38 Commits

Author SHA1 Message Date
Aaron Suen
4eb745efa7 More fixhack time accounting fixes, fix motd formspec calc. 2016-05-10 18:05:03 -04:00
Aaron Suen
3f1b81096e If totaltime == 0 (i.e. "nan%") then skip statistic summary. 2016-05-09 07:58:37 -04:00
Aaron Suen
3a89e310b7 Attempt to fix a hard-to-repro crash, add a TODO file. 2016-05-08 20:29:36 -04:00
Aaron Suen
a8f0a9ca3b Fix double-escaping bug. 2016-05-03 22:53:57 -04:00
Aaron Suen
93b4a46d73 Added a nice formspec-based extended MOTD popup mod. 2016-05-03 22:33:09 -04:00
Aaron Suen
ac9070df89 Cleanup, fix a server->privs access escalation loophole. 2016-04-29 20:32:09 -04:00
Aaron Suen
cd6701e5fe Add the "su admin" mod, allowing admin by password instead of name. 2016-04-29 18:30:39 -04:00
Aaron Suen
ce31f836fb Split szutilpack from sztest, import some other misc related mods. 2016-04-28 06:49:40 -04:00
Aaron Suen
e775b3a608 Workaround for minetest warnings in sz_class.
MT is now warning when mods access globals outside of their own
namespace, but the namespace for this modpack is sz_*, and the
sz_util layer needs to be able to write to it.  Suppress the
warnings if class names start with sz_, but use normal upstream
mechanism for all others to display the normal warning.
2015-03-16 19:10:38 -04:00
Aaron Suen
675a91519b Standardized some thermal code, added pyrosilica.
All fluids now smother fire, so slag doesn't try to run over top
of flames.  Standardized environmental heat measurement, flame
extinguishing/placement logic, and node "washout".  Added
pyrosilica clay which can be melted into pyrosilica glass at the
highest possible temperatures.
2014-09-03 14:13:13 -04:00
Aaron Suen
addb6b0b33 Added molten item slag, make griddles melt if overheated.
Griddles seem to withstand just shy of 4 gas flames before they
melt.  A small amount of material (half an ingot each of steel and
copper) is lost.  Slag flows like lava until it reaches water, then
is quenched and items can be recovered in the water.
2014-09-02 15:09:50 -04:00
Aaron Suen
a4e7029dee Fix a crash, fine-tune pump mechanics and loop detection.
Crash occurred only when an item entity was in a water flow at the
bottom of a waterfall, and a solid node was placed above the
entity's waterflow, cutting off the waterfall.
Pump loop detection is now more forgiving, just causing pumps to
stall, since its way too easy to accidentally create loops during
normal build process.  Made pumps take a little longer to warm up
than to shut down, to prevent "pulsed" loops.
2014-09-02 11:10:14 -04:00
Aaron Suen
78be4a6470 Fixed some media file issues, fixed bug in heated coal block gas. 2014-08-30 14:22:41 -04:00
Aaron Suen
923154fc55 /regstat chat cmds, texture optimization, wool stairs. 2014-08-27 18:47:33 -04:00
Aaron Suen
3edcf6034f Fixed some simple-ish stuff. 2014-08-26 21:36:38 -04:00
Aaron Suen
6141a80e61 Lots of tweaks, fixes, low-hanging fruit, and TODO cleanup. 2014-08-24 15:23:16 -04:00
Aaron Suen
ad6e0bc618 Added griddle node and hot coal, tying sz_heat all together.
Griddle absorbs heat from "hot" nodes (flames, lava) below and
around, and conducts it to node above.  A block of coal when heated
thusly can emit flammable gas (allowing it to be created under
controlled circumstances).  Griddles also transfer heat into
default furnaces.  The sz_heat tech tree up through gas-powered
furnaces is now accessible in-game.  Also nerfed flammable gas
spawn rate from coal ore, to make it more surprising the few times
it does happen.
