Commit Graph

49 Commits (899fbaa8670e179662493b55507ab4bc55b76313)

Author SHA1 Message Date
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.
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
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.
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.
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
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
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.
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)
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
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
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
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
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.
* 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
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.
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
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