If you place a rope at the side of blocks, the selectionbox of the
rope is wrong. The selectionbox is horizontal, not vertical. Only
if you place a rope on the floor or a ceiling of another block,
the selectionbox is correct.
This is because paramtype2 is set for ropes, although it is not needed
(ropes have always the same orientation).
This allows torches to be put on any placeholder node. Particles
are still shown for players who wield placeable nodes. Placing nodes
targeting the torch fails, but succeeds on the node below or adjacent
due to pointed_thing rules.
After placing a node, the full placeholder metadata is maintained
and the node can be dug again and replaced with a different placeable
node in case the placeholder contained multiple nodes.
To accomplish the torch mod to do this, the placeholder particle
function was promoted to an API function of the nodes mod.
A couple of nodes have missing or wrong node sounds:
nodes:hardened_clay*: Plays no sound (suggested sound: stone sound)
nodes:chest_with_*: No sound (suggested: wood sound)
nodes:flowerpot*: Plays wood sound (suggested: stone sound)
nodes:vine*: Wood sound when climbing (suggested: leaves sound)
terminal:terminal: No sound (suggested: metal sound)
nodes:tnt: No sound (suggested: wood sound)
signs:bg: No sound (suggested: stone sound)
All doors and fence gates: No sounds for placing/digging
frame:*: No sound (suggested: wood sound)
signs:sign_wall: No sound (suggested: wood sound)
Special cases:
Trampoline: Wood sound
Waterlily: No change, still no sound (leaves sound would be too odd here)
Lava: Sound removed
boxes:nexus: No change, I have no good idea
Sponge: Dirt sound
Rope: Sound removed (other sounds just don't fit well)
Some of these are copies from the respective origins from mtg,
to make sure we have headers everywhere listing the proper code.
I've relicensed spectator_mode from WT*PL to LGPL-2.1. No other
licenses were changed.
To prevent most simple dig-and-place exploits, we make hand-diggable
nodes no longer dig_immediate, so it takes a bit of time to dig them
up. This completely ignores people abusing lag and isn't a complete
solution.
This breaks wooden walls connecting to stone, but makes them
appropriately connect to wood. Some boxes will likely change visual
appearance. Stone and wooden walls will still connect to each other.
Took me a while to work through this, but [1, 2, 3] are not the
right tiles to make an inventory cube from, since [2] is the bottom
tile. So this looks a lot better already, especially for trunk
nodes and ladders.