The purpose of this is to allow mods to be able to interact (e.g. fill up)
an empty bucket when it is used to punch a node that's not a liquid source
or when punching a custom entity (e.g. milking a cow).
- Use opaque texture for top+bottom of iron bar
- Add color variation for iron bar top/bottom
- Add paramat's texture to credits
- Update license info for paramat's textures
This plays when damage is disabled, an engine bug.
We can remove it because both sounds are identical, now it is removed
the 'player damage' sound still plays when falling damage is taken.
To allow mapgen bushes in green-grass and savanna grasslands.
Nodes for a generic bush and an acacia bush.
Stem nodes are craftable to a single wood node to provide a small
amount of wood resource in grasslands.
Fuel times are that of corresponding 'wood' nodes, 1/4 that of
corresponding tree nodes.
No leafdecay to enable use as hedges or without a nearby tree trunk.
Uses 'default leaves simple' texture for extra visual thickness.
Use 'player damage' sound for both damage and falling damage.
Gains for damage sounds are set in the engine, however we cannot change
those gains as other subgames already use damage sounds based on those
gains.
Sound has been re-edited from source and normalised to 0 dB for
maximum volume, which is only just enough because gain is fixed at 0.5
in the engine.
The check for igniters (fire/lava) will be performed every 10 secs
if the item is flammable.
if the item is found to be in lava it will then burn up and
disappear in a smoke puff.
If a non-lava igniter node is found, a combination of `flammable`
value of the item and `igniter` group value of the node will be used
to determine the chance for the item to be removed.
'jungleleaves simple' had completely different leaf colours to
'jungleleaves', now matched.
'leaves simple' had dark green instead of black colour for transparent
pixels (the 'leaves' texture uses black), normally these pixels would
not be rendered as opaque colours but bush nodes now use this texture
and will be rendering it as opaque. The dark green pixels resulted in
a texture lacking in contrast.
River water needs to be 'liquid_renewable = false' to avoid a mess caused by
spreading of sources, however picking it up with a bucket then creates
a hole in the river. Allow a 'force-renew' of the source node if it has a
source neighbour.