Make the inventory sizes of all the technic chests larger, to provide
a more appreciable benefit from upgrading chests, more in keeping with
the resources spent on the upgrades.
Currently the game engine doesn't handle large forms well. The size
of an inventory slot is fixed relative to the screen height, and a
form that exceeds either screen dimension will extend off the screen,
making parts of it inaccessible. The tallest a form can get and remain
usable is 13 slots, and even that slightly overspills the screen height.
The maximum usable width depends on the screen aspect ratio. For the
narrowest common ratio, 5:4, the widest a form can usably get is 15 slots,
again slightly overspilling. Combined with the layout of the chest forms,
this implies a maximum practical chest inventory size of 15x7 (= 105),
slightly smaller than the largest Minecraft chests.
To provide roughly equal size steps in the five upgrades from wooden
chest (staying at 8x4 = 32) to mithril chest, the steps need to be of
about 15 slots instead of the former 4. The new sizes are:
wooden 8x4 32
iron 9x5 45
copper 12x5 60
silver 12x6 72
gold 15x6 90
mithril 15x7 105
To make upgrading from the old chest sizes to the new sizes more
convenient, the inventory size is now set not only upon chest construction
but also when accepting form input, at the same time as rewriting
the formspec. So after upgrading the technic mod, viewing an existing
chest upgrades it to the new size. The first time a pre-existing chest
is viewed its form will have the old dimensions, looking broken due
to the inventory background image now having the new number of slots.
The second time it is viewed the form will have the new dimensions,
and the full new number of slots will be usable.
A fix for https://github.com/minetest-technic/technic/issues/137
Chainsaw drops are forced to pop above ground. Also, as asl suggested,
they must not end up too high on a ledge or a pillar.
This also cleans up the code style of chainsaw.lua.
If a mining drill is apparently applied to a non-pointable node, do
nothing rather than drilling as normal. This situation usually arises
from lag, where the news of a node having been drilled didn't reach the
user quickly enough and the user thereby applied the drill twice to the
same node. The second drill attempt would formerly consume charge and
then find that all the nodes it wanted to dig had already been removed.
All electrically-powered machines now consistently indicate their
tier (supply voltage) in their names. As this implies that they are
electrically powered, the furnaces no longer have "Electric" in their
names. The fuel-fired equivalents of electric machines, which exist
for alloy furnace and furnace, now say "Fuel-Fired" to distinguish them.
(The fuel-fired alloy furnace used to say "Coal", which was inaccurate
because it uses any fuel. The fuel-fired furnace, from the default mod,
used to just be called "Furnace", which is ambiguous.)
Electric power generators now consistently indicate their tier and have
the word "Generator" in their names. This makes their purpose much
clearer, and makes obvious craft guide searches produce useful results.
The fuel-fired generators, previously just (ambiguously) called
"Generator", are now explicitly "Fuel-Fired".
All the chests added by technic specify their material in their
description, so the description "Chest" for the default chest looks
ambiguous. Rename it to seamlessly fit into the range of chest types.
To support the glooptest mod (successor of gloopores), define the
gloopores lump->dust grinding recipes if either of the mods is available.
(Formerly only "gloopores" was supported.) Define kalite dust item,
which was previously missing. Make gloop ingots grindable to dust as the
non-gloop ingots already are; incidentally refactor this to automatically
make ingots grindable whenever the ingot can be made by cooking dust.
Add textures for all the gloop dusts. Do the "Steel"->"Iron" renaming
for glooptest-defined tools and items.
The size configuration is no longer cleared when exiting the dialog with
<esc>. The enable/disable toggle button now indicates the current state.
The name of the toggle button now varies according to state, so that
pressing the button multiple times in one state (which can arise due
to lag making the user unsure about whether the first press registered)
only makes the state change that the user requested, rather than toggling
repeatedly.
The quarry was digging via dig_node and also manually putting the node's
drops into the tube system. This assumed that dig_node would attempt
to put the drops in the player's inventory, doing nothing if there is
no such inventory. With the item_drop mod installed, dig_node would
instead turn the node into an item entity, so the quarry's strategy would
duplicate the item, making it appear both as an item entity in situ and
as an item in the tube. Instead, the quarry must use remove_node when
it manually processes the drops, just like the pipeworks node breaker.
Override the default mod's iron/steel substance, replacing it with three
metals: wrought iron (pure iron), carbon steel (iron alloyed with a little
carbon), and cast iron (iron alloyed with lots of carbon). Wrought iron
is easiest to refine, then cast iron, and carbon steel the most difficult,
matching the historical progression. Recipes that used default steel are
changed to use one of the three, the choice of alloy for each application
being both somewhat realistic and also matching up with game progression.
The default:steel{_ingot,block} items are identified specifically with
wrought iron. This makes the default refining recipes work appropriately.
Iron-using recipes defined outside technic are thus necessarily
reinterpreted to use wrought iron, which is mostly appropriate.
