Maikel de Vries
899fbaa867
cable cars: let sawmill send empty hoist to pickup trees
2018-04-16 11:13:32 +02:00
Clonkonaut
8cb3c6f6b3
New property, set for all buildings: FireproofContainer.
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A fireproof container shields all contents from incendiary material (lava mainly). Structures can now be submerged in lava and the contents will not burn up.
2017-11-21 18:16:45 +01:00
Sven Eberhardt
bdb3118309
Add missing inherited calls to structure Definiton calls
2016-12-28 08:53:55 -04:00
Maikel de Vries
0d0a61d4b0
change concrete production time to enable continuous pumping
2016-12-24 15:30:20 +01:00
Mark
d356d9db3d
Fix inherited() calls
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The ... operator should be added so that the parameters are passed down. In some cases even the named parameters were not passed down.
2016-11-26 18:57:31 +01:00
Clonkonaut
b6ca10d11a
Constructor library: Changed to search through all available knowledge and filter using an overloadable function.
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The hammer will now only construct definitions that have the callback "IsHammerBuidable". This will exclude all C4D_Structure objects that are not buildings and can't be build in a meaningful way.
Also, with the carry heavy branch I want to test adhoc built lorries (lorries as construction sites). Sven suggested this.
2016-06-18 19:45:45 +02:00
Maikel de Vries
2a731b2545
implement Components as a property lookup table
2016-05-21 13:34:34 +02:00
Maikel de Vries
1df322b7ff
adapt objects and scenarios to new component implementation
2016-05-21 13:34:34 +02:00
Maikel de Vries
be96d62868
move ejection pop sound to structures subfolder
2016-04-10 12:26:34 +02:00
Lukas Werling
29491ec3b7
Replace lots of empty parameters with proplist for Sound()
2016-02-10 13:31:16 +01:00
Sven Eberhardt
1bb78ecd4f
Remove some unnecessery animation weights.
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These overwrite the animations in their slots while there are no other references to existing animations in the slot.
2016-01-28 23:47:53 -05:00
David Dormagen
dcfb986e34
moved sounds into subfolders
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This completes http://forum.openclonk.org/topic_show.pl?tid=3215
2015-12-13 22:14:55 +01:00
David Dormagen
dd3fc7610e
sawmill: fix missing info menu
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The production menu was used for showing information. Now the sawmill is no producer anymore and thus has no production menu. Instead, the sawmill adds the hint manually now.
2015-12-12 12:06:14 +01:00
Clonkonaut
680505c078
Sawmill now independent from Producer library.
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This was hacky to begin with and often caused problems. Lately it made the saw blade spin down after each piece of wood was cut which was something I had fixed before. This won't happen anymore.
I also made the sawing a little bit nicer by adding an engine sound. I WILL MOVE THIS TO SOUND.OCG WHEN ITS DONE
2015-12-12 01:34:08 +01:00
David Dormagen
70b4b6633e
sawmill: hide inventory and display remaining wood to be ejected somewhere else ( #1481 )
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The sawmill splits up objects on Collection(). That means you could put trees into the sawmill and even without power could you then take out the wood (that was yet to be ejected).
This is solved by this commit as you cannot take objects out of the sawmill manually anymore. The sawmill still displays the wood that is to be produced (because I found that cool).
2015-12-07 20:55:14 +01:00
David Dormagen
c02cce2c0c
interaction menu: allow transfer of items only into IsContainer ( #1484 )
2015-12-06 16:55:48 +01:00
David Dormagen
cc3452bd0d
custom guis: properly scale with font size now
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Previously, the em <-> pixels conversion was a hardcoded value. Now the GUI scales with the font size that can be selected in the options.
Sadly, all scales were off since the hardcoded value was too low.
2015-09-06 19:02:31 +02:00
David Dormagen
6357db3b92
sawmill: hide production menu and show helpful tip instead; also saw wooden objects into wood for real now
2015-09-04 17:19:12 +02:00
David Dormagen
ac738735b2
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/Vehicles.ocd/Airplane.ocd/Script.c
src/game/C4Game.cpp
src/game/C4GraphicsSystem.cpp
src/gamescript/C4GameScript.cpp
2015-09-02 08:19:34 +02:00
Clonkonaut
2d223188cd
Fix sawblade rotation.