2014-08-22 19:37:53 -04:00
Aaron Suen
7839bfdbc9 Added venturi, produces new hot flame 2014-08-22 00:17:07 -04:00
Aaron Suen
f9cfed56c8 Started nodetrans engine, first revision of flammable gas concept. 2014-08-21 19:06:02 -04:00
Aaron Suen
3f27d70c44 Standardized hurt radius, better-disable the bones mod. 2014-08-20 08:26:48 -04:00
Aaron Suen
3384295c09 Fixed node shattering code. 2014-08-19 22:10:16 -04:00
Aaron Suen
286d3de88a Fix a limitfx crash, fix stale fire sounds. 2014-08-19 21:25:53 -04:00
Aaron Suen
e32f6bab2f FX limiting, removed sawblade sound, librarified some code. 2014-08-19 21:02:53 -04:00
Aaron Suen
10ea3d07f9 Significant cleanup and restructuring of sz_stairs.
Logic is more consistent and centralized, automatically create
appropriate mininodes for any types of stairs/slabs registered
in the past or future.
2014-08-17 13:17:17 -04:00
Aaron Suen
448130ea99 Fixed saw recipes via nodedef.sawdrops, some minor code cleanup. 2014-08-16 15:50:23 -04:00
Aaron Suen
6658dc6775 Revived the "slime" monster idea, with better performances.
Spawning logic now takes into account nearby slimes much better,
and runs fewer loops (globalstep instead of abm).  There are
multiple variety of slime, all camouflage-textured, that spawn
based on nearby materials.
2013-11-17 16:15:06 -05:00
Aaron Suen
d7bb498b1f Added more stairs and slabs. 2013-11-15 17:25:08 -05:00
Aaron Suen
b4a2a1345f Automatic mod names for all but rotary, hack for sz_heat fire sfx. 2013-11-08 20:22:42 -05:00
Aaron Suen
bd49896452 Bugfixes: fix item ejection, privs for drop_all. 2013-11-07 17:11:10 -05:00
Aaron Suen
a470251b14 Refactor item ejection. Axles shatter if powered from both ends.
The axle shattering trick should help prevent players from
creating axle/gearbox loops using a rotor.
2013-11-07 16:23:06 -05:00
Aaron Suen
f6880e165c New 5x5x3 multi-node water turbine, plus some refactors.
New turbine provides continuous power at slightly higher on the
tech tree (cooked stone and iron), in exchange for taking up a lot
of space, and being a little dangerous (breaks apart violently if
jammed while running).
2013-11-06 15:57:10 -05:00
Aaron Suen
0f4ec0bda9 Refactors, started reworking the "waterworks" for classic liquids. 2013-11-06 11:22:43 -05:00
Aaron Suen
a55b752538 Added the sz_items mod, added sz_table and util refactors.
The new sz_items mod (1) handles "loose items" by combining them
into "pile of stuff" nodes to help performance, and (2) replaces
bones with loose item spews, which will ultimately become piles
of stuff.  Piles are not competitive with chests as you cannot
organize items within them; moving anything around stirs the whole
pile.
2013-11-04 17:46:13 -05:00
Aaron Suen
25574e0f97 Major refactor: convert libs to object-oriented model.
Class abstractions for instances of positions (vectors), facedirs,
and rotary power info.  Converted and debugged existing nodes to
use the new system.
2013-11-02 12:22:03 -04:00
Aaron Suen
2dfd9c7fdf Started work on the "heat" mod, and some lib refactoring.
Thinking about combining sz_pos and sz_nodepos, and making them
fully object-oriented.
2013-10-30 18:55:45 -04:00
Aaron Suen
5f2b7c57fc Tweaked rotary power proto, added water turbine and pump. 2013-10-27 15:28:02 -04:00
Aaron Suen
c271b80152 Removed old mods, started work on "power and motion" mod ideas.
Added working rotary power engine, including a rudimentary, but
working axle and gearbox implementation.  Need textures, recipes,
and some interactive features like gearboxes disengaging when
inhibited by mesecon power.
2013-10-26 19:03:58 -04:00
Aaron Suen
b43559cd84 New "oxygen" mod, combining a "dive meter" mod with "stamina."
Oxygen is consumed by being underwater or suffocated by a solid
block, restored by resting and breathing.  Climbing (jumping) and
swimming (or wading) tend to use stamina too, so players are
encouraged to build infrastructure, like bridges and stairs, to
avoid these penalties.
2013-05-09 12:12:57 -04:00