This simplifies radioactivity by removing the 1000 and 0.25 multipliers.
It also increases the effectiveness of protection (I think it was too low
before -- most of the advantage of adding protective layers was just from
the increased distance).
The reactor originaly used a stainless steel shield only
because lead wasn't yet available. Stainless steel shields
are automatically converted to lead shields for legacy reasons.
Windmills always span more than one mapblock, so even with a switching station next to the generators, they will stop working if unloaded due to the windmill check failing to handle CONTENT_IGNORE of the frames at the foot of the windmill, unless a second switching station would be placed there.
The commit assumes, that a user has to load a block to modify it, and thus unloaded blocks to have the same windmill frame state as before.
This also makes technic_run for windmills a little faster by being able to skip some unnecessary node lookups and generally avoiding creation of 20 tables per windmill per step.
This is an algorithm that I designed myself. It fixes an
issue with the old code where it would be more eager to
move in some directions rather than others. This bug
resulted in, eg, a lead block on a radiation source's
+x side protecting you when you were directly overhead.
Changes:
* Make rayIter a global utility, and use it for radiation too.
* prettynum -> pretty_num and cleanup.
* Remove resolve_name/function_exists (unused).
* Cleanup nuclear reactor code.
a large amount of the 16x16 textures were mine but when RealBad put them back in the information on them mustve been scattered to the winds, just fixing this.
This autoloads the node above a solar array, so that its light value can be determined.
Previously, solar arrays in unloaded blocks would report an input of 0 to the switching station.
Previously, you wouldn't get any leaves items from mining rubber tree leaves.
Leafdecay still doesn't drop the leaves, only the saplings, just like with normal trees.
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