a mod depends
on the NC API (which ALL NC mods assume they do).
This means that each non-API mod does not need to
worry about which API mods it really needs and which
it does not, nor will they need to be updated for any
internal API restructures.

This is a game, not a modpack, so all mods will be
loaded anyway, and we only care about order.  That
means that we don't really need to worry about
having excess dependencies because any mod we
don't actually need will be needed by something that's
loaded anyway.  If somebody wants to reuse a
component elsewhere, they're likely to need to do
some work to untangle it anyway, because of the
amount that NodeCore mechanics interact and
interdepend.
2020-01-05 12:59:12 -05:00
Aaron Suen
dcfc80b367 Remove explicit names in mod.confs. 2020-01-05 12:38:45 -05:00
Aaron Suen
c147da4dde Convert from depends.txt to mod.conf 2019-10-05 11:24:16 -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
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
39dea8a2ae MAJOR: Code quality audit using luacheck.
- Removed lots of unused variables, a few shadowed identifiers.
- Removed a few sections of dead code.
2019-08-31 09:26:53 -04:00
Aaron Suen
fe2c153f9e Clean up all lua code style.
Formatting rules based on Paul Kulchenko's perl-based formatter...
http://notebook.kulchenko.com/programming/lua-beautifier-in-55-lines-of-perl
...using a single tab for indent.

Mostly pure whitespace changes.
2019-08-27 19:14:51 -04:00
Aaron Suen
d1a937e973 Add crude glass.
This makes glassmaking more challenging, as glass that is quenched
when not molded, or left wandering too long, will tend to quench to
crude glass, which is inferior.

This also prevents molten glass from wandering the countryside
forever from failed glassmaking attempts, and precludes keeping
molten glass in "captivity" as a crude infinite light source.
2019-04-07 09:12:44 -04:00
Aaron Suen
4271290487 New stone chip/tool textures.
Make the chip darker, like loose cobble it comes from instead
of smooth stone.  Also make the chip larger and sit lower in
stacks and on shelves (e.g. against wooden base) to make it look
better and easier to see.

Make tool tips correspondingly darker too.
2019-04-06 22:20:08 -04:00
Aaron Suen
3614068263 Bug fixes, tidier craft excess handling. 2019-04-03 08:10:03 -04:00
Aaron Suen
4b1488ed3f Hints system overhaul.
- Included new content.
- Partially converted to base on recipes instead of just items.
- Added support for group and toolcap checks.

Fixed a number of small bugs elsewhere in the process.
2019-04-03 07:41:27 -04:00
Aaron Suen
547dfcdd96 Setup some crafting sounds. 2019-03-14 20:08:08 -04:00
Aaron Suen
fd5f4219f7 Sounds for some items, ash. 2019-03-14 01:16:44 -04:00
Aaron Suen
767934393f Planning, chipping stone produces gravel. 2019-03-09 19:21:32 -05:00
Aaron Suen
98b235511c Standardize use of include function. 2019-03-02 20:39:08 -05:00
Aaron Suen
393210db69 Start proper spectator support.
Make sure that non-built-in content respects the interact priv
and prevents spectator players from doing nasty stuff.
2019-02-24 21:54:33 -05:00
Aaron Suen
e6c3be714a Fix serious regression in stone-tipping tools. 2019-02-23 13:34:41 -05:00
Aaron Suen
f893f613c3 API refinements.
- Make node match operate on only one of node or stack, depending
  on whether node defers to stack via is_stack_only.  This should
  hopefully prevent future pummel recipe issues.
- Add new core stack API.  Needs to be deployed in a lot of places.
- Start work on system for allowing flammable containers; they
  eject their potentially non-flammable contents.
2019-02-23 09:44:22 -05:00
Aaron Suen
4b972b4d3b More recipe conversion, bugfixing. 2019-02-10 00:20:55 -05:00
Aaron Suen
b5bd67d5a7 Finished pummel-craft API, started converting recipes. 2019-02-09 22:44:56 -05:00
Aaron Suen
05d4d52eb4 Survey of how we're using pummels right now. 2019-02-08 21:12:10 -05:00
Aaron Suen
d67f736ac5 Merge node_is into match. 2019-02-03 12:44:33 -05:00
Aaron Suen
739ad29acc Be a little more forgiving on tool wear for stonifying wood tools.
Allow up to 2% wear.  Sometimes you're diggng with a stone tool and
the tip breaks off and you don't notice (there's no sound yet),
so you accidentally dig a little with the wood tool and get it a
little dirty.  Let's be a little forgiving, and allow the stone
tip applicaton to also apply a little "repair" to the underlying
wood tool.
2019-01-26 11:39:55 -05:00
Aaron Suen
ffac1253d7 Remove debug code. 2019-01-25 09:31:40 -05:00
Aaron Suen
fcb8463953 Stone-tipped tools.
- Add a bit of stone to the tip of a wooden tool to harden it.
- Stone tools wear back down to their wooden originals.
- Stone tools dig faster, but wear quickly, so you need to pay
  attention to wear levels and carry spare stone tips.

Also:
- Nerfed mining speeds again, but made higher-tier tools much
  faster relative to lower.
- Nerfed tool durability as well.

Also:
- Standardized item ejection logic.
2019-01-25 09:26:15 -05:00
Aaron Suen
83481827f9 Break loose cobble into stone chips.
- Chip apart loose cobble with a pick.
- Hammer stones back together with a mallet.
- Repacking with mallets now wears tool.
2019-01-25 00:12:29 -05:00
Aaron Suen
8e47b687d0 TOOL CAPABILITIES / LEVELS OVERHAUL
Try to standardize the way we handle tools, materials, digtimes.
- Levels start at 1 and work upwards.
  - Level 1 is for "hand" or "primitive" tools.
  - Levels 2+ are wood, stone, metal, etc.
- Link dig times, tool levels, and durability together.
- Material groups now define standard "base dig times" which
  are the main thing that makes e.g. stone harder to dig than dirt.

The speed of digging almost everything will probably have changed,
in some cases not for the better; much testing will be needed.
2019-01-24 22:08:05 -05:00