2015-08-24 00:10:30 +02:00
David Dormagen
196f528201
Merge branch 'master' into Controls
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Conflicts:
planet/Objects.ocd/HUD.ocd/FancyGridMenu.ocd/DefCore.txt
planet/Objects.ocd/HUD.ocd/GridMenu.ocd/DefCore.txt
planet/Objects.ocd/Helpers.ocd/Dummy.ocd/Graphics.png
planet/Objects.ocd/Items.ocd/Tools.ocd/WindBag.ocd/Script.c
planet/Objects.ocd/Items.ocd/Weapons.ocd/Javelin.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/ConstructionMenu.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Constructor.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Flag.ocd/Marker.ocd/Script.c
planet/Objects.ocd/Libraries.ocd/Producer.ocd/Script.c
planet/Objects.ocd/Structures.ocd/Flagpole.ocd/Script.c
planet/Objects.ocd/Structures.ocd/Pump.ocd/Script.c
src/game/C4Game.cpp
src/gamescript/C4GameScript.cpp
src/gui/C4GameMessage.cpp
src/landscape/C4Landscape.cpp
2015-06-03 22:32:36 +02:00
David Dormagen
d077d3343e
reworked bucket & producer library to work with stackable earth objects instead of magic material amounts
2015-03-26 12:27:10 +01:00
Maikel de Vries
7c08270ff4
make power need call susceptible to proplist function change
2015-03-09 18:40:45 +01:00
Maikel de Vries
c0ff94eb75
normalize power values to multiples of ten
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This makes it easier for internal calculations and that value of 10 now represents a single light bulb. It is advisable to only use multiples of 10 for production and consumption values.
2015-02-04 10:35:15 +01:00
Maikel de Vries
fbe937b3e4
improve sawmill tree collection speed
2015-02-04 10:35:15 +01:00
Maikel de Vries
4ea0cb0ca6
make ContainBlast a property instead of DefCore entry
2015-01-15 17:46:53 +01:00
David Dormagen
a10c9316ef
renamed DynamicParticles* to Particles* and CreateParticleEx to CreateParticle
2013-12-17 22:32:01 +01:00
David Dormagen
28f2aa85ff
renamed Particle_WoodChip to Particles_WoodChip for consistency
2013-11-26 21:25:02 +01:00
David Dormagen
913f746ffe
adjusted WoodChip particle and usages to new particle system and moved WoodChip particle to proper place (not only used by the axe..)
2013-11-26 21:25:00 +01:00
Sven Eberhardt
4cdbd8641c
Rebalanced wood usage so you need fewer trees to get a settlement started.
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* Wind generator down to 3 wood, 1 metal
* Flagpole down to 3 wood, 1 metal
* Sawmill down to 1 wood, 4 rock
* Trees give 5 wood (that's still 2 wood with direct chopping) to make the sawmill even more efficient
* Reduce maximum number of trees by ~20%, because trees tend to cause so much lag
* Reduce amount of power needed by sawmill to make sure one wind generator is enough even with moderate wind conditions
2012-12-17 13:52:53 +01:00
Maikel de Vries
89b0d5472c
Sawmill only takes on tree at a time
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The sawmill is not a storage for trees
2012-10-13 17:41:13 +02:00
Maikel de Vries
192bc4a03d
Fixed endless sawmill, is not meant for interacting with ( #806 )
2012-10-12 18:21:32 +02:00
Maikel de Vries
eff20344d8
Moved construction direction to stucture library
2012-05-12 10:16:33 +02:00
Maikel de Vries
80e1abc808
Implemented a simple Damage>HitPoints -> Destruction mechanism for structures
2012-05-10 21:20:06 +02:00
Maikel de Vries
6fcc0f6d2e
Removed TimerCall in favour of AddTimer script implementation
2012-05-05 12:09:44 +02:00
Maikel de Vries
4a56f8d7c1
Replaced defcore values related to fire with properties
2012-04-28 16:17:38 +02:00
Bernhard Bonigl
4c38caaf27
Merged default into Controls
2012-04-17 17:37:52 +02:00
Felix Wagner
366d96680a
Rotate your buildings in the construction preview using Space!
2012-04-16 16:31:38 +01:00
Bernhard Bonigl
0bec0179e1
Fixed ProductionTime-Callback for real.
2012-04-15 18:45:43 +02:00
Bernhard Bonigl
98b67b1cdc
Fixed Warnings in Producers
2012-04-15 17:14:43 +02:00
Tobias Zwick
038ef1b4b6
descriptions for structures
2012-04-15 13:13:14 +02:00
David Dormagen
cc715ae682
the sawmill now checks whether the tree will actually produce wood before sawing it
2012-03-24 16:09:11 +01:00
Maikel de Vries
9543c10cad
Sawmill is not be accessible as a container.
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If one takes wood from the sawmill during production this triggers the infinite sawing loop.
2012-03-04 17:12:39 +01:00
Maikel de Vries
6f2d4f629e
Sawmill does not accepts trees before it is fully constructed ( #715 )
2012-02-21 18:51:29 +01:00
Maikel de Vries
a9e43a1433
Fix sawmill woodchip and smoke production when off
2012-02-21 00:02:32 +01:00
David Dormagen
5cbaa697f0
changed power system to transfer power freely in a base and get rid of power lines
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power now is either available or not - there is no "produce X power and save it somewhere" anymore
2012-02-18 22:50:18 +01:00
Felix Wagner
a059f0f64a
DisregardsKnowledge -> IgnoreKnowledge, NeedsRawMaterial -> NeedRawMaterial
2012-01-19 22:31:05 +00:00
Felix Wagner
0937b60ad6
Set foundry, sawmill and windmill to disregard knowledge (every product available)
2012-01-16 23:32:46 +00:00
Felix Wagner
096c07a251
Sawmill added. Just push chopped trees in front of it.
2011-10-20 00:42:32 +01:00