Some objects are renamed accordingly.
Rather than use the default steel textures for wrought iron, with technic
providing textures for the other two, technic now provides textures for
all three metals. This avoids problems that would occur with texture
packs that provide default_steel_{ingot,block} textures that are not
intended to support this wrought-iron/carbon-steel/cast-iron distinction.
A texture pack can provide a distinct set of three textures specifically
for the situation where this distinction is required.
Incidentally make grinding and alloy cooking recipes work correctly when
ingredients are specified by alias.
Supply the on_refill hook for power tools and cans, to perform appropriate
charging. This is to be used by unified_inventory's creative-mode
refill slot.
The tool workshop is meant to repair mechanical damage to tools, so
is at risk of `repairing' tools that use the wear bar to represent
something other than mechanical wear. It had special-case recognition
of the water and lava cans, which use the wear bar to represent how much
content they're carrying, and wouldn't repair them. But it didn't avoid
`repairing' RE chargeable items, which use the wear bar to represent
how much energy they have stored. It would modify the wear bar without
actually affecting the charge, so the wear bar would jump back to the
correct place when the next charging or discharging event occurred.
To genericise, introduce a new item property, "wear_represents", which
indicates how the wear bar is used for this item. Currently defined
values are "mechanical_wear" (straightforward damage to tools that
start out perfect), "technic_RE_charge" (electrical energy, canonically
represented in the meta rather than the wear bar), and "content_level"
(how full a container is). For backcompat, nil is interpreted as
"mechanical_wear". The tool workshop will only repair "mechanical_wear"
tools. As a bonus, set_RE_wear() will only set the wear bar for
"technic_RE_charge" items: this means developers will notice if they
forget to declare wear_represents, but also means that with no further
changes it's possible to have an RE chargeable item that uses its wear
bar to represent something else.
The injector was in no groups, and therefore not breakable by ordinary
means. This was because the code referred to a defined variable that
went away in the course of a rewrite of the chests code.
These two tools wouldn't discharge all the way to zero through use,
unlike most chargeable items.
Incidentally remove a duplicate of the check_for_flashlight() function.
The flashlight was lighting the wrong node, 1 m east of the player's lower
half, thus getting no light if the player is adjacent to an eastern wall.
Restore the old 1 m above, that coincides with the player's hands.
There was a problem with light from the flashlight getting stuck in
the map. This arises because the flashlight's light value was 15, the
reserved value that the engine uses for sunlight. Moving the flashlight
upwards, by jumping while it is equipped, would cause the node below it to
acquire a bogus sunlit state. Fix this by reducing the flashlight's light
value to 14 (LIGHT_MAX), which is the maximum permitted for non-sunlight.
The light_off node type is not required. With the light value limited
to 14, mere removal of the light node suffices to correctly recalculate
lighting.
All log messages about moving stuff in/into/from chests described them
as "locked", whether the chests are locked or not. Remove that word,
so the messages make no claim about lockedness.
The drills weren't taking the variable usage cost into account (either
the per-type base cost or the per-mode multiplier) when deciding whether
they have sufficient charge to use. This could cause them to overshoot in
charge usage, although they would then clamp to zero rather than record
negative charge. Also, for the Mk1 drill where the cost was assessed
correctly, the drill would refuse to discharge to exactly zero charge.
The message to "hold shift" makes an unwarranted assumption about the
user's keybindings. Messages from the server should refer to a key's
game function, rather than its extragame identity.
the first-seen tier for which the machine was registered. So the
switching station, which is uniquely registered for all tiers, would
only visually connect to LV cable when placed, not to MV or HV cable.
(It would function nevertheless, and cable would connect to the switching
station if placed later.) Change to consider all tiers. Incidentally
avoid a gratuitous iteration through all registered machines.
When using the form to edit a chest label, apply the edited label whenever the
form is submitted with the text field included, rather than only if the form's
specific "finished editing" button is used. This supports the natural use of
<ret> to indicate that text editing is complete, which works with other text
editing forms such as that for signs.
Commit a6dae893d66319739e8dfe962f67285221eb9b91 introduced per-version
charge cost for firing mining lasers, but applies this in addition to
the old fixed cost which it was meant to replace. Fix by removing the
application of the fixed cost.
The same commit did successfully change the check for a laser having
sufficient charge to fire, so that's based purely on the variable cost.
As a consequence, firing a laser that has just enough charge to cover the
variable cost could cause its charge to go negative. (For example, by
fully charging a Mk1 laser and then firing it until it empties, resulting
in a charge of -400.) It turned out that set_RE_wear handled that badly,
producing an over-100% wear value that would wrap to a *low* wear value,
leading to the laser's wear bar looking as if it's fully charged.
To protect against silly wear values, make set_RE_wear clamp the wear
value to avoid wrapping. Handle specially the case of a fully-discharged
tool, where there was desirable wrapping to zero.