When I was watching other people work on their
reactors, I was standing some distance off and
still got significant radiation damage after a
short time, even with the reactors subcritical.
Cut the radiation accumulation rate by 75% this
time, while buffing flux a little more relative to
solids.
Items in inventory can both emit radiation
and shield you from in-inventory radiation.
This process happens separately from
node-space radiation, though.
Hints themselves have not been tided up
much, but this makes the project of fixing the
hints for each mod a little more manageable
and breaks up the hard-to-navigate single
monolithic hints file in the old guide mod.
The old guide mod has now been completely
retired. Hints are now a full-fledged API-layer
standard feature.
Hughes Ross has started to work on a PR for this
(https://github.com/minetest/minetest/pull/10140)
but it doesn't look like it will be ready until 5.4 at
least, and we will support pre-5.4 versions for
some time yet. The ability for TP artists to
override special_tiles is necessary to allow things
like flowing liquid textures to be customized in
texture packs.
Add a hack for these, similar to how we did the
inventory/wield image hacks.
Note that we are also forcing overrides for special
tiles, since there may be cases where we reuse a
base image without modifiers but TP artists may
still want an independent override.
By restricting the recipes we check based
on the name of the central object being
checked, we can do many fewer craft
checks per item and avoid expensive
checks.
Register a "rootmatch" property for all
recipes that represents a broader, quicker
test for recipe eligibility. False positives are
allowed but false negatives are not.
Since most recipes are eligible, we can
use this to build an index for fast lookups
of subsets of recipes to run and skip most
of the other ones.
This should lower the gap between the SP and MP
experience, since generally tools recharge all day on
MP but only when playing for SP.
Nerfing lux tool capacity should reduce the tendency
to rely on lux for everything after a certain point.
As always, boosted lux is exempt.
These things are way too durable as they are, and it's
actually kind of game-breaking. Players with lux
tools are in an entirely different class from players
without.
Instead, players should be forced to invest more in
lux reactors, or rely more on tempered lode as an
"everyday" tool and use lux for special projects.
Boosted lux is exempt from this nerf, and is now 4
times as durable as ordinary lux. It might not be a
bad idea to allow them not to experience any wear
at all when boosted...
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.
Don't reuse damage_per_second for damage on punch and radiant
damage. This allows these to be defined separately, i.e. no longer
assuming that all damage is from "heat" and can radiate. This
allows for things like thorny plants that hurt if you touch them
or stand in them but not if you stand near them.
Thanks to WintersKnight94 for reporting this.
This reverts commit 4a13733e68903904e088fe21d86dec6d927ee7d8.
While I'm still not happy with the desciptions, we probably need
some sensible way to talk about these in chat, wikis, etc.
This always felt kinda redundant and the names
themselves never seemed all that great.
For Lux Burns in particular, I'd rather the radiation
symbol speak for itself.