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shuffle and reorganize documentation
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administrative world anchor | ||
--------------------------- | ||
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A world anchor is an object in the Minetest world that causes the server | ||
to keep surrounding parts of the world running even when no players | ||
are nearby. It is mainly used to allow machines to run unattended: | ||
normally machines are suspended when not near a player. The technic | ||
mod supplies a form of world anchor, as a placable block, but it is not | ||
straightforwardly available to players. There is no recipe for it, so it | ||
is only available if explicitly spawned into existence by someone with | ||
administrative privileges. In a single-player world, the single player | ||
normally has administrative privileges, and can obtain a world anchor | ||
by entering the chat command "/give singleplayer technic:admin\_anchor". | ||
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The world anchor tries to force a cubical area, centered upon the anchor, | ||
to stay loaded. The distance from the anchor to the most distant map | ||
nodes that it will keep loaded is referred to as the "radius", and can be | ||
set in the world anchor's interaction form. The radius can be set as low | ||
as 0, meaning that the anchor only tries to keep itself loaded, or as high | ||
as 255, meaning that it will operate on a 511×511×511 cube. | ||
Larger radii are forbidden, to avoid typos causing the server excessive | ||
work; to keep a larger area loaded, use multiple anchors. Also use | ||
multiple anchors if the area to be kept loaded is not well approximated | ||
by a cube. | ||
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The world is always kept loaded in units of 16×16×16 cubes, | ||
confusingly known as "map blocks". The anchor's configured radius takes | ||
no account of map block boundaries, but the anchor's effect is actually to | ||
keep loaded each map block that contains any part of the configured cube. | ||
The anchor's interaction form includes a status note showing how many map | ||
blocks this is, and how many of those it is successfully keeping loaded. | ||
When the anchor is disabled, as it is upon placement, it will always | ||
show that it is keeping no map blocks loaded; this does not indicate | ||
any kind of failure. | ||
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The world anchor can optionally be locked. When it is locked, only | ||
the anchor's owner, the player who placed it, can reconfigure it or | ||
remove it. Only the owner can lock it. Locking an anchor is useful | ||
if the use of anchors is being tightly controlled by administrators: | ||
an administrator can set up a locked anchor and be sure that it will | ||
not be set by ordinary players to an unapproved configuration. | ||
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The server limits the ability of world anchors to keep parts of the world | ||
loaded, to avoid overloading the server. The total number of map blocks | ||
that can be kept loaded in this way is set by the server configuration | ||
item "max\_forceloaded\_blocks" (in minetest.conf), which defaults to | ||
only 16. For comparison, each player normally keeps 125 map blocks loaded | ||
(a radius of 32). If an enabled world anchor shows that it is failing to | ||
keep all the map blocks loaded that it would like to, this can be fixed | ||
by increasing max\_forceloaded\_blocks by the amount of the shortfall. | ||
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The tight limit on force-loading is the reason why the world anchor is | ||
not directly available to players. With the limit so low both by default | ||
and in common practice, the only feasible way to determine where world | ||
anchors should be used is for administrators to decide it directly. |
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chests | ||
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The technic mod replaces the basic Minetest game's single type of | ||
chest with a range of chests that have different sizes and features. | ||
The chest types are identified by the materials from which they are made; | ||
the better chests are made from more exotic materials. The chest types | ||
form a linear sequence, each being (with one exception noted below) | ||
strictly more powerful than the preceding one. The sequence begins with | ||
the wooden chest from the basic game, and each later chest type is built | ||
by upgrading a chest of the preceding type. The chest types are: | ||
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1. wooden chest: 8×4 (32) slots | ||
2. iron chest: 9×5 (45) slots | ||
3. copper chest: 12×5 (60) slots | ||
4. silver chest: 12×6 (72) slots | ||
5. gold chest: 15×6 (90) slots | ||
6. mithril chest: 15×6 (90) slots | ||
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The iron and later chests have the ability to sort their contents, | ||
when commanded by a button in their interaction forms. Item types are | ||
sorted in the same order used in the unified\_inventory craft guide. | ||
The copper and later chests also have an auto-sorting facility that can | ||
be enabled from the interaction form. An auto-sorting chest automatically | ||
sorts its contents whenever a player closes the chest. The contents will | ||
then usually be in a sorted state when the chest is opened, but may not | ||
be if pneumatic tubes have operated on the chest while it was closed, | ||
or if two players have the chest open simultaneously. | ||
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The silver and gold chests, but not the mithril chest, have a built-in | ||
sign-like capability. They can be given a textual label, which will | ||
be visible when hovering over the chest. The gold chest, but again not | ||
the mithril chest, can be further labelled with a colored patch that is | ||
visible from a moderate distance. | ||
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The mithril chest is currently an exception to the upgrading system. | ||
It has only as many inventory slots as the preceding (gold) type, and has | ||
fewer of the features. It has no feature that other chests don't have: | ||
it is strictly weaker than the gold chest. It is planned that in the | ||
future it will acquire some unique features, but for now the only reason | ||
to use it is aesthetic. | ||
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The size of the largest chests is dictated by the maximum size | ||
of interaction form that the game engine can successfully display. | ||
If in the future the engine becomes capable of handling larger forms, | ||
by scaling them to fit the screen, the sequence of chest sizes will | ||
likely be revised. | ||
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As with the chest of the basic Minetest game, each chest type comes | ||
in both locked and unlocked flavors. All of the chests work with the | ||
pneumatic tubes of the pipeworks mod. |
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